1659 lines
49 KiB
C++
1659 lines
49 KiB
C++
/**
|
|
* @file llviewerdisplay.cpp
|
|
* @brief LLViewerDisplay class implementation
|
|
*
|
|
* $LicenseInfo:firstyear=2004&license=viewergpl$
|
|
*
|
|
* Copyright (c) 2004-2009, Linden Research, Inc.
|
|
*
|
|
* Second Life Viewer Source Code
|
|
* The source code in this file ("Source Code") is provided by Linden Lab
|
|
* to you under the terms of the GNU General Public License, version 2.0
|
|
* ("GPL"), unless you have obtained a separate licensing agreement
|
|
* ("Other License"), formally executed by you and Linden Lab. Terms of
|
|
* the GPL can be found in doc/GPL-license.txt in this distribution, or
|
|
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
|
|
*
|
|
* There are special exceptions to the terms and conditions of the GPL as
|
|
* it is applied to this Source Code. View the full text of the exception
|
|
* in the file doc/FLOSS-exception.txt in this software distribution, or
|
|
* online at
|
|
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
|
|
*
|
|
* By copying, modifying or distributing this software, you acknowledge
|
|
* that you have read and understood your obligations described above,
|
|
* and agree to abide by those obligations.
|
|
*
|
|
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
|
|
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
|
|
* COMPLETENESS OR PERFORMANCE.
|
|
* $/LicenseInfo$
|
|
*/
|
|
|
|
#include "llviewerprecompiledheaders.h"
|
|
|
|
#include "llviewerdisplay.h"
|
|
|
|
#include "llgl.h"
|
|
#include "llrender.h"
|
|
#include "llglheaders.h"
|
|
#include "llagent.h"
|
|
#include "llagentcamera.h"
|
|
#include "llviewercontrol.h"
|
|
#include "llcoord.h"
|
|
#include "llcriticaldamp.h"
|
|
#include "lldir.h"
|
|
#include "lldynamictexture.h"
|
|
#include "lldrawpoolalpha.h"
|
|
#include "llfeaturemanager.h"
|
|
#include "llfirstuse.h"
|
|
#include "llframestats.h"
|
|
#include "llhudmanager.h"
|
|
#include "llimagebmp.h"
|
|
#include "llimagegl.h"
|
|
#include "lloctree.h"
|
|
#include "llselectmgr.h"
|
|
#include "llsky.h"
|
|
#include "llstartup.h"
|
|
#include "lltoolfocus.h"
|
|
#include "lltoolmgr.h"
|
|
#include "lltooldraganddrop.h"
|
|
#include "lltoolpie.h"
|
|
#include "lltracker.h"
|
|
#include "llui.h"
|
|
#include "llviewercamera.h"
|
|
#include "llviewerobjectlist.h"
|
|
#include "llviewerparcelmgr.h"
|
|
#include "llviewerwindow.h"
|
|
#include "llvoavatarself.h"
|
|
#include "llvograss.h"
|
|
#include "llworld.h"
|
|
#include "pipeline.h"
|
|
#include "llspatialpartition.h"
|
|
#include "llappviewer.h"
|
|
#include "llstartup.h"
|
|
#include "llviewershadermgr.h"
|
|
#include "llfasttimer.h"
|
|
#include "llfloatertools.h"
|
|
#include "llviewertexturelist.h"
|
|
#include "llfocusmgr.h"
|
|
#include "llcubemap.h"
|
|
#include "llviewerregion.h"
|
|
#include "lldrawpoolwater.h"
|
|
#include "lldrawpoolbump.h"
|
|
#include "llwlparammanager.h"
|
|
#include "llwaterparammanager.h"
|
|
#include "llpostprocess.h"
|
|
#include "sgmemstat.h"
|
|
|
|
// [RLVa:KB]
|
|
#include "rlvhandler.h"
|
|
#include "rlvlocks.h"
|
|
// [/RLVa:KB]
|
|
|
|
extern bool gShiftFrame;
|
|
|
|
LLPointer<LLViewerTexture> gDisconnectedImagep = NULL;
|
|
|
|
// used to toggle renderer back on after teleport
|
|
const F32 TELEPORT_RENDER_DELAY = 20.f; // Max time a teleport is allowed to take before we raise the curtain
|
|
const F32 TELEPORT_ARRIVAL_DELAY = 2.f; // Time to preload the world before raising the curtain after we've actually already arrived.
|
|
const F32 TELEPORT_LOCAL_DELAY = 1.0f; // Delay to prevent teleports after starting an in-sim teleport.
|
|
BOOL gTeleportDisplay = FALSE;
|
|
LLFrameTimer gTeleportDisplayTimer;
|
|
LLFrameTimer gTeleportArrivalTimer;
|
|
F32 gSavedDrawDistance = 0.0f;
|
|
const F32 RESTORE_GL_TIME = 5.f; // Wait this long while reloading textures before we raise the curtain
|
|
|
|
BOOL gForceRenderLandFence = FALSE;
|
|
BOOL gDisplaySwapBuffers = FALSE;
|
|
BOOL gDepthDirty = FALSE;
|
|
BOOL gResizeScreenTexture = FALSE;
|
|
BOOL gWindowResized = FALSE;
|
|
BOOL gSnapshot = FALSE;
|
|
|
|
U32 gRecentFrameCount = 0; // number of 'recent' frames
|
|
LLFrameTimer gRecentFPSTime;
|
|
LLFrameTimer gRecentMemoryTime;
|
|
|
|
// Rendering stuff
|
|
void pre_show_depth_buffer();
|
|
void post_show_depth_buffer();
|
|
void render_ui(F32 zoom_factor = 1.f, int subfield = 0, bool tiling = false);
|
|
void render_hud_attachments();
|
|
void render_ui_3d();
|
|
void render_ui_2d();
|
|
void render_disconnected_background();
|
|
|
|
void display_startup()
|
|
{
|
|
if ( !gViewerWindow->getActive()
|
|
|| !gViewerWindow->getWindow()->getVisible()
|
|
|| gViewerWindow->getWindow()->getMinimized()
|
|
|| gNoRender )
|
|
{
|
|
return;
|
|
}
|
|
|
|
gPipeline.updateGL();
|
|
|
|
// Update images?
|
|
//gImageList.updateImages(0.01f);
|
|
LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
|
|
|
|
LLGLSDefault gls_default;
|
|
|
|
// Required for HTML update in login screen
|
|
static S32 frame_count = 0;
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
|
|
if (frame_count++ > 1) // make sure we have rendered a frame first
|
|
{
|
|
LLViewerDynamicTexture::updateAllInstances();
|
|
}
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
|
|
gViewerWindow->updateUI(); // Fix ui flicker.
|
|
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
LLGLSUIDefault gls_ui;
|
|
gPipeline.disableLights();
|
|
|
|
gViewerWindow->setup2DRender();
|
|
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
|
|
|
|
gGL.color4f(1,1,1,1);
|
|
gViewerWindow->draw();
|
|
gGL.flush();
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
|
|
gViewerWindow->getWindow()->swapBuffers();
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
void display_update_camera(bool tiling=false)
|
|
{
|
|
llpushcallstacks;
|
|
// TODO: cut draw distance down if customizing avatar?
|
|
// TODO: cut draw distance on per-parcel basis?
|
|
|
|
// Cut draw distance in half when customizing avatar,
|
|
// but on the viewer only.
|
|
F32 final_far = gAgentCamera.mDrawDistance;
|
|
static const LLCachedControl<bool> freeze_time("FreezeTime",false);
|
|
if(freeze_time || tiling) //Don't animate clouds and water if tiling!
|
|
{
|
|
LLViewerCamera::getInstance()->setFar(final_far);
|
|
gViewerWindow->setup3DRender();
|
|
LLWorld::getInstance()->setLandFarClip(final_far);
|
|
return;
|
|
}
|
|
if (CAMERA_MODE_CUSTOMIZE_AVATAR == gAgentCamera.getCameraMode())
|
|
{
|
|
final_far *= 0.5f;
|
|
}
|
|
LLViewerCamera::getInstance()->setFar(final_far);
|
|
gViewerWindow->setup3DRender();
|
|
|
|
// update all the sky/atmospheric/water settings
|
|
LLWLParamManager::getInstance()->update(LLViewerCamera::getInstance());
|
|
LLWaterParamManager::getInstance()->update(LLViewerCamera::getInstance());
|
|
|
|
// Update land visibility too
|
|
LLWorld::getInstance()->setLandFarClip(final_far);
|
|
}
|
|
|
|
// Write some stats to llinfos
|
|
void display_stats()
|
|
{
|
|
if (gNoRender || !gViewerWindow->getWindow()->getVisible() || !gFocusMgr.getAppHasFocus())
|
|
{
|
|
// Do not keep FPS statistics while yielding cooperatively
|
|
// (i;e. when not running as foreground window)
|
|
gRecentFrameCount = 0;
|
|
gRecentFPSTime.reset();
|
|
}
|
|
F32 fps_log_freq = gSavedSettings.getF32("FPSLogFrequency");
|
|
if (fps_log_freq > 0.f && gRecentFPSTime.getElapsedTimeF32() >= fps_log_freq)
|
|
{
|
|
F32 fps = gRecentFrameCount / fps_log_freq;
|
|
llinfos << llformat("FPS: %.02f", fps) << llendl;
|
|
llinfos << llformat("VBO: %d glVBO: %d", LLVertexBuffer::sCount, LLVertexBuffer::sGLCount) << llendl;
|
|
#ifdef LL_OCTREE_STATS
|
|
OctreeStats::getInstance()->dump();
|
|
#endif
|
|
gRecentFrameCount = 0;
|
|
gRecentFPSTime.reset();
|
|
}
|
|
F32 mem_log_freq = gSavedSettings.getF32("MemoryLogFrequency");
|
|
if (mem_log_freq > 0.f && gRecentMemoryTime.getElapsedTimeF32() >= mem_log_freq)
|
|
{
|
|
gMemoryAllocated = LLMemory::getCurrentRSS();
|
|
U32 memory = (U32)(gMemoryAllocated / (1024*1024));
|
|
llinfos << llformat("MEMORY: %d MB", memory) << llendl;
|
|
llinfos << "THREADS: "<< LLThread::getCount() << llendl;
|
|
llinfos << "MALLOC: " << SGMemStat::getPrintableStat() <<llendl;
|
|
LLMemory::logMemoryInfo(TRUE) ;
|
|
gRecentMemoryTime.reset();
|
|
}
|
|
}
|
|
|
|
static LLFastTimer::DeclareTimer FTM_PICK("Picking");
|
|
static LLFastTimer::DeclareTimer FTM_RENDER("Render", true);
|
|
static LLFastTimer::DeclareTimer FTM_UPDATE_SKY("Update Sky");
|
|
static LLFastTimer::DeclareTimer FTM_UPDATE_TEXTURES("Update Textures");
|
|
static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE("Update Images");
|
|
static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_CLASS("Class");
|
|
static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_BUMP("Bump");
|
|
static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_LIST("List");
|
|
static LLFastTimer::DeclareTimer FTM_IMAGE_UPDATE_DELETE("Delete");
|
|
// Paint the display!
|
|
void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, bool tiling)
|
|
{
|
|
LLFastTimer t(FTM_RENDER);
|
|
|
|
if (gWindowResized)
|
|
{ //skip render on frames where window has been resized
|
|
gGL.flush();
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
gViewerWindow->getWindow()->swapBuffers();
|
|
LLPipeline::refreshCachedSettings();
|
|
gPipeline.resizeScreenTexture();
|
|
gResizeScreenTexture = FALSE;
|
|
gWindowResized = FALSE;
|
|
return;
|
|
}
|
|
|
|
//Nope
|
|
/*if (LLPipeline::sRenderDeferred)
|
|
{ //hack to make sky show up in deferred snapshots
|
|
for_snapshot = FALSE;
|
|
}*/
|
|
|
|
if (LLPipeline::sRenderFrameTest)
|
|
{
|
|
send_agent_pause();
|
|
}
|
|
|
|
gSnapshot = for_snapshot;
|
|
|
|
LLGLSDefault gls_default;
|
|
LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE, GL_LEQUAL);
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
|
|
stop_glerror();
|
|
|
|
gPipeline.disableLights();
|
|
|
|
//reset vertex buffers if needed
|
|
gPipeline.doResetVertexBuffers();
|
|
|
|
stop_glerror();
|
|
|
|
// Don't draw if the window is hidden or minimized.
|
|
// In fact, must explicitly check the minimized state before drawing.
|
|
// Attempting to draw into a minimized window causes a GL error. JC
|
|
if ( !gViewerWindow->getActive()
|
|
|| !gViewerWindow->getWindow()->getVisible()
|
|
|| gViewerWindow->getWindow()->getMinimized() )
|
|
{
|
|
// Clean up memory the pools may have allocated
|
|
if (rebuild)
|
|
{
|
|
gFrameStats.start(LLFrameStats::REBUILD);
|
|
stop_glerror();
|
|
gPipeline.rebuildPools();
|
|
stop_glerror();
|
|
}
|
|
|
|
stop_glerror();
|
|
gViewerWindow->returnEmptyPicks();
|
|
stop_glerror();
|
|
return;
|
|
}
|
|
|
|
gViewerWindow->checkSettings();
|
|
|
|
if(gWindowResized) //Singu Note: gViewerWindow->checkSettings() can call LLViewerWindow::reshape(). If it has then skip this frame.
|
|
{
|
|
return;
|
|
}
|
|
|
|
{
|
|
LLFastTimer ftm(FTM_PICK);
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Pick");
|
|
gViewerWindow->performPick();
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:CheckStates");
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
|
|
//////////////////////////////////////////////////////////
|
|
//
|
|
// Logic for forcing window updates if we're in drone mode.
|
|
//
|
|
|
|
if (gNoRender)
|
|
{
|
|
#if LL_WINDOWS
|
|
static F32 last_update_time = 0.f;
|
|
if ((gFrameTimeSeconds - last_update_time) > 1.f)
|
|
{
|
|
InvalidateRect((HWND)gViewerWindow->getPlatformWindow(), NULL, FALSE);
|
|
last_update_time = gFrameTimeSeconds;
|
|
}
|
|
#elif LL_DARWIN
|
|
// MBW -- Do something clever here.
|
|
#endif
|
|
// Not actually rendering, don't bother.
|
|
return;
|
|
}
|
|
|
|
|
|
//
|
|
// Bail out if we're in the startup state and don't want to try to
|
|
// render the world.
|
|
//
|
|
if (LLStartUp::getStartupState() < STATE_STARTED)
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Startup");
|
|
display_startup();
|
|
return;
|
|
}
|
|
|
|
//LLGLState::verify(FALSE);
|
|
|
|
/////////////////////////////////////////////////
|
|
//
|
|
// Update GL Texture statistics (used for discard logic?)
|
|
//
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:TextureStats");
|
|
gFrameStats.start(LLFrameStats::UPDATE_TEX_STATS);
|
|
stop_glerror();
|
|
|
|
LLImageGL::updateStats(gFrameTimeSeconds);
|
|
|
|
LLVOAvatar::sRenderName = gSavedSettings.getS32("RenderName");
|
|
LLVOAvatar::sRenderGroupTitles = !gSavedSettings.getBOOL("RenderHideGroupTitleAll");
|
|
|
|
gPipeline.mBackfaceCull = TRUE;
|
|
gFrameCount++;
|
|
gRecentFrameCount++;
|
|
if (gFocusMgr.getAppHasFocus())
|
|
{
|
|
gForegroundFrameCount++;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////
|
|
//
|
|
// Display start screen if we're teleporting, and skip render
|
|
//
|
|
|
|
if (gTeleportDisplay)
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Teleport");
|
|
const F32 TELEPORT_ARRIVAL_DELAY = 2.f; // Time to preload the world before raising the curtain after we've actually already arrived.
|
|
|
|
S32 attach_count = 0;
|
|
if (isAgentAvatarValid())
|
|
{
|
|
attach_count = gAgentAvatarp->getAttachmentCount();
|
|
}
|
|
F32 teleport_save_time = TELEPORT_EXPIRY + TELEPORT_EXPIRY_PER_ATTACHMENT * attach_count;
|
|
F32 teleport_elapsed = gTeleportDisplayTimer.getElapsedTimeF32();
|
|
F32 teleport_percent = teleport_elapsed * (100.f / teleport_save_time);
|
|
if( (gAgent.getTeleportState() != LLAgent::TELEPORT_START) && (teleport_percent > 100.f) )
|
|
{
|
|
// Give up. Don't keep the UI locked forever.
|
|
gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
|
|
gAgent.setTeleportMessage(std::string());
|
|
}
|
|
|
|
static const LLCachedControl<bool> hide_tp_screen("AscentDisableTeleportScreens",false);
|
|
const std::string& message = gAgent.getTeleportMessage();
|
|
switch( gAgent.getTeleportState() )
|
|
{
|
|
case LLAgent::TELEPORT_PENDING:
|
|
gTeleportDisplayTimer.reset();
|
|
if(!hide_tp_screen)
|
|
gViewerWindow->setShowProgress(TRUE);
|
|
gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f));
|
|
gAgent.setTeleportMessage(LLAgent::sTeleportProgressMessages["pending"]);
|
|
gViewerWindow->setProgressString(LLAgent::sTeleportProgressMessages["pending"]);
|
|
break;
|
|
|
|
case LLAgent::TELEPORT_START:
|
|
// Transition to REQUESTED. Viewer has sent some kind
|
|
// of TeleportRequest to the source simulator
|
|
gTeleportDisplayTimer.reset();
|
|
if(!hide_tp_screen)
|
|
gViewerWindow->setShowProgress(TRUE);
|
|
gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f));
|
|
gAgent.setTeleportState( LLAgent::TELEPORT_REQUESTED );
|
|
gAgent.setTeleportMessage(
|
|
LLAgent::sTeleportProgressMessages["requesting"]);
|
|
gViewerWindow->setProgressString(LLAgent::sTeleportProgressMessages["requesting"]);
|
|
break;
|
|
|
|
case LLAgent::TELEPORT_REQUESTED:
|
|
// Waiting for source simulator to respond
|
|
gViewerWindow->setProgressPercent( llmin(teleport_percent, 37.5f) );
|
|
gViewerWindow->setProgressString(message);
|
|
break;
|
|
|
|
case LLAgent::TELEPORT_MOVING:
|
|
// Viewer has received destination location from source simulator
|
|
gViewerWindow->setProgressPercent( llmin(teleport_percent, 75.f) );
|
|
gViewerWindow->setProgressString(message);
|
|
break;
|
|
|
|
case LLAgent::TELEPORT_START_ARRIVAL:
|
|
// Transition to ARRIVING. Viewer has received avatar update, etc., from destination simulator
|
|
gTeleportArrivalTimer.reset();
|
|
gViewerWindow->setProgressCancelButtonVisible(FALSE, LLTrans::getString("Cancel"));
|
|
gViewerWindow->setProgressPercent(75.f);
|
|
gAgent.setTeleportState( LLAgent::TELEPORT_ARRIVING );
|
|
gAgent.setTeleportMessage(
|
|
LLAgent::sTeleportProgressMessages["arriving"]);
|
|
gTextureList.mForceResetTextureStats = TRUE;
|
|
if(!hide_tp_screen)
|
|
gAgentCamera.resetView(TRUE, TRUE);
|
|
break;
|
|
|
|
case LLAgent::TELEPORT_ARRIVING:
|
|
// Make the user wait while content "pre-caches"
|
|
{
|
|
F32 arrival_fraction = (gTeleportArrivalTimer.getElapsedTimeF32() / TELEPORT_ARRIVAL_DELAY);
|
|
if( arrival_fraction > 1.f || hide_tp_screen)
|
|
{
|
|
arrival_fraction = 1.f;
|
|
LLFirstUse::useTeleport();
|
|
gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
|
|
}
|
|
gViewerWindow->setProgressCancelButtonVisible(FALSE, LLTrans::getString("Cancel"));
|
|
gViewerWindow->setProgressPercent( arrival_fraction * 25.f + 75.f);
|
|
gViewerWindow->setProgressString(message);
|
|
}
|
|
break;
|
|
|
|
case LLAgent::TELEPORT_LOCAL:
|
|
// Short delay when teleporting in the same sim (progress screen active but not shown - did not
|
|
// fall-through from TELEPORT_START)
|
|
{
|
|
// <edit>
|
|
// is this really needed.... I say no.
|
|
//if( gTeleportDisplayTimer.getElapsedTimeF32() > TELEPORT_LOCAL_DELAY )
|
|
// </edit>
|
|
{
|
|
LLFirstUse::useTeleport();
|
|
gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case LLAgent::TELEPORT_NONE:
|
|
// No teleport in progress
|
|
gViewerWindow->setShowProgress(FALSE);
|
|
gTeleportDisplay = FALSE;
|
|
gTeleportArrivalTimer.reset();
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else if(LLAppViewer::instance()->logoutRequestSent())
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Logout");
|
|
F32 percent_done = gLogoutTimer.getElapsedTimeF32() * 100.f / gLogoutMaxTime;
|
|
if (percent_done > 100.f)
|
|
{
|
|
percent_done = 100.f;
|
|
}
|
|
|
|
if( LLApp::isExiting() )
|
|
{
|
|
percent_done = 100.f;
|
|
}
|
|
|
|
gViewerWindow->setProgressPercent( percent_done );
|
|
}
|
|
else
|
|
if (gRestoreGL)
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:RestoreGL");
|
|
F32 percent_done = gRestoreGLTimer.getElapsedTimeF32() * 100.f / RESTORE_GL_TIME;
|
|
if( percent_done > 100.f )
|
|
{
|
|
gViewerWindow->setShowProgress(FALSE);
|
|
gRestoreGL = FALSE;
|
|
}
|
|
else
|
|
{
|
|
|
|
if( LLApp::isExiting() )
|
|
{
|
|
percent_done = 100.f;
|
|
}
|
|
|
|
gViewerWindow->setProgressPercent( percent_done );
|
|
}
|
|
}
|
|
|
|
// Progressively increase draw distance after TP when required.
|
|
if (gSavedDrawDistance > 0.0f && gAgent.getTeleportState() == LLAgent::TELEPORT_NONE)
|
|
{
|
|
if (gTeleportArrivalTimer.getElapsedTimeF32() >=
|
|
(F32)gSavedSettings.getU32("SpeedRezInterval"))
|
|
{
|
|
gTeleportArrivalTimer.reset();
|
|
F32 current = gSavedSettings.getF32("RenderFarClip");
|
|
if (gSavedDrawDistance > current)
|
|
{
|
|
current *= 2.0;
|
|
if (current > gSavedDrawDistance)
|
|
{
|
|
current = gSavedDrawDistance;
|
|
}
|
|
gSavedSettings.setF32("RenderFarClip", current);
|
|
}
|
|
if (current >= gSavedDrawDistance)
|
|
{
|
|
gSavedDrawDistance = 0.0f;
|
|
gSavedSettings.setF32("SavedRenderFarClip", 0.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
//////////////////////////
|
|
//
|
|
// Prepare for the next frame
|
|
//
|
|
|
|
/////////////////////////////
|
|
//
|
|
// Update the camera
|
|
//
|
|
//
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Camera");
|
|
LLViewerCamera::getInstance()->setZoomParameters(zoom_factor, subfield);
|
|
LLViewerCamera::getInstance()->setNear(MIN_NEAR_PLANE);
|
|
|
|
//////////////////////////
|
|
//
|
|
// clear the next buffer
|
|
// (must follow dynamic texture writing since that uses the frame buffer)
|
|
//
|
|
|
|
if (gDisconnected)
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Disconnected");
|
|
render_ui();
|
|
}
|
|
|
|
//////////////////////////
|
|
//
|
|
// Set rendering options
|
|
//
|
|
//
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderSetup");
|
|
stop_glerror();
|
|
|
|
///////////////////////////////////////
|
|
//
|
|
// Slam lighting parameters back to our defaults.
|
|
// Note that these are not the same as GL defaults...
|
|
|
|
stop_glerror();
|
|
gGL.setAmbientLightColor(LLColor4::white);
|
|
stop_glerror();
|
|
|
|
/////////////////////////////////////
|
|
//
|
|
// Render
|
|
//
|
|
// Actually push all of our triangles to the screen.
|
|
//
|
|
|
|
// do render-to-texture stuff here
|
|
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES))
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:DynamicTextures");
|
|
LLFastTimer t(FTM_UPDATE_TEXTURES);
|
|
if (LLViewerDynamicTexture::updateAllInstances())
|
|
{
|
|
gGL.setColorMask(true, true);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
}
|
|
|
|
gViewerWindow->setup3DViewport();
|
|
|
|
gPipeline.resetFrameStats(); // Reset per-frame statistics.
|
|
|
|
if (!gDisconnected)
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Update");
|
|
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
|
|
{ //don't draw hud objects in this frame
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
|
|
}
|
|
|
|
if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES))
|
|
{ //don't draw hud particles in this frame
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
|
|
}
|
|
|
|
//upkeep gl name pools
|
|
LLGLNamePool::upkeepPools();
|
|
|
|
stop_glerror();
|
|
display_update_camera(tiling);
|
|
stop_glerror();
|
|
|
|
// *TODO: merge these two methods
|
|
LLHUDManager::getInstance()->updateEffects();
|
|
LLHUDObject::updateAll();
|
|
stop_glerror();
|
|
|
|
if(!tiling)
|
|
{
|
|
gFrameStats.start(LLFrameStats::UPDATE_GEOM);
|
|
const F32 max_geom_update_time = 0.005f*10.f*gFrameIntervalSeconds; // 50 ms/second update time
|
|
gPipeline.createObjects(max_geom_update_time);
|
|
gPipeline.processPartitionQ();
|
|
gPipeline.updateGeom(max_geom_update_time);
|
|
stop_glerror();
|
|
gPipeline.updateGL();
|
|
stop_glerror();
|
|
}
|
|
|
|
gFrameStats.start(LLFrameStats::UPDATE_CULL);
|
|
S32 water_clip = 0;
|
|
if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT) > 1) &&
|
|
(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WATER) ||
|
|
gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER)))
|
|
{
|
|
if (LLViewerCamera::getInstance()->cameraUnderWater())
|
|
{
|
|
water_clip = -1;
|
|
}
|
|
else
|
|
{
|
|
water_clip = 1;
|
|
}
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Cull");
|
|
|
|
//Increment drawable frame counter
|
|
LLDrawable::incrementVisible();
|
|
|
|
LLSpatialGroup::sNoDelete = TRUE;
|
|
LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();
|
|
|
|
/*if (LLPipeline::sUseOcclusion && LLPipeline::sRenderDeferred)
|
|
{ //force occlusion on for all render types if doing deferred render
|
|
LLPipeline::sUseOcclusion = 3;
|
|
}*/
|
|
|
|
S32 occlusion = LLPipeline::sUseOcclusion;
|
|
if (gDepthDirty)
|
|
{ //depth buffer is invalid, don't overwrite occlusion state
|
|
LLPipeline::sUseOcclusion = llmin(occlusion, 1);
|
|
}
|
|
gDepthDirty = FALSE;
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
LLGLState::checkClientArrays();
|
|
|
|
static LLCullResult result;
|
|
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
|
|
LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
|
|
gPipeline.updateCull(*LLViewerCamera::getInstance(), result, water_clip);
|
|
stop_glerror();
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
LLGLState::checkClientArrays();
|
|
|
|
BOOL to_texture = gPipeline.canUseVertexShaders() &&
|
|
LLPipeline::sRenderGlow;
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Swap");
|
|
|
|
{
|
|
|
|
if (gResizeScreenTexture)
|
|
{
|
|
gResizeScreenTexture = FALSE;
|
|
gPipeline.resizeScreenTexture();
|
|
}
|
|
|
|
gGL.setColorMask(true, true);
|
|
glClearColor(0,0,0,0);
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
LLGLState::checkClientArrays();
|
|
|
|
if (!for_snapshot || LLPipeline::sRenderDeferred)
|
|
{
|
|
if (gFrameCount > 1)
|
|
{ //for some reason, ATI 4800 series will error out if you
|
|
//try to generate a shadow before the first frame is through
|
|
gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
|
|
}
|
|
|
|
LLVertexBuffer::unbind();
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
LLGLState::checkClientArrays();
|
|
|
|
glh::matrix4f proj = glh_get_current_projection();
|
|
glh::matrix4f mod = glh_get_current_modelview();
|
|
glViewport(0,0,512,512);
|
|
LLVOAvatar::updateFreezeCounter() ;
|
|
|
|
if(!LLPipeline::sMemAllocationThrottled)
|
|
{
|
|
LLVOAvatar::updateImpostors();
|
|
}
|
|
|
|
glh_set_current_projection(proj);
|
|
glh_set_current_modelview(mod);
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.loadMatrix(proj.m);
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.loadMatrix(mod.m);
|
|
gViewerWindow->setup3DViewport();
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkTextureChannels();
|
|
LLGLState::checkClientArrays();
|
|
|
|
}
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
}
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkClientArrays();
|
|
|
|
//if (!for_snapshot)
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Imagery");
|
|
gPipeline.generateWaterReflection(*LLViewerCamera::getInstance());
|
|
gPipeline.renderPhysicsDisplay();
|
|
}
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkClientArrays();
|
|
|
|
//////////////////////////////////////
|
|
//
|
|
// Update images, using the image stats generated during object update/culling
|
|
//
|
|
// Can put objects onto the retextured list.
|
|
//
|
|
// Doing this here gives hardware occlusion queries extra time to complete
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:UpdateImages");
|
|
LLError::LLCallStacks::clear() ;
|
|
llpushcallstacks ;
|
|
gFrameStats.start(LLFrameStats::IMAGE_UPDATE);
|
|
|
|
{
|
|
LLFastTimer t(FTM_IMAGE_UPDATE);
|
|
|
|
{
|
|
LLFastTimer t(FTM_IMAGE_UPDATE_CLASS);
|
|
LLViewerTexture::updateClass(LLViewerCamera::getInstance()->getVelocityStat()->getMean(),
|
|
LLViewerCamera::getInstance()->getAngularVelocityStat()->getMean());
|
|
}
|
|
|
|
|
|
{
|
|
LLFastTimer t(FTM_IMAGE_UPDATE_BUMP);
|
|
gBumpImageList.updateImages(); // must be called before gTextureList version so that it's textures are thrown out first.
|
|
}
|
|
|
|
{
|
|
LLFastTimer t(FTM_IMAGE_UPDATE_LIST);
|
|
F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds; // 50 ms/second decode time
|
|
max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame)
|
|
gTextureList.updateImages(max_image_decode_time);
|
|
}
|
|
|
|
/*{
|
|
LLFastTimer t(FTM_IMAGE_UPDATE_DELETE);
|
|
//remove dead textures from GL
|
|
LLImageGL::deleteDeadTextures();
|
|
stop_glerror();
|
|
}*/
|
|
}
|
|
llpushcallstacks ;
|
|
LLGLState::checkStates();
|
|
LLGLState::checkClientArrays();
|
|
|
|
///////////////////////////////////
|
|
//
|
|
// StateSort
|
|
//
|
|
// Responsible for taking visible objects, and adding them to the appropriate draw orders.
|
|
// In the case of alpha objects, z-sorts them first.
|
|
// Also creates special lists for outlines and selected face rendering.
|
|
//
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:StateSort");
|
|
{
|
|
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
|
|
gFrameStats.start(LLFrameStats::STATE_SORT);
|
|
gPipeline.stateSort(*LLViewerCamera::getInstance(), result);
|
|
stop_glerror();
|
|
|
|
if (rebuild)
|
|
{
|
|
//////////////////////////////////////
|
|
//
|
|
// rebuildPools
|
|
//
|
|
//
|
|
gFrameStats.start(LLFrameStats::REBUILD);
|
|
gPipeline.rebuildPools();
|
|
stop_glerror();
|
|
}
|
|
}
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkClientArrays();
|
|
|
|
LLPipeline::sUseOcclusion = occlusion;
|
|
|
|
{
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Sky");
|
|
LLFastTimer t(FTM_UPDATE_SKY);
|
|
gSky.updateSky();
|
|
}
|
|
|
|
// if(gUseWireframe)
|
|
// [RLVa:KB] - Checked: 2010-09-28 (RLVa-1.1.3b) | Modified: RLVa-1.1.3b
|
|
if ( (gUseWireframe) && ((!rlv_handler_t::isEnabled()) || (!gRlvAttachmentLocks.hasLockedHUD())) )
|
|
// [/RLVa:KB]
|
|
{
|
|
glClearColor(0.5f, 0.5f, 0.5f, 0.f);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderStart");
|
|
|
|
//// render frontmost floater opaque for occlusion culling purposes
|
|
//LLFloater* frontmost_floaterp = gFloaterView->getFrontmost();
|
|
//// assumes frontmost floater with focus is opaque
|
|
//if (frontmost_floaterp && gFocusMgr.childHasKeyboardFocus(frontmost_floaterp))
|
|
//{
|
|
// gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
// gGL.pushMatrix();
|
|
// {
|
|
// gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
|
|
// glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
|
// gGL.loadIdentity();
|
|
|
|
// LLRect floater_rect = frontmost_floaterp->calcScreenRect();
|
|
// // deflate by one pixel so rounding errors don't occlude outside of floater extents
|
|
// floater_rect.stretch(-1);
|
|
// LLRectf floater_3d_rect((F32)floater_rect.mLeft / (F32)gViewerWindow->getWindowWidthScaled(),
|
|
// (F32)floater_rect.mTop / (F32)gViewerWindow->getWindowHeightScaled(),
|
|
// (F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidthScaled(),
|
|
// (F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeightScaled());
|
|
// floater_3d_rect.translate(-0.5f, -0.5f);
|
|
// gGL.translatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear());
|
|
// gGL.scalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f);
|
|
// gGL.color4fv(LLColor4::white.mV);
|
|
// gGL.begin(LLVertexBuffer::QUADS);
|
|
// {
|
|
// gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mBottom, 0.f);
|
|
// gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mTop, 0.f);
|
|
// gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mTop, 0.f);
|
|
// gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mBottom, 0.f);
|
|
// }
|
|
// gGL.end();
|
|
// glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
// }
|
|
// gGL.popMatrix();
|
|
//}
|
|
|
|
LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
|
|
|
|
LLGLState::checkStates();
|
|
LLGLState::checkClientArrays();
|
|
|
|
stop_glerror();
|
|
|
|
if (to_texture)
|
|
{
|
|
gGL.setColorMask(true, true);
|
|
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
gPipeline.mDeferredScreen.bindTarget();
|
|
glClearColor(1,0,1,1);
|
|
gPipeline.mDeferredScreen.clear();
|
|
}
|
|
else
|
|
{
|
|
gPipeline.mScreen.bindTarget();
|
|
if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders())
|
|
{
|
|
const LLColor4 &col = LLDrawPoolWater::sWaterFogColor;
|
|
glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
|
|
}
|
|
gPipeline.mScreen.clear();
|
|
}
|
|
|
|
gGL.setColorMask(true, false);
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom");
|
|
|
|
if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot())
|
|
&& !gRestoreGL)
|
|
{
|
|
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
|
|
|
|
static LLCachedControl<bool> render_ui_occlusion("RenderUIOcclusion", false);
|
|
if(render_ui_occlusion && LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
LLFloater* floaterp = gFloaterView->getFrontmost();
|
|
if(floaterp && floaterp->getVisible() && floaterp->isBackgroundVisible() && floaterp->isBackgroundOpaque())
|
|
{
|
|
LLGLDepthTest depth(GL_TRUE, GL_TRUE);
|
|
gGL.setColorMask(false, false);
|
|
gOcclusionProgram.bind();
|
|
|
|
LLRect rect = floaterp->calcScreenRect();
|
|
rect.stretch(-1);
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
gGL.ortho(0.0f, gViewerWindow->getWindowWidth(), 0.0f, gViewerWindow->getWindowHeight(), 0.f, 1.0f);
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.pushMatrix();
|
|
gGL.loadIdentity();
|
|
gGL.color4fv( LLColor4::white.mV );
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.begin( LLRender::QUADS );
|
|
gGL.vertex3f(rect.mLeft, rect.mTop,0.f);
|
|
gGL.vertex3f(rect.mLeft, rect.mBottom,0.f);
|
|
gGL.vertex3f(rect.mRight, rect.mBottom,0.f);
|
|
gGL.vertex3f(rect.mRight, rect.mTop,0.f);
|
|
gGL.end();
|
|
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.popMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.popMatrix();
|
|
gOcclusionProgram.unbind();
|
|
}
|
|
}
|
|
|
|
static LLCachedControl<bool> render_depth_pre_pass("RenderDepthPrePass", false);
|
|
if (render_depth_pre_pass && LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
LLGLDepthTest depth(GL_TRUE, GL_TRUE);
|
|
LLGLEnable cull_face(GL_CULL_FACE);
|
|
gGL.setColorMask(false, false);
|
|
|
|
U32 types[] = {
|
|
LLRenderPass::PASS_SIMPLE,
|
|
LLRenderPass::PASS_FULLBRIGHT,
|
|
LLRenderPass::PASS_SHINY
|
|
};
|
|
|
|
U32 num_types = LL_ARRAY_SIZE(types);
|
|
gOcclusionProgram.bind();
|
|
for (U32 i = 0; i < num_types; i++)
|
|
{
|
|
gPipeline.renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
|
|
}
|
|
gOcclusionProgram.unbind();
|
|
}
|
|
|
|
gGL.setColorMask(true, false);
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance());
|
|
}
|
|
else
|
|
{
|
|
gPipeline.renderGeom(*LLViewerCamera::getInstance(), TRUE);
|
|
}
|
|
|
|
gGL.setColorMask(true, true);
|
|
|
|
//store this frame's modelview matrix for use
|
|
//when rendering next frame's occlusion queries
|
|
gGLPreviousModelView = gGLLastModelView;
|
|
gGLLastModelView = gGLModelView;
|
|
gGLLastProjection = gGLProjection;
|
|
stop_glerror();
|
|
}
|
|
|
|
//Reversed this. disabling a texunit sets its index as current.. randomly breaking LLRender::matrixMode(U32 mode). Make sure unit0 is the 'current' unit.
|
|
for (S32 i = gGLManager.mNumTextureImageUnits-1; i >= 0; --i)
|
|
{ //dummy cleanup of any currently bound textures
|
|
if (gGL.getTexUnit((U32)i)->getCurrType() != LLTexUnit::TT_NONE)
|
|
{
|
|
gGL.getTexUnit((U32)i)->unbind(gGL.getTexUnit((U32)i)->getCurrType());
|
|
gGL.getTexUnit((U32)i)->disable();
|
|
}
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush");
|
|
|
|
if (to_texture)
|
|
{
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
gPipeline.mDeferredScreen.flush();
|
|
if(gPipeline.mDeferredScreen.getFBO())
|
|
{
|
|
LLRenderTarget::copyContentsToFramebuffer(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(),
|
|
gPipeline.mDeferredScreen.getHeight(), 0, 0,
|
|
gPipeline.mDeferredScreen.getWidth(),
|
|
gPipeline.mDeferredScreen.getHeight(),
|
|
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gPipeline.mScreen.flush();
|
|
if(gPipeline.mScreen.getFBO())
|
|
{
|
|
LLRenderTarget::copyContentsToFramebuffer(gPipeline.mScreen, 0, 0, gPipeline.mScreen.getWidth(),
|
|
gPipeline.mScreen.getHeight(), 0, 0,
|
|
gPipeline.mScreen.getWidth(),
|
|
gPipeline.mScreen.getHeight(),
|
|
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
}
|
|
}
|
|
//gGL.flush();
|
|
|
|
if (LLPipeline::sRenderDeferred)
|
|
{
|
|
gPipeline.renderDeferredLighting();
|
|
}
|
|
|
|
LLPipeline::sUnderWaterRender = FALSE;
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:RenderUI");
|
|
if (!for_snapshot || LLPipeline::sRenderDeferred)
|
|
{
|
|
LLFastTimer t(FTM_RENDER_UI);
|
|
gFrameStats.start(LLFrameStats::RENDER_UI);
|
|
render_ui();
|
|
}
|
|
|
|
|
|
LLSpatialGroup::sNoDelete = FALSE;
|
|
gPipeline.clearReferences();
|
|
|
|
gPipeline.rebuildGroups();
|
|
}
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:FrameStats");
|
|
|
|
gFrameStats.start(LLFrameStats::MISC_END);
|
|
stop_glerror();
|
|
|
|
if (LLPipeline::sRenderFrameTest)
|
|
{
|
|
send_agent_resume();
|
|
LLPipeline::sRenderFrameTest = FALSE;
|
|
}
|
|
|
|
display_stats();
|
|
|
|
LLAppViewer::instance()->pingMainloopTimeout("Display:Done");
|
|
|
|
gShiftFrame = false;
|
|
}
|
|
|
|
void render_hud_attachments()
|
|
{
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.pushMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.pushMatrix();
|
|
|
|
glh::matrix4f current_proj = glh_get_current_projection();
|
|
glh::matrix4f current_mod = glh_get_current_modelview();
|
|
|
|
// clamp target zoom level to reasonable values
|
|
// gAgentCamera.mHUDTargetZoom = llclamp(gAgentCamera.mHUDTargetZoom, 0.1f, 1.f);
|
|
// [RLVa:KB] - Checked: 2010-08-22 (RLVa-1.2.1a) | Modified: RLVa-1.0.0c
|
|
gAgentCamera.mHUDTargetZoom = llclamp(gAgentCamera.mHUDTargetZoom, (!gRlvAttachmentLocks.hasLockedHUD()) ? 0.1f : 0.85f, 1.f);
|
|
// [/RLVa:KB]
|
|
// smoothly interpolate current zoom level
|
|
gAgentCamera.mHUDCurZoom = lerp(gAgentCamera.mHUDCurZoom, gAgentCamera.mHUDTargetZoom, LLCriticalDamp::getInterpolant(0.03f));
|
|
|
|
if (LLPipeline::sShowHUDAttachments && !gDisconnected && setup_hud_matrices())
|
|
{
|
|
LLPipeline::sRenderingHUDs = TRUE;
|
|
LLCamera hud_cam = *LLViewerCamera::getInstance();
|
|
hud_cam.setOrigin(-1.f,0,0);
|
|
hud_cam.setAxes(LLVector3(1,0,0), LLVector3(0,1,0), LLVector3(0,0,1));
|
|
LLViewerCamera::updateFrustumPlanes(hud_cam, TRUE);
|
|
|
|
static const LLCachedControl<bool> render_hud_particles("RenderHUDParticles");
|
|
bool render_particles = gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) && render_hud_particles;
|
|
|
|
//only render hud objects
|
|
gPipeline.pushRenderTypeMask();
|
|
|
|
// turn off everything
|
|
gPipeline.clearAllRenderTypes();
|
|
// turn on HUD
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
|
|
// turn on HUD particles
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
|
|
|
|
// if particles are off, turn off hud-particles as well
|
|
if (!render_particles)
|
|
{
|
|
// turn back off HUD particles
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
|
|
}
|
|
|
|
bool has_ui = gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI);
|
|
if (has_ui)
|
|
{
|
|
gPipeline.toggleRenderDebugFeature((void*) LLPipeline::RENDER_DEBUG_FEATURE_UI);
|
|
}
|
|
|
|
S32 use_occlusion = LLPipeline::sUseOcclusion;
|
|
LLPipeline::sUseOcclusion = 0;
|
|
|
|
//cull, sort, and render hud objects
|
|
static LLCullResult result;
|
|
LLSpatialGroup::sNoDelete = TRUE;
|
|
|
|
LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
|
|
gPipeline.updateCull(hud_cam, result);
|
|
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_BUMP);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_SIMPLE);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_VOLUME);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_ALPHA_MASK);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_FULLBRIGHT_ALPHA_MASK);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_FULLBRIGHT);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_ALPHA_MASK);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_BUMP);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_MATERIAL);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_FULLBRIGHT_SHINY);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_SHINY);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_INVISIBLE);
|
|
gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_PASS_INVISI_SHINY);
|
|
|
|
gPipeline.stateSort(hud_cam, result);
|
|
|
|
gPipeline.renderGeom(hud_cam);
|
|
|
|
LLSpatialGroup::sNoDelete = FALSE;
|
|
//gPipeline.clearReferences();
|
|
|
|
render_hud_elements();
|
|
|
|
//restore type mask
|
|
gPipeline.popRenderTypeMask();
|
|
|
|
if (has_ui)
|
|
{
|
|
gPipeline.toggleRenderDebugFeature((void*) LLPipeline::RENDER_DEBUG_FEATURE_UI);
|
|
}
|
|
LLPipeline::sUseOcclusion = use_occlusion;
|
|
LLPipeline::sRenderingHUDs = FALSE;
|
|
}
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.popMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.popMatrix();
|
|
|
|
glh_set_current_projection(current_proj);
|
|
glh_set_current_modelview(current_mod);
|
|
}
|
|
|
|
LLRect get_whole_screen_region()
|
|
{
|
|
LLRect whole_screen = gViewerWindow->getWorldViewRectScaled();
|
|
|
|
// apply camera zoom transform (for high res screenshots)
|
|
F32 zoom_factor = LLViewerCamera::getInstance()->getZoomFactor();
|
|
S16 sub_region = LLViewerCamera::getInstance()->getZoomSubRegion();
|
|
if (zoom_factor > 1.f)
|
|
{
|
|
S32 num_horizontal_tiles = llceil(zoom_factor);
|
|
S32 tile_width = llround((F32)gViewerWindow->getWorldViewWidthScaled() / zoom_factor);
|
|
S32 tile_height = llround((F32)gViewerWindow->getWorldViewHeightScaled() / zoom_factor);
|
|
int tile_y = sub_region / num_horizontal_tiles;
|
|
int tile_x = sub_region - (tile_y * num_horizontal_tiles);
|
|
|
|
whole_screen.setLeftTopAndSize(tile_x * tile_width, gViewerWindow->getWorldViewHeightScaled() - (tile_y * tile_height), tile_width, tile_height);
|
|
}
|
|
return whole_screen;
|
|
}
|
|
|
|
bool get_hud_matrices(const LLRect& screen_region, glh::matrix4f &proj, glh::matrix4f &model)
|
|
{
|
|
if (isAgentAvatarValid() && gAgentAvatarp->hasHUDAttachment())
|
|
{
|
|
F32 zoom_level = gAgentCamera.mHUDCurZoom;
|
|
LLBBox hud_bbox = gAgentAvatarp->getHUDBBox();
|
|
|
|
F32 hud_depth = llmax(1.f, hud_bbox.getExtentLocal().mV[VX] * 1.1f);
|
|
proj = gl_ortho(-0.5f * LLViewerCamera::getInstance()->getAspect(), 0.5f * LLViewerCamera::getInstance()->getAspect(), -0.5f, 0.5f, 0.f, hud_depth);
|
|
proj.element(2,2) = -0.01f;
|
|
|
|
F32 aspect_ratio = LLViewerCamera::getInstance()->getAspect();
|
|
|
|
glh::matrix4f mat;
|
|
F32 scale_x = (F32)gViewerWindow->getWorldViewWidthScaled() / (F32)screen_region.getWidth();
|
|
F32 scale_y = (F32)gViewerWindow->getWorldViewHeightScaled() / (F32)screen_region.getHeight();
|
|
mat.set_scale(glh::vec3f(scale_x, scale_y, 1.f));
|
|
mat.set_translate(
|
|
glh::vec3f(clamp_rescale((F32)(screen_region.getCenterX() - screen_region.mLeft), 0.f, (F32)gViewerWindow->getWorldViewWidthScaled(), 0.5f * scale_x * aspect_ratio, -0.5f * scale_x * aspect_ratio),
|
|
clamp_rescale((F32)(screen_region.getCenterY() - screen_region.mBottom), 0.f, (F32)gViewerWindow->getWorldViewHeightScaled(), 0.5f * scale_y, -0.5f * scale_y),
|
|
0.f));
|
|
proj *= mat;
|
|
|
|
glh::matrix4f tmp_model((GLfloat*) OGL_TO_CFR_ROTATION);
|
|
|
|
mat.set_scale(glh::vec3f(zoom_level, zoom_level, zoom_level));
|
|
mat.set_translate(glh::vec3f(-hud_bbox.getCenterLocal().mV[VX] + (hud_depth * 0.5f), 0.f, 0.f));
|
|
|
|
tmp_model *= mat;
|
|
model = tmp_model;
|
|
return TRUE;
|
|
}
|
|
else
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
bool get_hud_matrices(glh::matrix4f &proj, glh::matrix4f &model)
|
|
{
|
|
LLRect whole_screen = get_whole_screen_region();
|
|
return get_hud_matrices(whole_screen, proj, model);
|
|
}
|
|
|
|
BOOL setup_hud_matrices()
|
|
{
|
|
LLRect whole_screen = get_whole_screen_region();
|
|
return setup_hud_matrices(whole_screen);
|
|
}
|
|
|
|
BOOL setup_hud_matrices(const LLRect& screen_region)
|
|
{
|
|
glh::matrix4f proj, model;
|
|
bool result = get_hud_matrices(screen_region, proj, model);
|
|
if (!result) return result;
|
|
|
|
// set up transform to keep HUD objects in front of camera
|
|
gGL.matrixMode(LLRender::MM_PROJECTION);
|
|
gGL.loadMatrix(proj.m);
|
|
glh_set_current_projection(proj);
|
|
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
gGL.loadMatrix(model.m);
|
|
glh_set_current_modelview(model);
|
|
return TRUE;
|
|
}
|
|
|
|
static LLFastTimer::DeclareTimer FTM_SWAP("Swap");
|
|
|
|
void render_ui(F32 zoom_factor, int subfield, bool tiling)
|
|
{
|
|
LLGLState::checkStates();
|
|
|
|
glh::matrix4f saved_view = glh_get_current_modelview();
|
|
|
|
if (!gSnapshot)
|
|
{
|
|
gGL.pushMatrix();
|
|
gGL.loadMatrix(gGLLastModelView.getF32ptr());
|
|
glh_set_current_modelview(glh::matrix4f(gGLLastModelView.getF32ptr()));
|
|
}
|
|
|
|
{
|
|
BOOL to_texture = gPipeline.canUseVertexShaders() &&
|
|
LLPipeline::sRenderGlow;
|
|
|
|
if (to_texture)
|
|
{
|
|
gPipeline.renderBloom(gSnapshot, zoom_factor, subfield, tiling);
|
|
}
|
|
|
|
if(gPipeline.canUseVertexShaders())
|
|
{
|
|
LLPostProcess::getInstance()->renderEffects(gViewerWindow->getWindowDisplayWidth(), gViewerWindow->getWindowDisplayHeight());
|
|
}
|
|
|
|
render_hud_elements();
|
|
render_hud_attachments();
|
|
}
|
|
|
|
LLGLSDefault gls_default;
|
|
LLGLSUIDefault gls_ui;
|
|
{
|
|
gPipeline.disableLights();
|
|
}
|
|
|
|
{
|
|
gGL.color4f(1,1,1,1);
|
|
if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_UI))
|
|
{
|
|
LLFastTimer t(FTM_RENDER_UI);
|
|
|
|
if (!gDisconnected)
|
|
{
|
|
render_ui_3d();
|
|
LLGLState::checkStates();
|
|
}
|
|
else
|
|
{
|
|
render_disconnected_background();
|
|
}
|
|
|
|
render_ui_2d();
|
|
LLGLState::checkStates();
|
|
}
|
|
gGL.flush();
|
|
|
|
{
|
|
gViewerWindow->setup2DRender();
|
|
gViewerWindow->updateDebugText();
|
|
gViewerWindow->drawDebugText();
|
|
}
|
|
|
|
LLVertexBuffer::unbind();
|
|
}
|
|
|
|
if (!gSnapshot)
|
|
{
|
|
glh_set_current_modelview(saved_view);
|
|
gGL.popMatrix();
|
|
}
|
|
|
|
if (gDisplaySwapBuffers)
|
|
{
|
|
LLFastTimer t(FTM_SWAP);
|
|
gViewerWindow->getWindow()->swapBuffers();
|
|
}
|
|
gDisplaySwapBuffers = TRUE;
|
|
}
|
|
|
|
void renderCoordinateAxes()
|
|
{
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.begin(LLRender::LINES);
|
|
gGL.color3f(1.0f, 0.0f, 0.0f); // i direction = X-Axis = red
|
|
gGL.vertex3f(0.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(2.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(3.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(5.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(6.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(8.0f, 0.0f, 0.0f);
|
|
// Make an X
|
|
gGL.vertex3f(11.0f, 1.0f, 1.0f);
|
|
gGL.vertex3f(11.0f, -1.0f, -1.0f);
|
|
gGL.vertex3f(11.0f, 1.0f, -1.0f);
|
|
gGL.vertex3f(11.0f, -1.0f, 1.0f);
|
|
|
|
gGL.color3f(0.0f, 1.0f, 0.0f); // j direction = Y-Axis = green
|
|
gGL.vertex3f(0.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 2.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 3.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 5.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 6.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 8.0f, 0.0f);
|
|
// Make a Y
|
|
gGL.vertex3f(1.0f, 11.0f, 1.0f);
|
|
gGL.vertex3f(0.0f, 11.0f, 0.0f);
|
|
gGL.vertex3f(-1.0f, 11.0f, 1.0f);
|
|
gGL.vertex3f(0.0f, 11.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 11.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 11.0f, -1.0f);
|
|
|
|
gGL.color3f(0.0f, 0.0f, 1.0f); // Z-Axis = blue
|
|
gGL.vertex3f(0.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 0.0f, 2.0f);
|
|
gGL.vertex3f(0.0f, 0.0f, 3.0f);
|
|
gGL.vertex3f(0.0f, 0.0f, 5.0f);
|
|
gGL.vertex3f(0.0f, 0.0f, 6.0f);
|
|
gGL.vertex3f(0.0f, 0.0f, 8.0f);
|
|
// Make a Z
|
|
gGL.vertex3f(-1.0f, 1.0f, 11.0f);
|
|
gGL.vertex3f(1.0f, 1.0f, 11.0f);
|
|
gGL.vertex3f(1.0f, 1.0f, 11.0f);
|
|
gGL.vertex3f(-1.0f, -1.0f, 11.0f);
|
|
gGL.vertex3f(-1.0f, -1.0f, 11.0f);
|
|
gGL.vertex3f(1.0f, -1.0f, 11.0f);
|
|
gGL.end();
|
|
}
|
|
|
|
|
|
void draw_axes()
|
|
{
|
|
LLGLSUIDefault gls_ui;
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
// A vertical white line at origin
|
|
LLVector3 v = gAgent.getPositionAgent();
|
|
gGL.begin(LLRender::LINES);
|
|
gGL.color3f(1.0f, 1.0f, 1.0f);
|
|
gGL.vertex3f(0.0f, 0.0f, 0.0f);
|
|
gGL.vertex3f(0.0f, 0.0f, 40.0f);
|
|
gGL.end();
|
|
// Some coordinate axes
|
|
gGL.pushMatrix();
|
|
gGL.translatef( v.mV[VX], v.mV[VY], v.mV[VZ] );
|
|
renderCoordinateAxes();
|
|
gGL.popMatrix();
|
|
}
|
|
|
|
void render_ui_3d()
|
|
{
|
|
LLGLSPipeline gls_pipeline;
|
|
|
|
//////////////////////////////////////
|
|
//
|
|
// Render 3D UI elements
|
|
// NOTE: zbuffer is cleared before we get here by LLDrawPoolHUD,
|
|
// so 3d elements requiring Z buffer are moved to LLDrawPoolHUD
|
|
//
|
|
|
|
/////////////////////////////////////////////////////////////
|
|
//
|
|
// Render 2.5D elements (2D elements in the world)
|
|
// Stuff without z writes
|
|
//
|
|
|
|
// Debugging stuff goes before the UI.
|
|
|
|
stop_glerror();
|
|
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gUIProgram.bind();
|
|
}
|
|
|
|
// Coordinate axes
|
|
static const LLCachedControl<bool> show_axes("ShowAxes");
|
|
if (show_axes)
|
|
{
|
|
draw_axes();
|
|
}
|
|
|
|
gViewerWindow->renderSelections(FALSE, FALSE, TRUE); // Non HUD call in render_hud_elements
|
|
stop_glerror();
|
|
}
|
|
|
|
extern void check_blend_funcs();
|
|
void render_ui_2d()
|
|
{
|
|
LLGLSUIDefault gls_ui;
|
|
|
|
/////////////////////////////////////////////////////////////
|
|
//
|
|
// Render 2D UI elements that overlay the world (no z compare)
|
|
|
|
// Disable wireframe mode below here, as this is HUD/menus
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
// Menu overlays, HUD, etc
|
|
gViewerWindow->setup2DRender();
|
|
|
|
F32 zoom_factor = LLViewerCamera::getInstance()->getZoomFactor();
|
|
S16 sub_region = LLViewerCamera::getInstance()->getZoomSubRegion();
|
|
|
|
if (zoom_factor > 1.f)
|
|
{
|
|
//decompose subregion number to x and y values
|
|
int pos_y = sub_region / llceil(zoom_factor);
|
|
int pos_x = sub_region - (pos_y*llceil(zoom_factor));
|
|
// offset for this tile
|
|
LLFontGL::sCurOrigin.mX -= llround((F32)gViewerWindow->getWindowWidthScaled() * (F32)pos_x / zoom_factor);
|
|
LLFontGL::sCurOrigin.mY -= llround((F32)gViewerWindow->getWindowHeightScaled() * (F32)pos_y / zoom_factor);
|
|
}
|
|
|
|
stop_glerror();
|
|
//gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
|
|
|
|
// render outline for HUD
|
|
if (isAgentAvatarValid() && gAgentCamera.mHUDCurZoom < 0.98f)
|
|
{
|
|
gGL.pushMatrix();
|
|
S32 half_width = (gViewerWindow->getWorldViewWidthScaled() / 2);
|
|
S32 half_height = (gViewerWindow->getWorldViewHeightScaled() / 2);
|
|
gGL.scalef(LLUI::getScaleFactor().mV[0], LLUI::getScaleFactor().mV[1], 1.f);
|
|
gGL.translatef((F32)half_width, (F32)half_height, 0.f);
|
|
F32 zoom = gAgentCamera.mHUDCurZoom;
|
|
gGL.scalef(zoom,zoom,1.f);
|
|
gGL.color4fv(LLColor4::white.mV);
|
|
gl_rect_2d(-half_width, half_height, half_width, -half_height, FALSE);
|
|
gGL.popMatrix();
|
|
stop_glerror();
|
|
}
|
|
if(gDebugGL)check_blend_funcs();
|
|
gViewerWindow->draw();
|
|
if(gDebugGL)check_blend_funcs();
|
|
|
|
// reset current origin for font rendering, in case of tiling render
|
|
LLFontGL::sCurOrigin.set(0, 0);
|
|
}
|
|
|
|
void render_disconnected_background()
|
|
{
|
|
if (!gDisconnectedImagep && gDisconnected)
|
|
{
|
|
llinfos << "Loading last bitmap..." << llendl;
|
|
|
|
std::string temp_str;
|
|
temp_str = gDirUtilp->getLindenUserDir() + gDirUtilp->getDirDelimiter() + SCREEN_LAST_FILENAME;
|
|
|
|
LLPointer<LLImageBMP> image_bmp = new LLImageBMP;
|
|
if( !image_bmp->load(temp_str) )
|
|
{
|
|
//llinfos << "Bitmap load failed" << llendl;
|
|
return;
|
|
}
|
|
|
|
LLPointer<LLImageRaw> raw = new LLImageRaw;
|
|
if (!image_bmp->decode(raw, 0.0f))
|
|
{
|
|
llinfos << "Bitmap decode failed" << llendl;
|
|
gDisconnectedImagep = NULL;
|
|
return;
|
|
}
|
|
|
|
U8 *rawp = raw->getData();
|
|
S32 npixels = (S32)image_bmp->getWidth()*(S32)image_bmp->getHeight();
|
|
for (S32 i = 0; i < npixels; i++)
|
|
{
|
|
S32 sum = 0;
|
|
sum = *rawp + *(rawp+1) + *(rawp+2);
|
|
sum /= 3;
|
|
*rawp = ((S32)sum*6 + *rawp)/7;
|
|
rawp++;
|
|
*rawp = ((S32)sum*6 + *rawp)/7;
|
|
rawp++;
|
|
*rawp = ((S32)sum*6 + *rawp)/7;
|
|
rawp++;
|
|
}
|
|
|
|
|
|
raw->expandToPowerOfTwo();
|
|
gDisconnectedImagep = LLViewerTextureManager::getLocalTexture(raw.get(), FALSE );
|
|
gStartTexture = gDisconnectedImagep;
|
|
}
|
|
|
|
// Make sure the progress view always fills the entire window.
|
|
S32 width = gViewerWindow->getWindowWidthScaled();
|
|
S32 height = gViewerWindow->getWindowHeightScaled();
|
|
|
|
if (gDisconnectedImagep)
|
|
{
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gUIProgram.bind();
|
|
}
|
|
LLGLSUIDefault gls_ui;
|
|
gViewerWindow->setup2DRender();
|
|
gGL.pushMatrix();
|
|
{
|
|
// scale ui to reflect UIScaleFactor
|
|
// this can't be done in setup2DRender because it requires a
|
|
// pushMatrix/popMatrix pair
|
|
const LLVector2& display_scale = gViewerWindow->getDisplayScale();
|
|
gGL.scalef(display_scale.mV[VX], display_scale.mV[VY], 1.f);
|
|
|
|
gGL.getTexUnit(0)->bind(gDisconnectedImagep);
|
|
gGL.color4f(1.f, 1.f, 1.f, 1.f);
|
|
gl_rect_2d_simple_tex(width, height);
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
}
|
|
gGL.popMatrix();
|
|
gGL.flush();
|
|
if (LLGLSLShader::sNoFixedFunction)
|
|
{
|
|
gUIProgram.unbind();
|
|
}
|
|
}
|
|
}
|
|
|
|
void display_cleanup()
|
|
{
|
|
gDisconnectedImagep = NULL;
|
|
}
|