// Paint the display!
void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
{
	LLFastTimer t(LLFastTimer::FTM_RENDER);

	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();
	
	gPipeline.disableLights();
	
	// 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->mWindow->getVisible() 
		|| gViewerWindow->mWindow->getMinimized() )
	{
		// Clean up memory the pools may have allocated
		if (rebuild)
		{
			gFrameStats.start(LLFrameStats::REBUILD);
			gPipeline.rebuildPools();
		}

		gViewerWindow->returnEmptyPicks();
		return; 
	}

	gViewerWindow->checkSettings();
	
	{
		LLFastTimer ftm(LLFastTimer::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 (gAgent.getAvatarObject())
		{
			attach_count = gAgent.getAvatarObject()->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());
		}

		const std::string& message = gAgent.getTeleportMessage();
		switch( gAgent.getTeleportState() )
		{
		case LLAgent::TELEPORT_START:
			// Transition to REQUESTED.  Viewer has sent some kind
			// of TeleportRequest to the source simulator
			gTeleportDisplayTimer.reset();
			gViewerWindow->setShowProgress(TRUE);
			gViewerWindow->setProgressPercent(0);
			gAgent.setTeleportState( LLAgent::TELEPORT_REQUESTED );
			gAgent.setTeleportMessage(
				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, std::string("Cancel")); //TODO: Translate
			gViewerWindow->setProgressPercent(75.f);
			gAgent.setTeleportState( LLAgent::TELEPORT_ARRIVING );
			gAgent.setTeleportMessage(
				LLAgent::sTeleportProgressMessages["arriving"]);
			gImageList.mForceResetTextureStats = TRUE;
			gAgent.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 )
				{
					arrival_fraction = 1.f;
					LLFirstUse::useTeleport();
					gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
				}
				gViewerWindow->setProgressCancelButtonVisible(FALSE, std::string("Cancel")); //TODO: Translate
				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)
			{
				if( gTeleportDisplayTimer.getElapsedTimeF32() > TELEPORT_LOCAL_DELAY )
				{
					LLFirstUse::useTeleport();
					gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
				}
			}
			break;

		case LLAgent::TELEPORT_NONE:
			// No teleport in progress
			gViewerWindow->setShowProgress(FALSE);
			gTeleportDisplay = FALSE;
			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 );
		}
	}

	//////////////////////////
	//
	// 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();
		render_disconnected_background();
	}
	
	//////////////////////////
	//
	// 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();
	F32 one[4] =	{1.f, 1.f, 1.f, 1.f};
	glLightModelfv (GL_LIGHT_MODEL_AMBIENT,one);
	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(LLFastTimer::FTM_UPDATE_TEXTURES);
		if (LLDynamicTexture::updateAllInstances())
		{
			gGL.setColorMask(true, true);
			glClear(GL_DEPTH_BUFFER_BIT);
		}
	}

	gViewerWindow->setupViewport();

	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();
		stop_glerror();
				
		// *TODO: merge these two methods
		LLHUDManager::getInstance()->updateEffects();
		LLHUDObject::updateAll();
		stop_glerror();
		
		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.updateGeom(max_geom_update_time);
		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;
		LLPipeline::sUseOcclusion = 
				(!gUseWireframe
				&& LLFeatureManager::getInstance()->isFeatureAvailable("UseOcclusion") 
				&& gSavedSettings.getBOOL("UseOcclusion") 
				&& gGLManager.mHasOcclusionQuery) ? 2 : 0;

		if (LLPipeline::sUseOcclusion && LLPipeline::sRenderDeferred)
		{ //force occlusion on for all render types if doing deferred render
			LLPipeline::sUseOcclusion = 3;
		}

		LLPipeline::sFastAlpha = gSavedSettings.getBOOL("RenderFastAlpha");
		LLPipeline::sUseFarClip = gSavedSettings.getBOOL("RenderUseFarClip");
		LLVOAvatar::sMaxVisible = gSavedSettings.getS32("RenderAvatarMaxVisible");
		LLPipeline::sDelayVBUpdate = gSavedSettings.getBOOL("RenderDelayVBUpdate");

		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;
		gPipeline.updateCull(*LLViewerCamera::getInstance(), result, water_clip);
		stop_glerror();

		LLGLState::checkStates();
		LLGLState::checkTextureChannels();
		LLGLState::checkClientArrays();

		BOOL to_texture = !for_snapshot &&
						gPipeline.canUseVertexShaders() &&
						LLPipeline::sRenderGlow;

		LLAppViewer::instance()->pingMainloopTimeout("Display:Swap");
		
		{ 
			{
 				LLFastTimer ftm(LLFastTimer::FTM_CLIENT_COPY);
				LLVertexBuffer::clientCopy(0.016);
			}

			if (gResizeScreenTexture)
			{
				gResizeScreenTexture = FALSE;
				gPipeline.resizeScreenTexture();
			}

			gGL.setColorMask(true, true);
			glClearColor(0,0,0,0);

			LLGLState::checkStates();
			LLGLState::checkTextureChannels();
			LLGLState::checkClientArrays();

			if (!for_snapshot)
			{
				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());
				}

				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() ;
				LLVOAvatar::updateImpostors();

				glh_set_current_projection(proj);
				glh_set_current_modelview(mod);
				glMatrixMode(GL_PROJECTION);
				glLoadMatrixf(proj.m);
				glMatrixMode(GL_MODELVIEW);
				glLoadMatrixf(mod.m);
				gViewerWindow->setupViewport();

				LLGLState::checkStates();
				LLGLState::checkTextureChannels();
				LLGLState::checkClientArrays();

			}
			glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
		}

		if (!for_snapshot)
		{
			LLAppViewer::instance()->pingMainloopTimeout("Display:Imagery");
			gPipeline.generateWaterReflection(*LLViewerCamera::getInstance());
		}

		//////////////////////////////////////
		//
		// 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(LLFastTimer::FTM_IMAGE_UPDATE);
			
			LLViewerImage::updateClass(LLViewerCamera::getInstance()->getVelocityStat()->getMean(),
										LLViewerCamera::getInstance()->getAngularVelocityStat()->getMean());

			gBumpImageList.updateImages();  // must be called before gImageList version so that it's textures are thrown out first.

			F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds; // 50 ms/second decode time
			max_image_decode_time = llclamp(max_image_decode_time, 0.001f, 0.005f ); // min 1ms/frame, max 5ms/frame)
			gImageList.updateImages(max_image_decode_time);
			stop_glerror();
		}
		llpushcallstacks ;
		///////////////////////////////////
		//
		// 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");
		{
			gFrameStats.start(LLFrameStats::STATE_SORT);
			gPipeline.stateSort(*LLViewerCamera::getInstance(), result);
			stop_glerror();
				
			if (rebuild)
			{
				//////////////////////////////////////
				//
				// rebuildPools
				//
				//
				gFrameStats.start(LLFrameStats::REBUILD);
				gPipeline.rebuildPools();
				stop_glerror();
			}
		}

		LLPipeline::sUseOcclusion = occlusion;

		{
			LLAppViewer::instance()->pingMainloopTimeout("Display:Sky");
			LLFastTimer t(LLFastTimer::FTM_UPDATE_SKY);	
			gSky.updateSky();
		}

		if(gUseWireframe)
		{
			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))
		//{
		//	glMatrixMode(GL_MODELVIEW);
		//	glPushMatrix();
		//	{
		//		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

		//		glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
		//		glLoadIdentity();

		//		LLRect floater_rect = frontmost_floaterp->getScreenRect();
		//		// 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->getWindowWidth(), 
		//								(F32)floater_rect.mTop / (F32)gViewerWindow->getWindowHeight(),
		//								(F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidth(),
		//								(F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeight());
		//		floater_3d_rect.translate(-0.5f, -0.5f);
		//		glTranslatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear());
		//		glScalef(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);
		//	}
		//	glPopMatrix();
		//}

		LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
		
		//Check for RenderWater
		if (!gSavedSettings.getBOOL("RenderWater"))
			LLPipeline::sUnderWaterRender = FALSE;
		
		LLPipeline::updateRenderDeferred();
		
		stop_glerror();

		if (to_texture)
		{
			gGL.setColorMask(true, true);
			if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
			{
				gPipeline.mDeferredScreen.bindTarget();
				gPipeline.mDeferredScreen.clear();
			}
			else
			{
				gPipeline.mScreen.bindTarget();
				gPipeline.mScreen.clear();
			}
			
			gGL.setColorMask(true, false);
		}
		
		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom");
		
		if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot())
				&& !gRestoreGL)
		{

			gGL.setColorMask(true, false);
			if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
			{
				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
			for (U32 i = 0; i < 16; i++)
			{
				gGLLastModelView[i] = gGLModelView[i];
			}
			stop_glerror();
		}

		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush");		
		
		if (to_texture)
		{
			if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
			{
				gPipeline.mDeferredScreen.flush();
			}
			else
			{
				gPipeline.mScreen.flush();
			}
		}

		/// We copy the frame buffer straight into a texture here,
		/// and then display it again with compositor effects.
		/// Using render to texture would be faster/better, but I don't have a 
		/// grasp of their full display stack just yet.
		// gPostProcess->apply(gViewerWindow->getWindowDisplayWidth(), gViewerWindow->getWindowDisplayHeight());
		
		if (LLPipeline::sRenderDeferred && !LLPipeline::sUnderWaterRender)
		{
			gPipeline.renderDeferredLighting();
		}

		LLPipeline::sUnderWaterRender = FALSE;

		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderUI");
		if (!for_snapshot)
		{
			gFrameStats.start(LLFrameStats::RENDER_UI);
			render_ui();
		}

		LLSpatialGroup::sNoDelete = FALSE;
	}
	
	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");
}
void render_hud_attachments()
{
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
		
	glh::matrix4f current_proj = glh_get_current_projection();
	glh::matrix4f current_mod = glh_get_current_modelview();

	// clamp target zoom level to reasonable values
	gAgent.mHUDTargetZoom = llclamp(gAgent.mHUDTargetZoom, 0.1f, 1.f);
	// smoothly interpolate current zoom level
	gAgent.mHUDCurZoom = lerp(gAgent.mHUDCurZoom, gAgent.mHUDTargetZoom, LLCriticalDamp::getInterpolant(0.03f));

	if (LLPipeline::sShowHUDAttachments && !gDisconnected && setup_hud_matrices())
	{
		LLCamera hud_cam = *LLViewerCamera::getInstance();
		LLVector3 origin = hud_cam.getOrigin();
		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);

		bool render_particles = gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_PARTICLES) && gSavedSettings.getBOOL("RenderHUDParticles");
		
		//only render hud objects
		U32 mask = gPipeline.getRenderTypeMask();
		// turn off everything
		gPipeline.setRenderTypeMask(0);
		// 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;
		LLPipeline::sDisableShaders = TRUE;
		
		//cull, sort, and render hud objects
		static LLCullResult result;
		LLSpatialGroup::sNoDelete = TRUE;

		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_FULLBRIGHT);
		
		gPipeline.stateSort(hud_cam, result);

		gPipeline.renderGeom(hud_cam);

		LLSpatialGroup::sNoDelete = FALSE;

		render_hud_elements();
		//restore type mask
		gPipeline.setRenderTypeMask(mask);
		if (has_ui)
		{
			gPipeline.toggleRenderDebugFeature((void*) LLPipeline::RENDER_DEBUG_FEATURE_UI);
		}
		LLPipeline::sUseOcclusion = use_occlusion;
		LLPipeline::sDisableShaders = FALSE;
	}
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();
	
	glh_set_current_projection(current_proj);
	glh_set_current_modelview(current_mod);
}
void LLPanelPrimMediaControls::updateShape()
{
	LLViewerMediaImpl* media_impl = getTargetMediaImpl();
	LLViewerObject* objectp = getTargetObject();
	
	if(!media_impl || gFloaterTools->getVisible())
	{
		setVisible(FALSE);
		return;
	}

	LLPluginClassMedia* media_plugin = NULL;
	if(media_impl->hasMedia())
	{
		media_plugin = media_impl->getMediaPlugin();
	}
	
	LLParcel *parcel = LLViewerParcelMgr::getInstance()->getAgentParcel();

	bool can_navigate = parcel->getMediaAllowNavigate();
	bool enabled = false;
	bool is_zoomed = (mCurrentZoom != ZOOM_NONE) && (mTargetObjectID == mZoomObjectID) && (mTargetObjectFace == mZoomObjectFace);
	// There is no such thing as "has_focus" being different from normal controls set
	// anymore (as of user feedback from bri 10/09).  So we cheat here and force 'has_focus'
	// to 'true' (or, actually, we use a setting)
	bool has_focus = (gSavedSettings.getBOOL("PrimMediaControlsUseHoverControlSet")) ? media_impl->hasFocus() : true;
	setVisible(enabled);

	if (objectp)
	{
		bool mini_controls = false;
		LLMediaEntry *media_data = objectp->getTE(mTargetObjectFace)->getMediaData();
		if (media_data && NULL != dynamic_cast<LLVOVolume*>(objectp))
		{
			// Don't show the media controls if we do not have permissions
			enabled = dynamic_cast<LLVOVolume*>(objectp)->hasMediaPermission(media_data, LLVOVolume::MEDIA_PERM_CONTROL);
			mini_controls = (LLMediaEntry::MINI == media_data->getControls());
		}
		const bool is_hud = objectp->isHUDAttachment();
		
		//
		// Set the state of the buttons
		//
		
		// XXX RSP: TODO: FIXME: clean this up so that it is clearer what mode we are in,
		// and that only the proper controls get made visible/enabled according to that mode. 
		mBackCtrl->setVisible(has_focus);
		mFwdCtrl->setVisible(has_focus);
		mReloadCtrl->setVisible(has_focus);
		mStopCtrl->setVisible(false);
		mHomeCtrl->setVisible(has_focus);
		mZoomCtrl->setVisible(!is_zoomed);
		mUnzoomCtrl->setVisible(is_zoomed);
		mOpenCtrl->setVisible(true);
		mMediaAddressCtrl->setVisible(has_focus && !mini_controls);
		mMediaPlaySliderPanel->setVisible(has_focus && !mini_controls);
		mVolumeCtrl->setVisible(false);
		
		mWhitelistIcon->setVisible(!mini_controls && (media_data)?media_data->getWhiteListEnable():false);
		// Disable zoom if HUD
		mZoomCtrl->setEnabled(!is_hud);
		mUnzoomCtrl->setEnabled(!is_hud);
		mSecureLockIcon->setVisible(false);
		mCurrentURL = media_impl->getCurrentMediaURL();
		
		mBackCtrl->setEnabled((media_impl != NULL) && media_impl->canNavigateBack() && can_navigate);
		mFwdCtrl->setEnabled((media_impl != NULL) && media_impl->canNavigateForward() && can_navigate);
		mStopCtrl->setEnabled(has_focus && can_navigate);
		mHomeCtrl->setEnabled(has_focus && can_navigate);
		LLPluginClassMediaOwner::EMediaStatus result = ((media_impl != NULL) && media_impl->hasMedia()) ? media_plugin->getStatus() : LLPluginClassMediaOwner::MEDIA_NONE;
		
		mVolumeCtrl->setVisible(has_focus);
		mVolumeCtrl->setEnabled(has_focus);
		mVolumeSliderCtrl->setEnabled(has_focus && shouldVolumeSliderBeVisible());
		mVolumeSliderCtrl->setVisible(has_focus && shouldVolumeSliderBeVisible());

		if(media_plugin && media_plugin->pluginSupportsMediaTime())
		{
			mReloadCtrl->setEnabled(false);
			mReloadCtrl->setVisible(false);
			mMediaStopCtrl->setVisible(has_focus);
			mHomeCtrl->setVisible(has_focus);
			mBackCtrl->setVisible(false);
			mFwdCtrl->setVisible(false);
			mMediaAddressCtrl->setVisible(false);
			mMediaAddressCtrl->setEnabled(false);
			mMediaPlaySliderPanel->setVisible(has_focus && !mini_controls);
			mMediaPlaySliderPanel->setEnabled(has_focus && !mini_controls);
			mSkipFwdCtrl->setVisible(has_focus && !mini_controls);
			mSkipFwdCtrl->setEnabled(has_focus && !mini_controls);
			mSkipBackCtrl->setVisible(has_focus && !mini_controls);
			mSkipBackCtrl->setEnabled(has_focus && !mini_controls);
			
			mVolumeCtrl->setVisible(has_focus);
			mVolumeCtrl->setEnabled(has_focus);
			mVolumeSliderCtrl->setEnabled(has_focus && shouldVolumeSliderBeVisible());
			mVolumeSliderCtrl->setVisible(has_focus && shouldVolumeSliderBeVisible());
			
			mWhitelistIcon->setVisible(false);
			mSecureLockIcon->setVisible(false);
			if (mMediaPanelScroll)
			{
				mMediaPanelScroll->setVisible(false);
				mScrollUpCtrl->setVisible(false);
				mScrollDownCtrl->setVisible(false);
				mScrollRightCtrl->setVisible(false);
				mScrollDownCtrl->setVisible(false);
			}
			
			F32 volume = media_impl->getVolume();
			// movie's url changed
			if(mCurrentURL!=mPreviousURL)
			{
				mMovieDuration = media_plugin->getDuration();
				mPreviousURL = mCurrentURL;
			}
			
			if(mMovieDuration == 0) 
			{
				mMovieDuration = media_plugin->getDuration();
				mMediaPlaySliderCtrl->setValue(0);
				mMediaPlaySliderCtrl->setEnabled(false);
			}
			// TODO: What if it's not fully loaded
			
			if(mUpdateSlider && mMovieDuration!= 0)
			{
				F64 current_time =  media_plugin->getCurrentTime();
				F32 percent = current_time / mMovieDuration;
				mMediaPlaySliderCtrl->setValue(percent);
				mMediaPlaySliderCtrl->setEnabled(true);
			}
			
			// video vloume
			if(volume <= 0.0)
			{
				mMuteBtn->setToggleState(true);
			}
			else if (volume >= 1.0)
			{
				mMuteBtn->setToggleState(false);
			}
			else
			{
				mMuteBtn->setToggleState(false);
			}
			
			switch(result)
			{
				case LLPluginClassMediaOwner::MEDIA_PLAYING:
					mPlayCtrl->setEnabled(FALSE);
					mPlayCtrl->setVisible(FALSE);
					mPauseCtrl->setEnabled(TRUE);
					mPauseCtrl->setVisible(has_focus);
					
					break;
				case LLPluginClassMediaOwner::MEDIA_PAUSED:
				default:
					mPauseCtrl->setEnabled(FALSE);
					mPauseCtrl->setVisible(FALSE);
					mPlayCtrl->setEnabled(TRUE);
					mPlayCtrl->setVisible(has_focus);
					break;
			}
		}
		else   // web based
		{
			if(media_plugin)
			{
				mCurrentURL = media_plugin->getLocation();
			}
			else
			{
				mCurrentURL.clear();
			}
			
			mPlayCtrl->setVisible(FALSE);
			mPauseCtrl->setVisible(FALSE);
			mMediaStopCtrl->setVisible(FALSE);
			mMediaAddressCtrl->setVisible(has_focus && !mini_controls);
			mMediaAddressCtrl->setEnabled(has_focus && !mini_controls);
			mMediaPlaySliderPanel->setVisible(FALSE);
			mMediaPlaySliderPanel->setEnabled(FALSE);
			mSkipFwdCtrl->setVisible(FALSE);
			mSkipFwdCtrl->setEnabled(FALSE);
			mSkipBackCtrl->setVisible(FALSE);
			mSkipBackCtrl->setEnabled(FALSE);
			
			if(media_impl->getVolume() <= 0.0)
			{
				mMuteBtn->setToggleState(true);
			}
			else
			{
				mMuteBtn->setToggleState(false);
			}

			if (mMediaPanelScroll)
			{
				mMediaPanelScroll->setVisible(has_focus);
				mScrollUpCtrl->setVisible(has_focus);
				mScrollDownCtrl->setVisible(has_focus);
				mScrollRightCtrl->setVisible(has_focus);
				mScrollDownCtrl->setVisible(has_focus);
			}
			// TODO: get the secure lock bool from media plug in
			std::string prefix =  std::string("https://");
			std::string test_prefix = mCurrentURL.substr(0, prefix.length());
			LLStringUtil::toLower(test_prefix);
			if(test_prefix == prefix)
			{
				mSecureLockIcon->setVisible(has_focus);
			}
			
			if(mCurrentURL!=mPreviousURL)
			{
				setCurrentURL();
				mPreviousURL = mCurrentURL;
			}
			
			if(result == LLPluginClassMediaOwner::MEDIA_LOADING)
			{
				mReloadCtrl->setEnabled(FALSE);
				mReloadCtrl->setVisible(FALSE);
				mStopCtrl->setEnabled(TRUE);
				mStopCtrl->setVisible(has_focus);
			}
			else
			{
				mReloadCtrl->setEnabled(TRUE);
				mReloadCtrl->setVisible(has_focus);
				mStopCtrl->setEnabled(FALSE);
				mStopCtrl->setVisible(FALSE);
			}
		}
		
		
		if(media_plugin)
		{
			//
			// Handle progress bar
			//
			if(LLPluginClassMediaOwner::MEDIA_LOADING == media_plugin->getStatus())
			{	
				mMediaProgressPanel->setVisible(true);
				mMediaProgressBar->setValue(media_plugin->getProgressPercent());
			}
			else
			{
				mMediaProgressPanel->setVisible(false);
			}
		}
		
		if(media_impl)
		{
			//
			// Handle Scrolling
			//
			switch (mScrollState) 
			{
				case SCROLL_UP:
					media_impl->scrollWheel(0, -1, MASK_NONE);
					break;
				case SCROLL_DOWN:
					media_impl->scrollWheel(0, 1, MASK_NONE);
					break;
				case SCROLL_LEFT:
					media_impl->scrollWheel(1, 0, MASK_NONE);
					//				media_impl->handleKeyHere(KEY_LEFT, MASK_NONE);
					break;
				case SCROLL_RIGHT:
					media_impl->scrollWheel(-1, 0, MASK_NONE);
					//				media_impl->handleKeyHere(KEY_RIGHT, MASK_NONE);
					break;
				case SCROLL_NONE:
		default:
					break;
			}
		}
		
		setVisible(enabled);
		
		//
		// Calculate position and shape of the controls
		//
		std::vector<LLVector3>::iterator vert_it;
		std::vector<LLVector3>::iterator vert_end;
		std::vector<LLVector3> vect_face;
		
		LLVolume* volume = objectp->getVolume();
		
		if (volume)
		{
			const LLVolumeFace& vf = volume->getVolumeFace(mTargetObjectFace);
			
			LLVector3 ext[2];
			ext[0].set(vf.mExtents[0].getF32ptr());
			ext[1].set(vf.mExtents[1].getF32ptr());
			
			LLVector3 center = (ext[0]+ext[1])*0.5f;
			LLVector3 size = (ext[1]-ext[0])*0.5f;
			LLVector3 vert[] =
			{
				center + size.scaledVec(LLVector3(1,1,1)),
				center + size.scaledVec(LLVector3(-1,1,1)),
				center + size.scaledVec(LLVector3(1,-1,1)),
				center + size.scaledVec(LLVector3(-1,-1,1)),
				center + size.scaledVec(LLVector3(1,1,-1)),
				center + size.scaledVec(LLVector3(-1,1,-1)),
				center + size.scaledVec(LLVector3(1,-1,-1)),
				center + size.scaledVec(LLVector3(-1,-1,-1)),
			};

			LLVOVolume* vo = (LLVOVolume*) objectp;

			for (U32 i = 0; i < 8; i++)
			{
				vect_face.push_back(vo->volumePositionToAgent(vert[i]));	
			}
		}
		vert_it = vect_face.begin();
		vert_end = vect_face.end();
		
		LLMatrix4a mat;
		if (!is_hud) 
		{
			mat.setMul(glh_get_current_projection(),glh_get_current_modelview());
		}
		else {
			LLMatrix4a proj, modelview;
			if (get_hud_matrices(proj, modelview))
			{
				//mat = proj * modelview;
				mat.setMul(proj,modelview);
			}
		}
		LLVector4a min;
		min.splat(1.f);
		LLVector4a max;
		max.splat(-1.f);
		for(; vert_it != vert_end; ++vert_it)
		{
			// project silhouette vertices into screen space
			LLVector4a screen_vert;
			screen_vert.load3(vert_it->mV,1.f);

			mat.perspectiveTransform(screen_vert,screen_vert);

			// add to screenspace bounding box
			min.setMin(screen_vert,min);
			max.setMax(screen_vert,max);
		}
		
		// convert screenspace bbox to pixels (in screen coords)
		LLRect window_rect = gViewerWindow->getWorldViewRectScaled();
		LLCoordGL screen_min;
		screen_min.mX = ll_round((F32)window_rect.mLeft + (F32)window_rect.getWidth() * (min.getF32ptr()[VX] + 1.f) * 0.5f);
		screen_min.mY = ll_round((F32)window_rect.mBottom + (F32)window_rect.getHeight() * (min.getF32ptr()[VY] + 1.f) * 0.5f);
		
		LLCoordGL screen_max;
		screen_max.mX = ll_round((F32)window_rect.mLeft + (F32)window_rect.getWidth() * (max.getF32ptr()[VX] + 1.f) * 0.5f);
		screen_max.mY = ll_round((F32)window_rect.mBottom + (F32)window_rect.getHeight() * (max.getF32ptr()[VY] + 1.f) * 0.5f);
		
		// grow panel so that screenspace bounding box fits inside "media_region" element of panel
		LLRect media_panel_rect;
		// Get the height of the controls (less the volume slider)
		S32 controls_height = mMediaControlsStack->getRect().getHeight() - mVolumeSliderCtrl->getRect().getHeight();
		getParent()->screenRectToLocal(LLRect(screen_min.mX, screen_max.mY, screen_max.mX, screen_min.mY), &media_panel_rect);
		media_panel_rect.mTop += controls_height;
		
		// keep all parts of panel on-screen
		// Area of the top of the world view to avoid putting the controls
		window_rect.mTop -= mTopWorldViewAvoidZone;
		// Don't include "spacing" bookends on left & right of the media controls
		window_rect.mLeft -= mLeftBookend->getRect().getWidth();
		window_rect.mRight += mRightBookend->getRect().getWidth();
		// Don't include the volume slider
		window_rect.mBottom -= mVolumeSliderCtrl->getRect().getHeight();
		media_panel_rect.intersectWith(window_rect);
		
		// clamp to minimum size, keeping rect inside window
		S32 centerX = media_panel_rect.getCenterX();
		S32 centerY = media_panel_rect.getCenterY();
		// Shrink screen rect by min width and height, to ensure containment
		window_rect.stretch(-mMinWidth/2, -mMinHeight/2);
		window_rect.clampPointToRect(centerX, centerY);
		media_panel_rect.setCenterAndSize(centerX, centerY, 
										  llmax(mMinWidth, media_panel_rect.getWidth()),
										  llmax(mMinHeight, media_panel_rect.getHeight()));
		
		// Finally set the size of the panel
		setShape(media_panel_rect, true);
		
		// Test mouse position to see if the cursor is stationary
		LLCoordWindow cursor_pos_window;
		getWindow()->getCursorPosition(&cursor_pos_window);
		
		// If last pos is not equal to current pos, the mouse has moved
		// We need to reset the timer, and make sure the panel is visible
		if(cursor_pos_window.mX != mLastCursorPos.mX ||
		   cursor_pos_window.mY != mLastCursorPos.mY ||
		   mScrollState != SCROLL_NONE)
		{
			mInactivityTimer.start();
			mLastCursorPos = cursor_pos_window;
		}
		
		if(isMouseOver() || hasFocus())
		{
			// Never fade the controls if the mouse is over them or they have keyboard focus.
			mFadeTimer.stop();
		}
		else if(!mClearFaceOnFade && (mInactivityTimer.getElapsedTimeF32() < mInactiveTimeout))
		{
			// Mouse is over the object, but has not been stationary for long enough to fade the UI
			mFadeTimer.stop();
		}
		else if(! mFadeTimer.getStarted() )
		{
			// we need to start fading the UI (and we have not already started)
			mFadeTimer.reset();
			mFadeTimer.start();
		}
		else
		{
			// I don't think this is correct anymore.  This is done in draw() after the fade has completed.
			//			setVisible(FALSE);
		}
	}
}
Ejemplo n.º 4
0
void LLDrawPoolSky::render(S32 pass)
{
	gGL.flush();

	if (mDrawFace.empty())
	{
		return;
	}

	// Don't draw the sky box if we can and are rendering the WL sky dome.
	if (gPipeline.canUseWindLightShaders())
	{
		return;
	}
	
	// use a shader only underwater
	if(mVertexShaderLevel > 0 && LLPipeline::sUnderWaterRender)
	{
		return;
		//mShader = &gObjectFullbrightWaterProgram;
		//mShader->bind();
	}

	if (LLGLSLShader::sNoFixedFunction)
	{ //just use the UI shader (generic single texture no lighting)
		gOneTextureNoColorProgram.bind();
	}
	else
	{
		// don't use shaders!
		if (gGLManager.mHasShaderObjects)
		{
			// Ironically, we must support shader objects to be
			// able to use this call.
			LLGLSLShader::bindNoShader();
		}
		mShader = NULL;
	}
	

	LLGLSPipelineSkyBox gls_skybox;

	LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);

	LLGLSquashToFarClip far_clip(glh_get_current_projection());

	LLGLEnable fog_enable( (mVertexShaderLevel < 1 && LLViewerCamera::getInstance()->cameraUnderWater()) ? GL_FOG : 0);

	gPipeline.disableLights();
	
	LLGLDisable clip(GL_CLIP_PLANE0);

	gGL.pushMatrix();
	LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
	gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);

	S32 face_count = (S32)mDrawFace.size();

	LLVertexBuffer::unbind();
	gGL.diffuseColor4f(1,1,1,1);

	for (S32 i = 0; i < llmin(6, face_count); ++i)
	{
		renderSkyCubeFace(i);
	}

	gGL.popMatrix();
}
Ejemplo n.º 5
0
void LLDrawPoolWater::shade()
{
	if (!deferred_render)
	{
		gGL.setColorMask(true, true);
	}

	LLVOSky *voskyp = gSky.mVOSkyp;

	if(voskyp == NULL) 
	{
		return;
	}

	LLGLDisable blend(GL_BLEND);

	LLColor3 light_diffuse(0,0,0);
	F32 light_exp = 0.0f;
	LLVector3 light_dir;
	LLColor3 light_color;

	if (gSky.getSunDirection().mV[2] > LLSky::NIGHTTIME_ELEVATION_COS) 	 
    { 	 
        light_dir  = gSky.getSunDirection(); 	 
        light_dir.normVec(); 	
		light_color = gSky.getSunDiffuseColor();
		if(gSky.mVOSkyp) {
	        light_diffuse = gSky.mVOSkyp->getSun().getColorCached(); 	 
			light_diffuse.normVec(); 	 
		}
        light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0); 	 
        light_diffuse *= light_exp + 0.25f; 	 
    } 	 
    else  	 
    { 	 
        light_dir       = gSky.getMoonDirection(); 	 
        light_dir.normVec(); 	 
		light_color = gSky.getMoonDiffuseColor();
        light_diffuse   = gSky.mVOSkyp->getMoon().getColorCached(); 	 
        light_diffuse.normVec(); 	 
        light_diffuse *= 0.5f; 	 
        light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0); 	 
    }

	light_exp *= light_exp;
	light_exp *= light_exp;
	light_exp *= light_exp;
	light_exp *= light_exp;
	light_exp *= 256.f;
	light_exp = light_exp > 32.f ? light_exp : 32.f;

	LLGLSLShader* shader;

	F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - gAgent.getRegion()->getWaterHeight();
	
	if (deferred_render)
	{
		shader = &gDeferredWaterProgram;
	}
	else if (eyedepth < 0.f && LLPipeline::sWaterReflections)
	{
		shader = &gUnderWaterProgram;
	}
	else
	{
		shader = &gWaterProgram;
	}

	if (deferred_render)
	{
		gPipeline.bindDeferredShader(*shader);
	}
	else
	{
		shader->bind();
	}

	static const LLCachedControl<bool> freeze_time("FreezeTime",false);
	if (!freeze_time)
	{
		sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f;
	}
	
	S32 reftex = shader->enableTexture(LLViewerShaderMgr::WATER_REFTEX);
		
	if (reftex > -1)
	{
		gGL.getTexUnit(reftex)->activate();
		gGL.getTexUnit(reftex)->bind(&gPipeline.mWaterRef);
		gGL.getTexUnit(0)->activate();
	}	

	//bind normal map
	S32 bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP);

	LLWaterParamManager * param_mgr = LLWaterParamManager::getInstance();

	// change mWaterNormp if needed
	if (mWaterNormp->getID() != param_mgr->getNormalMapID())
	{
		mWaterNormp = LLViewerTextureManager::getFetchedTexture(param_mgr->getNormalMapID());
	}

	mWaterNormp->addTextureStats(1024.f*1024.f);
	gGL.getTexUnit(bumpTex)->bind(mWaterNormp) ;
	static const LLCachedControl<bool> render_water_mip_normal("RenderWaterMipNormal");
	if (render_water_mip_normal)
	{
		mWaterNormp->setFilteringOption(LLTexUnit::TFO_ANISOTROPIC);
	}
	else 
	{
		mWaterNormp->setFilteringOption(LLTexUnit::TFO_POINT);
	}
	
	S32 screentex = shader->enableTexture(LLViewerShaderMgr::WATER_SCREENTEX);	
		
	if (screentex > -1)
	{
		shader->uniform4fv(LLViewerShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV);
		shader->uniform1f(LLViewerShaderMgr::WATER_FOGDENSITY, 
			param_mgr->getFogDensity());
		gPipeline.mWaterDis.bindTexture(0, screentex);
	}
	
	stop_glerror();
	
	gGL.getTexUnit(screentex)->bind(&gPipeline.mWaterDis);	

	if (mVertexShaderLevel == 1)
	{
		sWaterFogColor.mV[3] = param_mgr->mDensitySliderValue;
		shader->uniform4fv(LLViewerShaderMgr::WATER_FOGCOLOR, 1, sWaterFogColor.mV);
	}

	F32 screenRes[] = 
	{
		1.f/gGLViewport[2],
		1.f/gGLViewport[3]
	};
	shader->uniform2fv("screenRes", 1, screenRes);
	stop_glerror();
	
	S32 diffTex = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
	stop_glerror();
	
	light_dir.normVec();
	sLightDir = light_dir;
	
	light_diffuse *= 6.f;

	//shader->uniformMatrix4fv("inverse_ref", 1, GL_FALSE, (GLfloat*) gGLObliqueProjectionInverse.mMatrix);
	shader->uniform1f(LLViewerShaderMgr::WATER_WATERHEIGHT, eyedepth);
	shader->uniform1f(LLViewerShaderMgr::WATER_TIME, sTime);
	shader->uniform3fv(LLViewerShaderMgr::WATER_EYEVEC, 1, LLViewerCamera::getInstance()->getOrigin().mV);
	shader->uniform3fv(LLViewerShaderMgr::WATER_SPECULAR, 1, light_diffuse.mV);
	shader->uniform1f(LLViewerShaderMgr::WATER_SPECULAR_EXP, light_exp);
	shader->uniform2fv(LLViewerShaderMgr::WATER_WAVE_DIR1, 1, param_mgr->getWave1Dir().mV);
	shader->uniform2fv(LLViewerShaderMgr::WATER_WAVE_DIR2, 1, param_mgr->getWave2Dir().mV);
	shader->uniform3fv(LLViewerShaderMgr::WATER_LIGHT_DIR, 1, light_dir.mV);

	shader->uniform3fv("normScale", 1, param_mgr->getNormalScale().mV);
	shader->uniform1f("fresnelScale", param_mgr->getFresnelScale());
	shader->uniform1f("fresnelOffset", param_mgr->getFresnelOffset());
	shader->uniform1f("blurMultiplier", param_mgr->getBlurMultiplier());

	F32 sunAngle = llmax(0.f, light_dir.mV[2]);
	F32 scaledAngle = 1.f - sunAngle;

	shader->uniform1f("sunAngle", sunAngle);
	shader->uniform1f("scaledAngle", scaledAngle);
	shader->uniform1f("sunAngle2", 0.1f + 0.2f*sunAngle);

	LLColor4 water_color;
	LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis();
	F32 up_dot = camera_up * LLVector3::z_axis;
	if (LLViewerCamera::getInstance()->cameraUnderWater())
	{
		water_color.setVec(1.f, 1.f, 1.f, 0.4f);
		shader->uniform1f(LLViewerShaderMgr::WATER_REFSCALE, param_mgr->getScaleBelow());
	}
	else
	{
		water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
		shader->uniform1f(LLViewerShaderMgr::WATER_REFSCALE, param_mgr->getScaleAbove());
	}

	if (water_color.mV[3] > 0.9f)
	{
		water_color.mV[3] = 0.9f;
	}

	{
		LLGLEnable depth_clamp(gGLManager.mHasDepthClamp ? GL_DEPTH_CLAMP : 0);
		LLGLDisable cullface(GL_CULL_FACE);
		for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
			iter != mDrawFace.end(); iter++)
		{
			LLFace *face = *iter;

			if (voskyp->isReflFace(face))
			{
				continue;
			}

			LLVOWater* water = (LLVOWater*) face->getViewerObject();
			if(diffTex > -1 && face->getTexture() && face->getTexture()->hasGLTexture())
				gGL.getTexUnit(diffTex)->bind(face->getTexture());

			sNeedsReflectionUpdate = TRUE;
			
			if (water->getUseTexture() || !water->getIsEdgePatch())
			{
				sNeedsDistortionUpdate = TRUE;
				face->renderIndexed();
			}
			else if (gGLManager.mHasDepthClamp || deferred_render)
			{
				face->renderIndexed();
			}
			else
			{
				LLGLSquashToFarClip far_clip(glh_get_current_projection());
				face->renderIndexed();
			}
			//if(diffTex > -1 && face->getTexture()->hasGLTexture())
			//	gGL.getTexUnit(diffTex)->unbind(LLTexUnit::TT_TEXTURE);
		}
	}
	
	shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, LLTexUnit::TT_CUBE_MAP);
	shader->disableTexture(LLViewerShaderMgr::WATER_SCREENTEX);	
	shader->disableTexture(LLViewerShaderMgr::BUMP_MAP);
	shader->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
	shader->disableTexture(LLViewerShaderMgr::WATER_REFTEX);
	shader->disableTexture(LLViewerShaderMgr::WATER_SCREENDEPTH);

	if (deferred_render)
	{
		gPipeline.unbindDeferredShader(*shader);
	}
	else
	{
		shader->unbind();
	}

	gGL.getTexUnit(0)->activate();
	gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
	if (!deferred_render)
	{
		gGL.setColorMask(true, false);
	}

}
Ejemplo n.º 6
0
void render_hud_attachments()
{
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
		
	glh::matrix4f current_proj = glh_get_current_projection();
	glh::matrix4f current_mod = glh_get_current_modelview();

	// clamp target zoom level to reasonable values
// [RLVa:KB] - Checked: 2009-07-06 (RLVa-1.0.0c)
	// TODO-RLVa: while hasLockedHUD() isn't slow this is called per frame so find a better way
	gAgent.mHUDTargetZoom = llclamp(gAgent.mHUDTargetZoom, 
		( (!rlv_handler_t::isEnabled()) || (!gRlvHandler.hasLockedHUD()) ) ? 0.1f : 0.85f, 1.f);
// [/RLVa:KB]
	//gAgent.mHUDTargetZoom = llclamp(gAgent.mHUDTargetZoom, 0.1f, 1.f);
	// smoothly interpolate current zoom level
	gAgent.mHUDCurZoom = lerp(gAgent.mHUDCurZoom, gAgent.mHUDTargetZoom, LLCriticalDamp::getInterpolant(0.03f));

	if (LLPipeline::sShowHUDAttachments && !gDisconnected && setup_hud_matrices())
	{
		LLCamera hud_cam = *LLViewerCamera::getInstance();
		LLVector3 origin = hud_cam.getOrigin();
		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);
		
		//only render hud objects
		U32 mask = gPipeline.getRenderTypeMask();
		gPipeline.setRenderTypeMask(0);
		gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);

		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;
		LLPipeline::sDisableShaders = TRUE;

		//cull, sort, and render hud objects
		static LLCullResult result;
		LLSpatialGroup::sNoDelete = TRUE;
		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.stateSort(hud_cam, result);

		gPipeline.renderGeom(hud_cam);

		LLSpatialGroup::sNoDelete = FALSE;

		render_hud_elements();
		//restore type mask
		gPipeline.setRenderTypeMask(mask);
		if (has_ui)
		{
			gPipeline.toggleRenderDebugFeature((void*) LLPipeline::RENDER_DEBUG_FEATURE_UI);
		}
		LLPipeline::sUseOcclusion = use_occlusion;
		LLPipeline::sDisableShaders = FALSE;
	}
	glMatrixMode(GL_PROJECTION);
	glPopMatrix();
	glMatrixMode(GL_MODELVIEW);
	glPopMatrix();
	
	glh_set_current_projection(current_proj);
	glh_set_current_modelview(current_mod);
}
void LLPanelMediaHUD::updateShape()
{
	const S32 MIN_HUD_WIDTH=200;
	const S32 MIN_HUD_HEIGHT=120;

	LLPluginClassMedia* media_plugin = NULL;
	if(mMediaImpl.notNull() && mMediaImpl->hasMedia())
	{
		media_plugin = mMediaImpl->getMediaPlugin();
	}

	// Early out for no media plugin
	if(media_plugin == NULL)
	{
		setVisible(FALSE);
		return;
	}

	LLParcel *parcel = LLViewerParcelMgr::getInstance()->getAgentParcel();

	bool can_navigate = parcel->getMediaAllowNavigate();

	// LLObjectSelectionHandle selection = LLViewerMediaFocus::getInstance()->getSelection();

	LLSelectNode* nodep = mMediaFocus ? LLSelectMgr::getInstance()->getSelection()->getFirstNode() : LLSelectMgr::getInstance()->getHoverNode();
	if(! nodep)
	{
		return;
	}
	setVisible(FALSE);
	LLViewerObject* objectp = nodep->getObject();

	if (objectp)
	{

		// Set the state of the buttons
		LLButton* back_btn = getChild<LLButton>("back");
		LLButton* fwd_btn = getChild<LLButton>("fwd");
		LLButton* reload_btn = getChild<LLButton>("reload");
		LLButton* play_btn = getChild<LLButton>("play");
		LLButton* pause_btn = getChild<LLButton>("pause");
		LLButton* stop_btn = getChild<LLButton>("stop");
		LLButton* media_stop_btn = getChild<LLButton>("media_stop");
		LLButton* home_btn = getChild<LLButton>("home");
		LLButton* close_btn = getChild<LLButton>("close");
		LLButton* open_btn = getChild<LLButton>("new_window");
		LLPanel* media_focused_panel = getChild<LLPanel>("media_focused_controls");
		LLPanel* media_hover_panel = getChild<LLPanel>("media_hover_controls");
		back_btn->setVisible(true);
		fwd_btn->setVisible(true);
		reload_btn->setVisible(true);
		stop_btn->setVisible(false);
		home_btn->setVisible(true);
		close_btn->setVisible(true);
		open_btn->setVisible(true);


		if(mMediaFocus)
		{
			back_btn->setEnabled(mMediaImpl->canNavigateBack() && can_navigate);
			fwd_btn->setEnabled(mMediaImpl->canNavigateForward() && can_navigate);
			stop_btn->setEnabled(can_navigate);
			home_btn->setEnabled(can_navigate);
			LLPluginClassMediaOwner::EMediaStatus result = media_plugin->getStatus();

			if(media_plugin->pluginSupportsMediaTime())
			{
				reload_btn->setEnabled(FALSE);
				reload_btn->setVisible(FALSE);
				media_stop_btn->setVisible(TRUE);
				home_btn->setVisible(FALSE);
				back_btn->setEnabled(TRUE);
				fwd_btn->setEnabled(TRUE);
				switch(result)
				{
				case LLPluginClassMediaOwner::MEDIA_PLAYING:
					play_btn->setEnabled(FALSE);
					play_btn->setVisible(FALSE);
					pause_btn->setEnabled(TRUE);
					pause_btn->setVisible(TRUE);
					media_stop_btn->setEnabled(TRUE);
					break;
				case LLPluginClassMediaOwner::MEDIA_PAUSED:
				default:
					pause_btn->setEnabled(FALSE);
					pause_btn->setVisible(FALSE);
					play_btn->setEnabled(TRUE);
					play_btn->setVisible(TRUE);
					media_stop_btn->setEnabled(FALSE);
					break;
				}
			}
			else
			{
				play_btn->setVisible(FALSE);
				pause_btn->setVisible(FALSE);
				media_stop_btn->setVisible(FALSE);
				if(result == LLPluginClassMediaOwner::MEDIA_LOADING)
				{
					reload_btn->setEnabled(FALSE);
					reload_btn->setVisible(FALSE);
					stop_btn->setEnabled(TRUE);
					stop_btn->setVisible(TRUE);
				}
				else
				{
					reload_btn->setEnabled(TRUE);
					reload_btn->setVisible(TRUE);
					stop_btn->setEnabled(FALSE);
					stop_btn->setVisible(FALSE);
				}
			}
		}
		media_focused_panel->setVisible(mMediaFocus);
		media_hover_panel->setVisible(!mMediaFocus);

		if(media_plugin == NULL)
		// Handle Scrolling
		switch (mScrollState) 
		{
		case SCROLL_UP:
			media_plugin->scrollEvent(0, -1, MASK_NONE);
			break;
		case SCROLL_DOWN:
			media_plugin->scrollEvent(0, 1, MASK_NONE);
			break;
		case SCROLL_LEFT:
			mMediaImpl->handleKeyHere(KEY_LEFT, MASK_NONE);
			break;
		case SCROLL_RIGHT:
			mMediaImpl->handleKeyHere(KEY_RIGHT, MASK_NONE);
			break;
		case SCROLL_NONE:
		default:
			break;
		}
		LLBBox screen_bbox;
		setVisible(TRUE);
		glh::matrix4f mat = glh_get_current_projection()*glh_get_current_modelview();
		std::vector<LLVector3>::iterator vert_it;
		std::vector<LLVector3>::iterator vert_end;
		std::vector<LLVector3> vect_face;

		LLVolume* volume = objectp->getVolume();

		if (volume)
		{
			const LLVolumeFace& vf = volume->getVolumeFace(nodep->getLastSelectedTE());

			const LLVector3* ext = vf.mExtents;

			LLVector3 center = (ext[0]+ext[1])*0.5f;
			LLVector3 size = (ext[1]-ext[0])*0.5f;
			LLVector3 vert[] =
			{
				center + size.scaledVec(LLVector3(1,1,1)),
				center + size.scaledVec(LLVector3(-1,1,1)),
				center + size.scaledVec(LLVector3(1,-1,1)),
				center + size.scaledVec(LLVector3(-1,-1,1)),
				center + size.scaledVec(LLVector3(1,1,-1)),
				center + size.scaledVec(LLVector3(-1,1,-1)),
				center + size.scaledVec(LLVector3(1,-1,-1)),
				center + size.scaledVec(LLVector3(-1,-1,-1)),
			};

			LLVOVolume* vo = (LLVOVolume*) objectp;

			for (U32 i = 0; i < 8; i++)
			{
				vect_face.push_back(vo->volumePositionToAgent(vert[i]));	
			}
		}
		vert_it = vect_face.begin();
		vert_end = vect_face.end();

		LLVector3 min = LLVector3(1,1,1);
		LLVector3 max = LLVector3(-1,-1,-1);
		for(; vert_it != vert_end; ++vert_it)
		{
			// project silhouette vertices into screen space
			glh::vec3f screen_vert = glh::vec3f(vert_it->mV); 
			mat.mult_matrix_vec(screen_vert);

			// add to screenspace bounding box
			update_min_max(min, max, LLVector3(screen_vert.v));
		}

		LLCoordGL screen_min;
		screen_min.mX = llround((F32)gViewerWindow->getWindowWidth() * (min.mV[VX] + 1.f) * 0.5f);
		screen_min.mY = llround((F32)gViewerWindow->getWindowHeight() * (min.mV[VY] + 1.f) * 0.5f);

		LLCoordGL screen_max;
		screen_max.mX = llround((F32)gViewerWindow->getWindowWidth() * (max.mV[VX] + 1.f) * 0.5f);
		screen_max.mY = llround((F32)gViewerWindow->getWindowHeight() * (max.mV[VY] + 1.f) * 0.5f);

		// grow panel so that screenspace bounding box fits inside "media_region" element of HUD
		LLRect media_hud_rect;
		getParent()->screenRectToLocal(LLRect(screen_min.mX, screen_max.mY, screen_max.mX, screen_min.mY), &media_hud_rect);
		LLView* media_region = getChild<LLView>("media_region");
		media_hud_rect.mLeft -= media_region->getRect().mLeft;
		media_hud_rect.mBottom -= media_region->getRect().mBottom;
		media_hud_rect.mTop += getRect().getHeight() - media_region->getRect().mTop;
		media_hud_rect.mRight += getRect().getWidth() - media_region->getRect().mRight;


		LLRect old_hud_rect = media_hud_rect;
		// keep all parts of HUD on-screen
		media_hud_rect.intersectWith(getParent()->getLocalRect());

		// If we had to clip the rect, don't display the border
		childSetVisible("bg_image", false);

		// clamp to minimum size, keeping centered
		media_hud_rect.setCenterAndSize(media_hud_rect.getCenterX(), media_hud_rect.getCenterY(),
			llmax(MIN_HUD_WIDTH, media_hud_rect.getWidth()), llmax(MIN_HUD_HEIGHT, media_hud_rect.getHeight()));

		userSetShape(media_hud_rect);

		// Test mouse position to see if the cursor is stationary
		LLCoordWindow cursor_pos_window;
		getWindow()->getCursorPosition(&cursor_pos_window);

		// If last pos is not equal to current pos, the mouse has moved
		// We need to reset the timer, and make sure the panel is visible
		if(cursor_pos_window.mX != mLastCursorPos.mX ||
			cursor_pos_window.mY != mLastCursorPos.mY ||
			mScrollState != SCROLL_NONE)
		{
			mMouseMoveTimer.start();
			mLastCursorPos = cursor_pos_window;
		}
		
		// Mouse has been stationary, but not for long enough to fade the UI
		if(mMouseMoveTimer.getElapsedTimeF32() < mMouseInactiveTime)
		{
			// If we have started fading, reset the alpha values
			if(mFadeTimer.getStarted())
			{
				F32 alpha = 1.0f;
				setAlpha(alpha);
				mFadeTimer.stop();
			}
		}
		// If we need to start fading the UI (and we have not already started)
		else if(! mFadeTimer.getStarted())
		{
			mFadeTimer.reset();
			mFadeTimer.start();
		}
	}
}