// 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); } } }
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(); }
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); } }
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(); } } }