Пример #1
0
void
convex::gl_render(view& scene)
{
	if (degenerate())
		return;
	long check = checksum();
	if (check != last_checksum) {
		recalc();
		last_checksum = check;
	}

	glShadeModel(GL_FLAT);
	gl_enable cull_face( GL_CULL_FACE);
	color.gl_set(1.0);

	glBegin(GL_TRIANGLES);
	for (std::vector<face>::const_iterator f = hull.begin(); f != hull.end(); ++f) {
		f->normal.gl_normal();
		(f->corner[0] * scene.gcf).gl_render();
		(f->corner[1] * scene.gcf).gl_render();
		(f->corner[2] * scene.gcf).gl_render();
	}
	glEnd();
	glShadeModel( GL_SMOOTH);
}
Пример #2
0
void
cone::gl_render(view& scene)
{
	if (degenerate())
		return;

	init_model(scene);

	clear_gl_error();

	// See sphere::gl_render() for a description of the level of detail calc.
	double coverage = scene.pixel_coverage( pos, radius);
	int lod = 0;
	if (coverage < 0)
		lod = 5;
	else if (coverage < 10)
		lod = 0;
	else if (coverage < 30)
		lod = 1;
	else if (coverage < 90)
		lod = 2;
	else if (coverage < 250)
		lod = 3;
	else if (coverage < 450)
		lod = 4;
	else
		lod = 5;
	lod += scene.lod_adjust;
	if (lod < 0)
		lod = 0;
	else if (lod > 5)
		lod = 5;

	gl_matrix_stackguard guard;
	const double length = axis.mag();
	model_world_transform( scene.gcf, vector( length, radius, radius ) ).gl_mult();

	color.gl_set(opacity);

	if (translucent()) {
		gl_enable cull_face( GL_CULL_FACE);

		// Render the back half.
		glCullFace( GL_FRONT);
		scene.cone_model[lod].gl_render();

		// Render the front half.
		glCullFace( GL_BACK);
		scene.cone_model[lod].gl_render();
	}
	else {
		scene.cone_model[lod].gl_render();
	}

	check_gl_error();
}
Пример #3
0
void
sphere::gl_render( view& geometry)
{
    if (degenerate())
        return;

    //init_model();
    init_model(geometry);

    // coverage is the radius of this sphere in pixels:
    double coverage = geometry.pixel_coverage( pos, radius);
    int lod = 0;

    if (coverage < 0) // Behind the camera, but still visible.
        lod = 4;
    else if (coverage < 30)
        lod = 0;
    else if (coverage < 100)
        lod = 1;
    else if (coverage < 500)
        lod = 2;
    else if (coverage < 5000)
        lod = 3;
    else
        lod = 4;

    lod += geometry.lod_adjust; // allow user to reduce level of detail
    if (lod > 5)
        lod = 5;
    else if (lod < 0)
        lod = 0;

    gl_matrix_stackguard guard;
    model_world_transform( geometry.gcf, get_scale() ).gl_mult();

    color.gl_set(opacity);

    if (translucent()) {
        // Spheres are convex, so we don't need to sort
        gl_enable cull_face( GL_CULL_FACE);

        // Render the back half (inside)
        glCullFace( GL_FRONT );
        geometry.sphere_model[lod].gl_render();

        // Render the front half (outside)
        glCullFace( GL_BACK );
        geometry.sphere_model[lod].gl_render();
    }
    else {
        // Render a simple sphere.
        geometry.sphere_model[lod].gl_render();
    }
}
//-----------------------------------------------------------------------------
// drawShape()
//-----------------------------------------------------------------------------
U32 LLViewerJointAttachment::drawShape( F32 pixelArea, BOOL first_pass, BOOL is_dummy )
{
	if (LLVOAvatar::sShowAttachmentPoints)
	{
		LLGLDisable cull_face(GL_CULL_FACE);
		
		gGL.color4f(1.f, 1.f, 1.f, 1.f);
		gGL.begin(LLRender::QUADS);
		{
			gGL.vertex3f(-0.1f, 0.1f, 0.f);
			gGL.vertex3f(-0.1f, -0.1f, 0.f);
			gGL.vertex3f(0.1f, -0.1f, 0.f);
			gGL.vertex3f(0.1f, 0.1f, 0.f);
		}gGL.end();
	}
	return 0;
}
// Paint the display!
void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot, bool tiling)
{
	LLFastTimer t(FTM_RENDER);

	if (gWindowResized)
	{ //skip render on frames where window has been resized
		gGL.flush();
		glClear(GL_COLOR_BUFFER_BIT);
		gViewerWindow->getWindow()->swapBuffers();
		LLPipeline::refreshCachedSettings();
		gPipeline.resizeScreenTexture();
		gResizeScreenTexture = FALSE;
		gWindowResized = FALSE;
		return;
	}

	//Nope
	/*if (LLPipeline::sRenderDeferred)
	{ //hack to make sky show up in deferred snapshots
		for_snapshot = FALSE;
	}*/

	if (LLPipeline::sRenderFrameTest)
	{
		send_agent_pause();
	}

	gSnapshot = for_snapshot;

	LLGLSDefault gls_default;
	LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE, GL_LEQUAL);
	
	LLVertexBuffer::unbind();

	LLGLState::checkStates();
	LLGLState::checkTextureChannels();
	
	stop_glerror();

	gPipeline.disableLights();

	//reset vertex buffers if needed
	gPipeline.doResetVertexBuffers();

	stop_glerror();

	// Don't draw if the window is hidden or minimized.
	// In fact, must explicitly check the minimized state before drawing.
	// Attempting to draw into a minimized window causes a GL error. JC
	if (   !gViewerWindow->getActive()
		|| !gViewerWindow->getWindow()->getVisible() 
		|| gViewerWindow->getWindow()->getMinimized() )
	{
		// Clean up memory the pools may have allocated
		if (rebuild)
		{
			gFrameStats.start(LLFrameStats::REBUILD);
			stop_glerror();
			gPipeline.rebuildPools();
			stop_glerror();
		}

		stop_glerror();
		gViewerWindow->returnEmptyPicks();
		stop_glerror();
		return; 
	}

	gViewerWindow->checkSettings();

	if(gWindowResized)  //Singu Note: gViewerWindow->checkSettings() can call LLViewerWindow::reshape(). If it has then skip this frame.
	{
		return;
	}
	
	{
		LLFastTimer ftm(FTM_PICK);
		LLAppViewer::instance()->pingMainloopTimeout("Display:Pick");
		gViewerWindow->performPick();
	}
	
	LLAppViewer::instance()->pingMainloopTimeout("Display:CheckStates");
	LLGLState::checkStates();
	LLGLState::checkTextureChannels();
	
	//////////////////////////////////////////////////////////
	//
	// Logic for forcing window updates if we're in drone mode.
	//

	if (gNoRender) 
	{
#if LL_WINDOWS
		static F32 last_update_time = 0.f;
		if ((gFrameTimeSeconds - last_update_time) > 1.f)
		{
			InvalidateRect((HWND)gViewerWindow->getPlatformWindow(), NULL, FALSE);
			last_update_time = gFrameTimeSeconds;
		}
#elif LL_DARWIN
		// MBW -- Do something clever here.
#endif
		// Not actually rendering, don't bother.
		return;
	}


	//
	// Bail out if we're in the startup state and don't want to try to
	// render the world.
	//
	if (LLStartUp::getStartupState() < STATE_STARTED)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Startup");
		display_startup();
		return;
	}

	//LLGLState::verify(FALSE);

	/////////////////////////////////////////////////
	//
	// Update GL Texture statistics (used for discard logic?)
	//

	LLAppViewer::instance()->pingMainloopTimeout("Display:TextureStats");
	gFrameStats.start(LLFrameStats::UPDATE_TEX_STATS);
	stop_glerror();

	LLImageGL::updateStats(gFrameTimeSeconds);
	
	LLVOAvatar::sRenderName = gSavedSettings.getS32("RenderName");
	LLVOAvatar::sRenderGroupTitles = !gSavedSettings.getBOOL("RenderHideGroupTitleAll");
	
	gPipeline.mBackfaceCull = TRUE;
	gFrameCount++;
	gRecentFrameCount++;
	if (gFocusMgr.getAppHasFocus())
	{
		gForegroundFrameCount++;
	}

	//////////////////////////////////////////////////////////
	//
	// Display start screen if we're teleporting, and skip render
	//

	if (gTeleportDisplay)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Teleport");
		const F32 TELEPORT_ARRIVAL_DELAY = 2.f; // Time to preload the world before raising the curtain after we've actually already arrived.

		S32 attach_count = 0;
		if (isAgentAvatarValid())
		{
			attach_count = gAgentAvatarp->getAttachmentCount();
		}
		F32 teleport_save_time = TELEPORT_EXPIRY + TELEPORT_EXPIRY_PER_ATTACHMENT * attach_count;
		F32 teleport_elapsed = gTeleportDisplayTimer.getElapsedTimeF32();
		F32 teleport_percent = teleport_elapsed * (100.f / teleport_save_time);
		if( (gAgent.getTeleportState() != LLAgent::TELEPORT_START) && (teleport_percent > 100.f) )
		{
			// Give up.  Don't keep the UI locked forever.
			gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
			gAgent.setTeleportMessage(std::string());
		}

		static const LLCachedControl<bool> hide_tp_screen("AscentDisableTeleportScreens",false);
		const std::string& message = gAgent.getTeleportMessage();
		switch( gAgent.getTeleportState() )
		{
		case LLAgent::TELEPORT_PENDING:
			gTeleportDisplayTimer.reset();
			if(!hide_tp_screen)
				gViewerWindow->setShowProgress(TRUE);
			gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f));
			gAgent.setTeleportMessage(LLAgent::sTeleportProgressMessages["pending"]);
			gViewerWindow->setProgressString(LLAgent::sTeleportProgressMessages["pending"]);
			break;

		case LLAgent::TELEPORT_START:
			// Transition to REQUESTED.  Viewer has sent some kind
			// of TeleportRequest to the source simulator
			gTeleportDisplayTimer.reset();
			if(!hide_tp_screen)
				gViewerWindow->setShowProgress(TRUE);
			gViewerWindow->setProgressPercent(llmin(teleport_percent, 0.0f));
			gAgent.setTeleportState( LLAgent::TELEPORT_REQUESTED );
			gAgent.setTeleportMessage(
				LLAgent::sTeleportProgressMessages["requesting"]);
			gViewerWindow->setProgressString(LLAgent::sTeleportProgressMessages["requesting"]);
			break;

		case LLAgent::TELEPORT_REQUESTED:
			// Waiting for source simulator to respond
			gViewerWindow->setProgressPercent( llmin(teleport_percent, 37.5f) );
			gViewerWindow->setProgressString(message);
			break;

		case LLAgent::TELEPORT_MOVING:
			// Viewer has received destination location from source simulator
			gViewerWindow->setProgressPercent( llmin(teleport_percent, 75.f) );
			gViewerWindow->setProgressString(message);
			break;

		case LLAgent::TELEPORT_START_ARRIVAL:
			// Transition to ARRIVING.  Viewer has received avatar update, etc., from destination simulator
			gTeleportArrivalTimer.reset();
				gViewerWindow->setProgressCancelButtonVisible(FALSE, LLTrans::getString("Cancel"));
			gViewerWindow->setProgressPercent(75.f);
			gAgent.setTeleportState( LLAgent::TELEPORT_ARRIVING );
			gAgent.setTeleportMessage(
				LLAgent::sTeleportProgressMessages["arriving"]);
			gTextureList.mForceResetTextureStats = TRUE;
			if(!hide_tp_screen)
				gAgentCamera.resetView(TRUE, TRUE);
			break;

		case LLAgent::TELEPORT_ARRIVING:
			// Make the user wait while content "pre-caches"
			{
				F32 arrival_fraction = (gTeleportArrivalTimer.getElapsedTimeF32() / TELEPORT_ARRIVAL_DELAY);
				if( arrival_fraction > 1.f || hide_tp_screen)
				{
					arrival_fraction = 1.f;
					LLFirstUse::useTeleport();
					gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
				}
				gViewerWindow->setProgressCancelButtonVisible(FALSE, LLTrans::getString("Cancel"));
				gViewerWindow->setProgressPercent(  arrival_fraction * 25.f + 75.f);
				gViewerWindow->setProgressString(message);
			}
			break;

		case LLAgent::TELEPORT_LOCAL:
			// Short delay when teleporting in the same sim (progress screen active but not shown - did not
			// fall-through from TELEPORT_START)
			{
				// <edit>
				// is this really needed.... I say no.
				//if( gTeleportDisplayTimer.getElapsedTimeF32() > TELEPORT_LOCAL_DELAY )
				// </edit>
				{
					LLFirstUse::useTeleport();
					gAgent.setTeleportState( LLAgent::TELEPORT_NONE );
				}
			}
			break;

		case LLAgent::TELEPORT_NONE:
			// No teleport in progress
			gViewerWindow->setShowProgress(FALSE);
			gTeleportDisplay = FALSE;
			gTeleportArrivalTimer.reset();
			break;

		default: 
			 break;
		}
	}
    else if(LLAppViewer::instance()->logoutRequestSent())
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Logout");
		F32 percent_done = gLogoutTimer.getElapsedTimeF32() * 100.f / gLogoutMaxTime;
		if (percent_done > 100.f)
		{
			percent_done = 100.f;
		}

		if( LLApp::isExiting() )
		{
			percent_done = 100.f;
		}
		
		gViewerWindow->setProgressPercent( percent_done );
	}
	else
	if (gRestoreGL)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:RestoreGL");
		F32 percent_done = gRestoreGLTimer.getElapsedTimeF32() * 100.f / RESTORE_GL_TIME;
		if( percent_done > 100.f )
		{
			gViewerWindow->setShowProgress(FALSE);
			gRestoreGL = FALSE;
		}
		else
		{

			if( LLApp::isExiting() )
			{
				percent_done = 100.f;
			}
			
			gViewerWindow->setProgressPercent( percent_done );
		}
	}

	// Progressively increase draw distance after TP when required.
	if (gSavedDrawDistance > 0.0f && gAgent.getTeleportState() == LLAgent::TELEPORT_NONE)
	{
		if (gTeleportArrivalTimer.getElapsedTimeF32() >=
			(F32)gSavedSettings.getU32("SpeedRezInterval"))
		{
			gTeleportArrivalTimer.reset();
			F32 current = gSavedSettings.getF32("RenderFarClip");
			if (gSavedDrawDistance > current)
			{
				current *= 2.0;
				if (current > gSavedDrawDistance)
				{
					current = gSavedDrawDistance;
				}
				gSavedSettings.setF32("RenderFarClip", current);
			}
			if (current >= gSavedDrawDistance)
			{
				gSavedDrawDistance = 0.0f;
				gSavedSettings.setF32("SavedRenderFarClip", 0.0f);
			}
		}
	}

	//////////////////////////
	//
	// Prepare for the next frame
	//

	/////////////////////////////
	//
	// Update the camera
	//
	//

	LLAppViewer::instance()->pingMainloopTimeout("Display:Camera");
	LLViewerCamera::getInstance()->setZoomParameters(zoom_factor, subfield);
	LLViewerCamera::getInstance()->setNear(MIN_NEAR_PLANE);

	//////////////////////////
	//
	// clear the next buffer
	// (must follow dynamic texture writing since that uses the frame buffer)
	//

	if (gDisconnected)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Disconnected");
		render_ui();
	}
	
	//////////////////////////
	//
	// Set rendering options
	//
	//
	LLAppViewer::instance()->pingMainloopTimeout("Display:RenderSetup");
	stop_glerror();

	///////////////////////////////////////
	//
	// Slam lighting parameters back to our defaults.
	// Note that these are not the same as GL defaults...

	stop_glerror();
	gGL.setAmbientLightColor(LLColor4::white);
	stop_glerror();
			
	/////////////////////////////////////
	//
	// Render
	//
	// Actually push all of our triangles to the screen.
	//

	// do render-to-texture stuff here
	if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES))
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:DynamicTextures");
		LLFastTimer t(FTM_UPDATE_TEXTURES);
		if (LLViewerDynamicTexture::updateAllInstances())
		{
			gGL.setColorMask(true, true);
			glClear(GL_DEPTH_BUFFER_BIT);
		}
	}

	gViewerWindow->setup3DViewport();

	gPipeline.resetFrameStats();	// Reset per-frame statistics.

	if (!gDisconnected)
	{
		LLAppViewer::instance()->pingMainloopTimeout("Display:Update");
		if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD))
		{ //don't draw hud objects in this frame
			gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD);
		}

		if (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES))
		{ //don't draw hud particles in this frame
			gPipeline.toggleRenderType(LLPipeline::RENDER_TYPE_HUD_PARTICLES);
		}

		//upkeep gl name pools
		LLGLNamePool::upkeepPools();
		
		stop_glerror();
		display_update_camera(tiling);
		stop_glerror();
				
		// *TODO: merge these two methods
		LLHUDManager::getInstance()->updateEffects();
		LLHUDObject::updateAll();
		stop_glerror();

		if(!tiling)
		{
			gFrameStats.start(LLFrameStats::UPDATE_GEOM);
			const F32 max_geom_update_time = 0.005f*10.f*gFrameIntervalSeconds; // 50 ms/second update time
			gPipeline.createObjects(max_geom_update_time);
			gPipeline.processPartitionQ();
			gPipeline.updateGeom(max_geom_update_time);
			stop_glerror();
			gPipeline.updateGL();
			stop_glerror();
		}
		
		gFrameStats.start(LLFrameStats::UPDATE_CULL);
		S32 water_clip = 0;
		if ((LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT) > 1) &&
			 (gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_WATER) ||
			  gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_VOIDWATER)))
		{
			if (LLViewerCamera::getInstance()->cameraUnderWater())
			{
				water_clip = -1;
			}
			else
			{
				water_clip = 1;
			}
		}

		LLAppViewer::instance()->pingMainloopTimeout("Display:Cull");
		
		//Increment drawable frame counter
		LLDrawable::incrementVisible();

		LLSpatialGroup::sNoDelete = TRUE;
		LLTexUnit::sWhiteTexture = LLViewerFetchedTexture::sWhiteImagep->getTexName();

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

		S32 occlusion = LLPipeline::sUseOcclusion;
		if (gDepthDirty)
		{ //depth buffer is invalid, don't overwrite occlusion state
			LLPipeline::sUseOcclusion = llmin(occlusion, 1);
		}
		gDepthDirty = FALSE;

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

		static LLCullResult result;
		LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
		LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
		gPipeline.updateCull(*LLViewerCamera::getInstance(), result, water_clip);
		stop_glerror();

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

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

		LLAppViewer::instance()->pingMainloopTimeout("Display:Swap");
		
		{ 

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

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

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

			if (!for_snapshot || LLPipeline::sRenderDeferred)
			{
				if (gFrameCount > 1)
				{ //for some reason, ATI 4800 series will error out if you 
				  //try to generate a shadow before the first frame is through
					gPipeline.generateSunShadow(*LLViewerCamera::getInstance());
				}

				LLVertexBuffer::unbind();

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

				const LLMatrix4a saved_proj = glh_get_current_projection();
				const LLMatrix4a saved_mod = glh_get_current_modelview();
				glViewport(0,0,512,512);
				LLVOAvatar::updateFreezeCounter() ;

				if(!LLPipeline::sMemAllocationThrottled)
				{		
					LLVOAvatar::updateImpostors();
				}

				glh_set_current_projection(saved_proj);
				glh_set_current_modelview(saved_mod);
				gGL.matrixMode(LLRender::MM_PROJECTION);
				gGL.loadMatrix(saved_proj);
				gGL.matrixMode(LLRender::MM_MODELVIEW);
				gGL.loadMatrix(saved_mod);
				gViewerWindow->setup3DViewport();

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

			}
			glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
		}

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

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

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

		//////////////////////////////////////
		//
		// Update images, using the image stats generated during object update/culling
		//
		// Can put objects onto the retextured list.
		//
		// Doing this here gives hardware occlusion queries extra time to complete
		LLAppViewer::instance()->pingMainloopTimeout("Display:UpdateImages");
		LLError::LLCallStacks::clear() ;
		llpushcallstacks ;
		gFrameStats.start(LLFrameStats::IMAGE_UPDATE);

		{
			LLFastTimer t(FTM_IMAGE_UPDATE);
			
			{
				LLFastTimer t(FTM_IMAGE_UPDATE_CLASS);
				LLViewerTexture::updateClass(LLViewerCamera::getInstance()->getVelocityStat()->getMean(),
											LLViewerCamera::getInstance()->getAngularVelocityStat()->getMean());
			}

			
			{
				LLFastTimer t(FTM_IMAGE_UPDATE_BUMP);
				gBumpImageList.updateImages();  // must be called before gTextureList version so that it's textures are thrown out first.
			}

			{
				LLFastTimer t(FTM_IMAGE_UPDATE_LIST);
				F32 max_image_decode_time = 0.050f*gFrameIntervalSeconds; // 50 ms/second decode time
				max_image_decode_time = llclamp(max_image_decode_time, 0.002f, 0.005f ); // min 2ms/frame, max 5ms/frame)
				gTextureList.updateImages(max_image_decode_time);
			}

			/*{
				LLFastTimer t(FTM_IMAGE_UPDATE_DELETE);
				//remove dead textures from GL
				LLImageGL::deleteDeadTextures();
				stop_glerror();
			}*/
		}
		llpushcallstacks ;
		LLGLState::checkStates();
		LLGLState::checkClientArrays();

		///////////////////////////////////
		//
		// StateSort
		//
		// Responsible for taking visible objects, and adding them to the appropriate draw orders.
		// In the case of alpha objects, z-sorts them first.
		// Also creates special lists for outlines and selected face rendering.
		//
		LLAppViewer::instance()->pingMainloopTimeout("Display:StateSort");
		{
			LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
			gFrameStats.start(LLFrameStats::STATE_SORT);
			gPipeline.stateSort(*LLViewerCamera::getInstance(), result);
			stop_glerror();
				
			if (rebuild)
			{
				//////////////////////////////////////
				//
				// rebuildPools
				//
				//
				gFrameStats.start(LLFrameStats::REBUILD);
				gPipeline.rebuildPools();
				stop_glerror();
			}
		}

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

		LLPipeline::sUseOcclusion = occlusion;

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

//		if(gUseWireframe)
// [RLVa:KB] - Checked: 2010-09-28 (RLVa-1.1.3b) | Modified: RLVa-1.1.3b
		if ( (gUseWireframe) && ((!rlv_handler_t::isEnabled()) || (!gRlvAttachmentLocks.hasLockedHUD())) )
// [/RLVa:KB]
		{
			glClearColor(0.5f, 0.5f, 0.5f, 0.f);
			glClear(GL_COLOR_BUFFER_BIT);
			glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		}

		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderStart");
		
		//// render frontmost floater opaque for occlusion culling purposes
		//LLFloater* frontmost_floaterp = gFloaterView->getFrontmost();
		//// assumes frontmost floater with focus is opaque
		//if (frontmost_floaterp && gFocusMgr.childHasKeyboardFocus(frontmost_floaterp))
		//{
		//	gGL.matrixMode(LLRender::MM_MODELVIEW);
		//	gGL.pushMatrix();
		//	{
		//		gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);

		//		glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
		//		gGL.loadIdentity();

		//		LLRect floater_rect = frontmost_floaterp->calcScreenRect();
		//		// deflate by one pixel so rounding errors don't occlude outside of floater extents
		//		floater_rect.stretch(-1);
		//		LLRectf floater_3d_rect((F32)floater_rect.mLeft / (F32)gViewerWindow->getWindowWidthScaled(), 
		//								(F32)floater_rect.mTop / (F32)gViewerWindow->getWindowHeightScaled(),
		//								(F32)floater_rect.mRight / (F32)gViewerWindow->getWindowWidthScaled(),
		//								(F32)floater_rect.mBottom / (F32)gViewerWindow->getWindowHeightScaled());
		//		floater_3d_rect.translate(-0.5f, -0.5f);
		//		gGL.translatef(0.f, 0.f, -LLViewerCamera::getInstance()->getNear());
		//		gGL.scalef(LLViewerCamera::getInstance()->getNear() * LLViewerCamera::getInstance()->getAspect() / sinf(LLViewerCamera::getInstance()->getView()), LLViewerCamera::getInstance()->getNear() / sinf(LLViewerCamera::getInstance()->getView()), 1.f);
		//		gGL.color4fv(LLColor4::white.mV);
		//		gGL.begin(LLVertexBuffer::QUADS);
		//		{
		//			gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mBottom, 0.f);
		//			gGL.vertex3f(floater_3d_rect.mLeft, floater_3d_rect.mTop, 0.f);
		//			gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mTop, 0.f);
		//			gGL.vertex3f(floater_3d_rect.mRight, floater_3d_rect.mBottom, 0.f);
		//		}
		//		gGL.end();
		//		glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
		//	}
		//	gGL.popMatrix();
		//}

		LLPipeline::sUnderWaterRender = LLViewerCamera::getInstance()->cameraUnderWater() ? TRUE : FALSE;
		
		LLGLState::checkStates();
		LLGLState::checkClientArrays();

		stop_glerror();

		if (to_texture)
		{
			gGL.setColorMask(true, true);

			if (LLPipeline::sRenderDeferred)
			{
				gPipeline.mDeferredScreen.bindTarget();
				glClearColor(1,0,1,1);
				gPipeline.mDeferredScreen.clear();
			}
			else
			{
				gPipeline.mScreen.bindTarget();
				if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders())
				{
					const LLColor4 &col = LLDrawPoolWater::sWaterFogColor;
					glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
				}
				gPipeline.mScreen.clear();
			}
			
			gGL.setColorMask(true, false);
		}
		
		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderGeom");
		
		if (!(LLAppViewer::instance()->logoutRequestSent() && LLAppViewer::instance()->hasSavedFinalSnapshot())
				&& !gRestoreGL)
		{
			LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WORLD;
			
			static LLCachedControl<bool> render_ui_occlusion("RenderUIOcclusion", false);
			if(render_ui_occlusion && LLGLSLShader::sNoFixedFunction)
			{
				LLFloater* floaterp = gFloaterView->getFrontmost();
				if(floaterp && floaterp->getVisible() && floaterp->isBackgroundVisible() && floaterp->isBackgroundOpaque())
				{	
					LLGLDepthTest depth(GL_TRUE, GL_TRUE);
					gGL.setColorMask(false, false);
					gOcclusionProgram.bind();

					LLRect rect = floaterp->calcScreenRect();
					rect.stretch(-1);
					gGL.matrixMode(LLRender::MM_PROJECTION);
					gGL.pushMatrix();
					gGL.loadIdentity();
					gGL.ortho(0.0f, gViewerWindow->getWindowWidth(), 0.0f, gViewerWindow->getWindowHeight(), 0.f, 1.0f);
					gGL.matrixMode(LLRender::MM_MODELVIEW);
					gGL.pushMatrix();
					gGL.loadIdentity();
					gGL.color4fv( LLColor4::white.mV );
					gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
					gGL.begin( LLRender::QUADS );
						gGL.vertex3f(rect.mLeft, rect.mTop,0.f);
						gGL.vertex3f(rect.mLeft, rect.mBottom,0.f);
						gGL.vertex3f(rect.mRight, rect.mBottom,0.f);
						gGL.vertex3f(rect.mRight, rect.mTop,0.f);
					gGL.end();

					gGL.matrixMode(LLRender::MM_PROJECTION);
					gGL.popMatrix();
					gGL.matrixMode(LLRender::MM_MODELVIEW);
					gGL.popMatrix();
					gOcclusionProgram.unbind();
				}
			}

			static LLCachedControl<bool> render_depth_pre_pass("RenderDepthPrePass", false);
			if (render_depth_pre_pass && LLGLSLShader::sNoFixedFunction)
			{
				LLGLDepthTest depth(GL_TRUE, GL_TRUE);
				LLGLEnable cull_face(GL_CULL_FACE);
				gGL.setColorMask(false, false);
				
				U32 types[] = { 
					LLRenderPass::PASS_SIMPLE, 
					LLRenderPass::PASS_FULLBRIGHT, 
					LLRenderPass::PASS_SHINY 
				};

				U32 num_types = LL_ARRAY_SIZE(types);
				gOcclusionProgram.bind();
				for (U32 i = 0; i < num_types; i++)
				{
					gPipeline.renderObjects(types[i], LLVertexBuffer::MAP_VERTEX, FALSE);
				}
				gOcclusionProgram.unbind();
			}

			gGL.setColorMask(true, false);
			if (LLPipeline::sRenderDeferred)
			{
				gPipeline.renderGeomDeferred(*LLViewerCamera::getInstance());
			}
			else
			{
				gPipeline.renderGeom(*LLViewerCamera::getInstance(), TRUE);
			}
			
			gGL.setColorMask(true, true);

			//store this frame's modelview matrix for use
			//when rendering next frame's occlusion queries
			gGLPreviousModelView = gGLLastModelView;
			gGLLastModelView = gGLModelView;
			gGLLastProjection = gGLProjection;
			stop_glerror();
		}

		//Reversed this. disabling a texunit sets its index as current.. randomly breaking LLRender::matrixMode(U32 mode). Make sure unit0 is the 'current' unit.
		for (S32 i = gGLManager.mNumTextureImageUnits-1; i >= 0; --i)
		{ //dummy cleanup of any currently bound textures
			if (gGL.getTexUnit((U32)i)->getCurrType() != LLTexUnit::TT_NONE)
			{
				gGL.getTexUnit((U32)i)->unbind(gGL.getTexUnit((U32)i)->getCurrType());
				gGL.getTexUnit((U32)i)->disable();
			}
		}

		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderFlush");		
		
		if (to_texture)
		{
			if (LLPipeline::sRenderDeferred)
			{
				gPipeline.mDeferredScreen.flush();
				if(gPipeline.mDeferredScreen.getFBO())
				{
					LLRenderTarget::copyContentsToFramebuffer(gPipeline.mDeferredScreen, 0, 0, gPipeline.mDeferredScreen.getWidth(), 
															  gPipeline.mDeferredScreen.getHeight(), 0, 0, 
															  gPipeline.mDeferredScreen.getWidth(), 
															  gPipeline.mDeferredScreen.getHeight(), 
															  GL_DEPTH_BUFFER_BIT, GL_NEAREST);
				}
			}
			else
			{
				gPipeline.mScreen.flush();
				if(gPipeline.mScreen.getFBO())
				{				
					LLRenderTarget::copyContentsToFramebuffer(gPipeline.mScreen, 0, 0, gPipeline.mScreen.getWidth(), 
															  gPipeline.mScreen.getHeight(), 0, 0, 
															  gPipeline.mScreen.getWidth(), 
															  gPipeline.mScreen.getHeight(), 
															  GL_DEPTH_BUFFER_BIT, GL_NEAREST);
				}
			}
		}
		//gGL.flush();

		if (LLPipeline::sRenderDeferred)
		{
			gPipeline.renderDeferredLighting();
		}

		LLPipeline::sUnderWaterRender = FALSE;

		LLAppViewer::instance()->pingMainloopTimeout("Display:RenderUI");
		if (!for_snapshot || LLPipeline::sRenderDeferred)
		{
			LLFastTimer t(FTM_RENDER_UI);
			gFrameStats.start(LLFrameStats::RENDER_UI);
			render_ui();
		}


		LLSpatialGroup::sNoDelete = FALSE;
		gPipeline.clearReferences();

		gPipeline.rebuildGroups();
	}

	LLAppViewer::instance()->pingMainloopTimeout("Display:FrameStats");
	
	gFrameStats.start(LLFrameStats::MISC_END);
	stop_glerror();

	if (LLPipeline::sRenderFrameTest)
	{
		send_agent_resume();
		LLPipeline::sRenderFrameTest = FALSE;
	}

	display_stats();
				
	LLAppViewer::instance()->pingMainloopTimeout("Display:Done");

	gShiftFrame = false;
}
Пример #6
0
// static 
void LLTracker::renderBeacon(LLVector3d pos_global, 
							 const LLColor4& color, 
							 LLHUDText* hud_textp, 
							 const std::string& label )
{
	sCheesyBeacon = gSavedSettings.getBOOL("CheesyBeacon");
	LLVector3d to_vec = pos_global - gAgent.getCameraPositionGlobal();

	F32 dist = (F32)to_vec.magVec();
	F32 color_frac = 1.f;
	if (dist > 0.99f * LLViewerCamera::getInstance()->getFar())
	{
		color_frac = 0.4f;
	//	pos_global = gAgent.getCameraPositionGlobal() + 0.99f*(LLViewerCamera::getInstance()->getFar()/dist)*to_vec;
	}
	else
	{
		color_frac = 1.f - 0.6f*(dist/LLViewerCamera::getInstance()->getFar());
	}

	LLColor4 fogged_color = color_frac * color + (1 - color_frac)*gSky.getFogColor();

	F32 FADE_DIST = 3.f;
	fogged_color.mV[3] = llmax(0.2f, llmin(0.5f,(dist-FADE_DIST)/FADE_DIST));

	LLVector3 pos_agent = gAgent.getPosAgentFromGlobal(pos_global);

	LLGLSTracker gls_tracker; // default - TEXTURE + CULL_FACE + LIGHTING + GL_BLEND + GL_ALPHA_TEST
	LLGLDisable cull_face(GL_CULL_FACE);
	LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
	
	
	glMatrixMode(GL_MODELVIEW);
	glPushMatrix();
		glTranslatef(pos_agent.mV[0], pos_agent.mV[1], pos_agent.mV[2]);
		
		draw_shockwave(1024.f, gRenderStartTime.getElapsedTimeF32(), 32, fogged_color);

		gGL.color4fv(fogged_color.mV);
		const U32 BEACON_VERTS = 256;
		const F32 step = 1024.0f/BEACON_VERTS;
		
		LLVector3 x_axis = LLViewerCamera::getInstance()->getLeftAxis();
		F32 t = gRenderStartTime.getElapsedTimeF32();
		F32 dr = dist/LLViewerCamera::getInstance()->getFar();
		
		for (U32 i = 0; i < BEACON_VERTS; i++)
		{
			F32 x = x_axis.mV[0];
			F32 y = x_axis.mV[1];
			
			F32 z = i * step;
			F32 z_next = (i+1)*step;
		
			F32 a = pulse_func(t, z);
			F32 an = pulse_func(t, z_next);
			
			LLColor4 c_col = fogged_color + LLColor4(a,a,a,a);
			LLColor4 col_next = fogged_color + LLColor4(an,an,an,an);
			LLColor4 col_edge = fogged_color * LLColor4(a,a,a,0.0f);
			LLColor4 col_edge_next = fogged_color * LLColor4(an,an,an,0.0f);
			
			a *= 2.f;
			a += 1.0f+dr;
			
			an *= 2.f;
			an += 1.0f+dr;
		
			gGL.begin(LLVertexBuffer::TRIANGLE_STRIP);
			gGL.color4fv(col_edge.mV);
			gGL.vertex3f(-x*a, -y*a, z);
			gGL.color4fv(col_edge_next.mV);
			gGL.vertex3f(-x*an, -y*an, z_next);
			
			gGL.color4fv(c_col.mV);
			gGL.vertex3f(0, 0, z);
			gGL.color4fv(col_next.mV);
			gGL.vertex3f(0, 0, z_next);
			
			gGL.color4fv(col_edge.mV);
			gGL.vertex3f(x*a,y*a,z);
			gGL.color4fv(col_edge_next.mV);
			gGL.vertex3f(x*an,y*an,z_next);
			
			gGL.end();
		}
							
		//gCylinder.render(1000);
	glPopMatrix();

	std::string text;
	text = llformat( "%.0f m", to_vec.magVec());

	LLWString wstr;
	wstr += utf8str_to_wstring(label);
	wstr += '\n';
	wstr += utf8str_to_wstring(text);

	hud_textp->setFont(LLFontGL::sSansSerif);
	hud_textp->setZCompare(FALSE);
	hud_textp->setColor(LLColor4(1.f, 1.f, 1.f, llmax(0.2f, llmin(1.f,(dist-FADE_DIST)/FADE_DIST))));

	hud_textp->setString(wstr);
	hud_textp->setVertAlignment(LLHUDText::ALIGN_VERT_CENTER);
	hud_textp->setPositionAgent(pos_agent);
}
Пример #7
0
void GLGSRender::begin()
{
	rsx::thread::begin();

	if (skip_frame)
		return;

	if (conditional_render_enabled && conditional_render_test_failed)
		return;

	init_buffers();

	if (!framebuffer_status_valid)
		return;

	std::chrono::time_point<steady_clock> then = steady_clock::now();

	bool color_mask_b = rsx::method_registers.color_mask_b();
	bool color_mask_g = rsx::method_registers.color_mask_g();
	bool color_mask_r = rsx::method_registers.color_mask_r();
	bool color_mask_a = rsx::method_registers.color_mask_a();

	gl_state.color_mask(color_mask_r, color_mask_g, color_mask_b, color_mask_a);
	gl_state.depth_mask(rsx::method_registers.depth_write_enabled());
	gl_state.stencil_mask(rsx::method_registers.stencil_mask());

	if (gl_state.enable(rsx::method_registers.depth_test_enabled(), GL_DEPTH_TEST))
	{
		gl_state.depth_func(comparison_op(rsx::method_registers.depth_func()));
	}

	if (glDepthBoundsEXT && (gl_state.enable(rsx::method_registers.depth_bounds_test_enabled(), GL_DEPTH_BOUNDS_TEST_EXT)))
	{
		gl_state.depth_bounds(rsx::method_registers.depth_bounds_min(), rsx::method_registers.depth_bounds_max());
	}

	gl_state.depth_range(rsx::method_registers.clip_min(), rsx::method_registers.clip_max());
	gl_state.enable(rsx::method_registers.dither_enabled(), GL_DITHER);

	if (gl_state.enable(rsx::method_registers.blend_enabled(), GL_BLEND))
	{
		glBlendFuncSeparate(blend_factor(rsx::method_registers.blend_func_sfactor_rgb()),
			blend_factor(rsx::method_registers.blend_func_dfactor_rgb()),
			blend_factor(rsx::method_registers.blend_func_sfactor_a()),
			blend_factor(rsx::method_registers.blend_func_dfactor_a()));

		auto blend_colors = rsx::get_constant_blend_colors();
		glBlendColor(blend_colors[0], blend_colors[1], blend_colors[2], blend_colors[3]);

		glBlendEquationSeparate(blend_equation(rsx::method_registers.blend_equation_rgb()),
			blend_equation(rsx::method_registers.blend_equation_a()));
	}

	if (gl_state.enable(rsx::method_registers.stencil_test_enabled(), GL_STENCIL_TEST))
	{
		glStencilFunc(comparison_op(rsx::method_registers.stencil_func()),
			rsx::method_registers.stencil_func_ref(),
			rsx::method_registers.stencil_func_mask());

		glStencilOp(stencil_op(rsx::method_registers.stencil_op_fail()), stencil_op(rsx::method_registers.stencil_op_zfail()),
			stencil_op(rsx::method_registers.stencil_op_zpass()));

		if (rsx::method_registers.two_sided_stencil_test_enabled())
		{
			glStencilMaskSeparate(GL_BACK, rsx::method_registers.back_stencil_mask());

			glStencilFuncSeparate(GL_BACK, comparison_op(rsx::method_registers.back_stencil_func()),
				rsx::method_registers.back_stencil_func_ref(), rsx::method_registers.back_stencil_func_mask());

			glStencilOpSeparate(GL_BACK, stencil_op(rsx::method_registers.back_stencil_op_fail()),
				stencil_op(rsx::method_registers.back_stencil_op_zfail()), stencil_op(rsx::method_registers.back_stencil_op_zpass()));
		}
	}

	gl_state.enablei(rsx::method_registers.blend_enabled_surface_1(), GL_BLEND, 1);
	gl_state.enablei(rsx::method_registers.blend_enabled_surface_2(), GL_BLEND, 2);
	gl_state.enablei(rsx::method_registers.blend_enabled_surface_3(), GL_BLEND, 3);

	if (gl_state.enable(rsx::method_registers.logic_op_enabled(), GL_COLOR_LOGIC_OP))
	{
		gl_state.logic_op(logic_op(rsx::method_registers.logic_operation()));
	}

	gl_state.line_width(rsx::method_registers.line_width());
	gl_state.enable(rsx::method_registers.line_smooth_enabled(), GL_LINE_SMOOTH);

	gl_state.enable(rsx::method_registers.poly_offset_point_enabled(), GL_POLYGON_OFFSET_POINT);
	gl_state.enable(rsx::method_registers.poly_offset_line_enabled(), GL_POLYGON_OFFSET_LINE);
	gl_state.enable(rsx::method_registers.poly_offset_fill_enabled(), GL_POLYGON_OFFSET_FILL);

	gl_state.polygon_offset(rsx::method_registers.poly_offset_scale(), rsx::method_registers.poly_offset_bias());

	if (gl_state.enable(rsx::method_registers.cull_face_enabled(), GL_CULL_FACE))
	{
		gl_state.cull_face(cull_face(rsx::method_registers.cull_face_mode()));
	}

	gl_state.front_face(front_face(rsx::method_registers.front_face_mode()));

	//TODO
	//NV4097_SET_ANISO_SPREAD
	//NV4097_SET_SPECULAR_ENABLE
	//NV4097_SET_TWO_SIDE_LIGHT_EN
	//NV4097_SET_FLAT_SHADE_OP
	//NV4097_SET_EDGE_FLAG



	//NV4097_SET_COLOR_KEY_COLOR
	//NV4097_SET_SHADER_CONTROL
	//NV4097_SET_ZMIN_MAX_CONTROL
	//NV4097_SET_ANTI_ALIASING_CONTROL
	//NV4097_SET_CLIP_ID_TEST_ENABLE

	std::chrono::time_point<steady_clock> now = steady_clock::now();
	m_begin_time += (u32)std::chrono::duration_cast<std::chrono::microseconds>(now - then).count();
}
Пример #8
0
void GLGSRender::begin()
{
	rsx::thread::begin();

	init_buffers();

	std::chrono::time_point<std::chrono::system_clock> then = std::chrono::system_clock::now();

	bool color_mask_b = rsx::method_registers.color_mask_b();
	bool color_mask_g = rsx::method_registers.color_mask_g();
	bool color_mask_r = rsx::method_registers.color_mask_r();
	bool color_mask_a = rsx::method_registers.color_mask_a();

	__glcheck glColorMask(color_mask_r, color_mask_g, color_mask_b, color_mask_a);
	__glcheck glDepthMask(rsx::method_registers.depth_write_enabled());
	__glcheck glStencilMask(rsx::method_registers.stencil_mask());

	if (__glcheck enable(rsx::method_registers.depth_test_enabled(), GL_DEPTH_TEST))
	{
		__glcheck glDepthFunc(comparison_op(rsx::method_registers.depth_func()));
		__glcheck glDepthMask(rsx::method_registers.depth_write_enabled());
	}

	if (glDepthBoundsEXT && (__glcheck enable(rsx::method_registers.depth_bounds_test_enabled(), GL_DEPTH_BOUNDS_TEST_EXT)))
	{
		__glcheck glDepthBoundsEXT(rsx::method_registers.depth_bounds_min(), rsx::method_registers.depth_bounds_max());
	}

	__glcheck glDepthRange(rsx::method_registers.clip_min(), rsx::method_registers.clip_max());
	__glcheck enable(rsx::method_registers.dither_enabled(), GL_DITHER);

	if (__glcheck enable(rsx::method_registers.blend_enabled(), GL_BLEND))
	{
		__glcheck glBlendFuncSeparate(blend_factor(rsx::method_registers.blend_func_sfactor_rgb()),
			blend_factor(rsx::method_registers.blend_func_dfactor_rgb()),
			blend_factor(rsx::method_registers.blend_func_sfactor_a()),
			blend_factor(rsx::method_registers.blend_func_dfactor_a()));

		if (rsx::method_registers.surface_color() == rsx::surface_color_format::w16z16y16x16) //TODO: check another color formats
		{
			u16 blend_color_r = rsx::method_registers.blend_color_16b_r();
			u16 blend_color_g = rsx::method_registers.blend_color_16b_g();
			u16 blend_color_b = rsx::method_registers.blend_color_16b_b();
			u16 blend_color_a = rsx::method_registers.blend_color_16b_a();

			__glcheck glBlendColor(blend_color_r / 65535.f, blend_color_g / 65535.f, blend_color_b / 65535.f, blend_color_a / 65535.f);
		}
		else
		{
			u8 blend_color_r = rsx::method_registers.blend_color_8b_r();
			u8 blend_color_g = rsx::method_registers.blend_color_8b_g();
			u8 blend_color_b = rsx::method_registers.blend_color_8b_b();
			u8 blend_color_a = rsx::method_registers.blend_color_8b_a();

			__glcheck glBlendColor(blend_color_r / 255.f, blend_color_g / 255.f, blend_color_b / 255.f, blend_color_a / 255.f);
		}

		__glcheck glBlendEquationSeparate(blend_equation(rsx::method_registers.blend_equation_rgb()),
			blend_equation(rsx::method_registers.blend_equation_a()));
	}

	if (__glcheck enable(rsx::method_registers.stencil_test_enabled(), GL_STENCIL_TEST))
	{
		__glcheck glStencilFunc(comparison_op(rsx::method_registers.stencil_func()), rsx::method_registers.stencil_func_ref(),
			rsx::method_registers.stencil_func_mask());
		__glcheck glStencilOp(stencil_op(rsx::method_registers.stencil_op_fail()), stencil_op(rsx::method_registers.stencil_op_zfail()),
			stencil_op(rsx::method_registers.stencil_op_zpass()));

		if (rsx::method_registers.two_sided_stencil_test_enabled()) {
			__glcheck glStencilMaskSeparate(GL_BACK, rsx::method_registers.back_stencil_mask());
			__glcheck glStencilFuncSeparate(GL_BACK, comparison_op(rsx::method_registers.back_stencil_func()),
				rsx::method_registers.back_stencil_func_ref(), rsx::method_registers.back_stencil_func_mask());
			__glcheck glStencilOpSeparate(GL_BACK, stencil_op(rsx::method_registers.back_stencil_op_fail()),
				stencil_op(rsx::method_registers.back_stencil_op_zfail()), stencil_op(rsx::method_registers.back_stencil_op_zpass()));
		}
	}

	__glcheck enable(rsx::method_registers.blend_enabled_surface_1(), GL_BLEND, 1);
	__glcheck enable(rsx::method_registers.blend_enabled_surface_2(), GL_BLEND, 2);
	__glcheck enable(rsx::method_registers.blend_enabled_surface_3(), GL_BLEND, 3);

	if (__glcheck enable(rsx::method_registers.logic_op_enabled(), GL_COLOR_LOGIC_OP))
	{
		__glcheck glLogicOp(logic_op(rsx::method_registers.logic_operation()));
	}

	__glcheck glLineWidth(rsx::method_registers.line_width());
	__glcheck enable(rsx::method_registers.line_smooth_enabled(), GL_LINE_SMOOTH);

	//TODO
	//NV4097_SET_ANISO_SPREAD

	__glcheck enable(rsx::method_registers.poly_offset_point_enabled(), GL_POLYGON_OFFSET_POINT);
	__glcheck enable(rsx::method_registers.poly_offset_line_enabled(), GL_POLYGON_OFFSET_LINE);
	__glcheck enable(rsx::method_registers.poly_offset_fill_enabled(), GL_POLYGON_OFFSET_FILL);

	__glcheck glPolygonOffset(rsx::method_registers.poly_offset_scale(),
		rsx::method_registers.poly_offset_bias());

	//NV4097_SET_SPECULAR_ENABLE
	//NV4097_SET_TWO_SIDE_LIGHT_EN
	//NV4097_SET_FLAT_SHADE_OP
	//NV4097_SET_EDGE_FLAG

	auto set_clip_plane_control = [&](int index, rsx::user_clip_plane_op control)
	{
		int value = 0;
		int location;

		if (m_program->uniforms.has_location("uc_m" + std::to_string(index), &location))
		{
			switch (control)
			{
			default:
				LOG_ERROR(RSX, "bad clip plane control (0x%x)", (u8)control);

			case rsx::user_clip_plane_op::disable:
				value = 0;
				break;

			case rsx::user_clip_plane_op::greater_or_equal:
				value = 1;
				break;

			case rsx::user_clip_plane_op::less_than:
				value = -1;
				break;
			}

			__glcheck m_program->uniforms[location] = value;
		}

		__glcheck enable(value, GL_CLIP_DISTANCE0 + index);
	};

	load_program();
	set_clip_plane_control(0, rsx::method_registers.clip_plane_0_enabled());
	set_clip_plane_control(1, rsx::method_registers.clip_plane_1_enabled());
	set_clip_plane_control(2, rsx::method_registers.clip_plane_2_enabled());
	set_clip_plane_control(3, rsx::method_registers.clip_plane_3_enabled());
	set_clip_plane_control(4, rsx::method_registers.clip_plane_4_enabled());
	set_clip_plane_control(5, rsx::method_registers.clip_plane_5_enabled());

	if (__glcheck enable(rsx::method_registers.cull_face_enabled(), GL_CULL_FACE))
	{
		__glcheck glCullFace(cull_face(rsx::method_registers.cull_face_mode()));
	}

	__glcheck glFrontFace(front_face(rsx::method_registers.front_face_mode()));

	__glcheck enable(rsx::method_registers.poly_smooth_enabled(), GL_POLYGON_SMOOTH);

	//NV4097_SET_COLOR_KEY_COLOR
	//NV4097_SET_SHADER_CONTROL
	//NV4097_SET_ZMIN_MAX_CONTROL
	//NV4097_SET_ANTI_ALIASING_CONTROL
	//NV4097_SET_CLIP_ID_TEST_ENABLE

	std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
	m_begin_time += (u32)std::chrono::duration_cast<std::chrono::microseconds>(now - then).count();
	m_draw_calls++;
}