Пример #1
0
void Client::render() {
    // get transform from player's perspective
    get_player()->set_camera();
    OGLAttr::current_shader->set_enable_shadows(true);
    render_geometry();
    OGLAttr::current_shader->set_enable_shadows(false);
    fmat4 transform(1);
    get_world()->render_background(&transform);
    sprite_manager.render(&transform);
    render_ui();
}
Пример #2
0
void render_game(GameState * state) {
	/* Variables */
	Color color = {255, 0, 255, 255};
	Color black = {0, 0, 0, 255};
	Color white = {255, 255, 255, 255};
	char buffer [20];
	int i,n;

	/* Set redraw off */
	state->redraw = 0;

	/* Render world */
	render_world(&state->world);

	/* Render pathfinding, if enabled */
	if (SHOW_PATHFINDING)
		render_paths(state);

	/* Render towers */
	for (i = 0; i < state->towers_length; i++) {
		render_entity(state->towers[i]);
	}

	/* Render enemies if they are alive */
	for (i = 0; i < state->enemies_length; i++) {
		if (state->enemies[i].enemy.alive)
			render_entity(&state->enemies[i]);
	}

	/* Render spellscreen */
	render_spellscreen(&state->spells);

	/* Render projectiles */
	for (i = 0; i < state->towers_length; i++) {
		render_projectiles(state->towers[i]);
	}

	/* render selection */
	render_mouse_actions(state);

	/* Render ui on top */
	render_ui(state);

	/* Fps rendering */
	n = sprintf(buffer, "%#.1f FPS", get_current_fps());
	draw_text(buffer, FONT_LARGE, color, SCREEN_WIDTH-20 -100, 6, ALIGN_RIGHT);

	/* Game over? */
	render_game_over(state);

	/* Render to screen */
	flip_display();
	clear_to_color(color);
}
Пример #3
0
ui_t *create_ui() {
  ui_t *ui = malloc(sizeof(ui_t));

  initscr();
  init_colours();
  noecho();

  /* Get all the mouse events */
  mousemask(ALL_MOUSE_EVENTS, NULL);
  mouseinterval(1);
  keypad(stdscr, TRUE);

  render_ui(ui);
  return ui;
}
Пример #4
0
void MainWindow::render(CmdBufferRecorder& recorder, const FrameToken& token) {
	y_profile();

	ImGui::GetIO().DisplaySize = math::Vec2(_swapchain->size());

	ImGuiWindowFlags flags = ImGuiWindowFlags_NoDocking |
							 ImGuiWindowFlags_NoTitleBar |
							 ImGuiWindowFlags_NoCollapse |
							 ImGuiWindowFlags_NoResize |
							 ImGuiWindowFlags_NoMove |
							 ImGuiWindowFlags_NoBringToFrontOnFocus |
							 ImGuiWindowFlags_NoNavFocus;


	ImGui::NewFrame();

	ImGuiViewport* viewport = ImGui::GetMainViewport();
	ImGui::SetNextWindowPos(viewport->Pos);
	ImGui::SetNextWindowSize(viewport->Size);
	ImGui::SetNextWindowViewport(viewport->ID);

	ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
	ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
	ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
	ImGui::Begin("Main Window", nullptr, ImGuiWindowFlags_MenuBar | flags);

	ImGui::DockSpace(ImGui::GetID("Dockspace"), ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_None);

	ImGui::PopStyleVar(3);

	render_ui(recorder, token);

	ImGui::End();
	ImGui::EndFrame();
	ImGui::Render();


	// render ui pipeline into cmd buffer
	{
		auto render_pass = recorder.bind_framebuffer(_framebuffers[token.image_index]);
		_ui_renderer->render(render_pass, token);
	}
}
Пример #5
0
int main(int argc, char * argv[]) try
{
    // Create a simple OpenGL window for rendering:
    window app(1280, 720, "RealSense Post Processing Example");
    ImGui_ImplGlfw_Init(app, false);

    // Construct objects to manage view state
    glfw_state original_view_orientation{};
    glfw_state filtered_view_orientation{};

    // Declare pointcloud objects, for calculating pointclouds and texture mappings
    rs2::pointcloud original_pc;
    rs2::pointcloud filtered_pc;

    // Declare RealSense pipeline, encapsulating the actual device and sensors
    rs2::pipeline pipe;
    rs2::config cfg;
    // Use a configuration object to request only depth from the pipeline
    cfg.enable_stream(RS2_STREAM_DEPTH, 640, 480, RS2_FORMAT_Z16, 30);
    // Start streaming with the above configuration
    pipe.start(cfg);

    // Declare filters
    rs2::decimation_filter dec_filter;  // Decimation - reduces depth frame density
    rs2::spatial_filter spat_filter;    // Spatial    - edge-preserving spatial smoothing
    rs2::temporal_filter temp_filter;   // Temporal   - reduces temporal noise

                                        // Declare disparity transform from depth to disparity and vice versa
    const std::string disparity_filter_name = "Disparity";
    rs2::disparity_transform depth_to_disparity(true);
    rs2::disparity_transform disparity_to_depth(false);

    // Initialize a vector that holds filters and their options
    std::vector<filter_options> filters;

    // The following order of emplacement will dictate the orders in which filters are applied
    filters.emplace_back("Decimate", dec_filter);
    filters.emplace_back(disparity_filter_name, depth_to_disparity);
    filters.emplace_back("Spatial", spat_filter);
    filters.emplace_back("Temporal", temp_filter);

    // Declaring two concurrent queues that will be used to push and pop frames from different threads
    rs2::frame_queue original_data;
    rs2::frame_queue filtered_data;

    // Declare depth colorizer for pretty visualization of depth data
    rs2::colorizer color_map;

    // Atomic boolean to allow thread safe way to stop the thread
    std::atomic_bool stopped(false);

    // Create a thread for getting frames from the device and process them
    // to prevent UI thread from blocking due to long computations.
    std::thread processing_thread([&]() {
        while (!stopped) //While application is running
        {
            rs2::frameset data = pipe.wait_for_frames(); // Wait for next set of frames from the camera
            rs2::frame depth_frame = data.get_depth_frame(); //Take the depth frame from the frameset
            if (!depth_frame) // Should not happen but if the pipeline is configured differently
                return;       //  it might not provide depth and we don't want to crash

            rs2::frame filtered = depth_frame; // Does not copy the frame, only adds a reference

            /* Apply filters.
            The implemented flow of the filters pipeline is in the following order:
            1. apply decimation filter
            2. transform the scence into disparity domain
            3. apply spatial filter
            4. apply temporal filter
            5. revert the results back (if step Disparity filter was applied
            to depth domain (each post processing block is optional and can be applied independantly).
            */
            bool revert_disparity = false;
            for (auto&& filter : filters)
            {
                if (filter.is_enabled)
                {
                    filtered = filter.filter.process(filtered);
                    if (filter.filter_name == disparity_filter_name)
                    {
                        revert_disparity = true;
                    }
                }
            }
            if (revert_disparity)
            {
                filtered = disparity_to_depth.process(filtered);
            }

            // Push filtered & original data to their respective queues
            // Note, pushing to two different queues might cause the application to display
            //  original and filtered pointclouds from different depth frames
            //  To make sure they are synchronized you need to push them together or add some
            //  synchronization mechanisms
            filtered_data.enqueue(filtered);
            original_data.enqueue(depth_frame);
        }
    });


    // Declare objects that will hold the calculated pointclouds and colored frames
    // We save the last set of data to minimize flickering of the view
    rs2::frame colored_depth;
    rs2::frame colored_filtered;
    rs2::points original_points;
    rs2::points filtered_points;


    // Save the time of last frame's arrival
    auto last_time = std::chrono::high_resolution_clock::now();
    // Maximum angle for the rotation of the pointcloud
    const double max_angle = 15.0;
    // We'll use rotation_velocity to rotate the pointcloud for a better view of the filters effects
    float rotation_velocity = 0.3f;

    while (app)
    {
        float w = static_cast<float>(app.width());
        float h = static_cast<float>(app.height());

        // Render the GUI
        render_ui(w, h, filters);

        // Try to get new data from the queues and update the view with new texture
        update_data(original_data, colored_depth, original_points, original_pc, original_view_orientation, color_map);
        update_data(filtered_data, colored_filtered, filtered_points, filtered_pc, filtered_view_orientation, color_map);

        draw_text(10, 50, "Original");
        draw_text(static_cast<int>(w / 2), 50, "Filtered");

        // Draw the pointclouds of the original and the filtered frames (if the are available already)
        if (colored_depth && original_points)
        {
            glViewport(0, h / 2, w / 2, h / 2);
            draw_pointcloud(w / 2, h / 2, original_view_orientation, original_points);
        }
        if (colored_filtered && filtered_points)
        {
            glViewport(w / 2, h / 2, w / 2, h / 2);
            draw_pointcloud(w / 2, h / 2, filtered_view_orientation, filtered_points);
        }
        // Update time of current frame's arrival
        auto curr = std::chrono::high_resolution_clock::now();

        // Time interval which must pass between movement of the pointcloud
        const std::chrono::milliseconds rotation_delta(40);

        // In order to calibrate the velocity of the rotation to the actual displaying speed, rotate
        //  pointcloud only when enough time has passed between frames
        if (curr - last_time > rotation_delta)
        {
            if (fabs(filtered_view_orientation.yaw) > max_angle)
            {
                rotation_velocity = -rotation_velocity;
            }
            original_view_orientation.yaw += rotation_velocity;
            filtered_view_orientation.yaw += rotation_velocity;
            last_time = curr;
        }
    }

    // Signal the processing thread to stop, and join
    // (Not the safest way to join a thread, please wrap your threads in some RAII manner)
    stopped = true;
    processing_thread.join();

    return EXIT_SUCCESS;
}
catch (const rs2::error & e)
{
    std::cerr << "RealSense error calling " << e.get_failed_function() << "(" << e.get_failed_args() << "):\n    " << e.what() << std::endl;
    return EXIT_FAILURE;
}
catch (const std::exception& e)
{
    std::cerr << e.what() << std::endl;
    return EXIT_FAILURE;
}
// 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 #7
0
// 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;
		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");
}