diff options
Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
| -rw-r--r-- | indra/newview/lldrawpoolterrain.cpp | 399 |
1 files changed, 0 insertions, 399 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 2f4f47df6f..d75b8d0ac6 100644 --- a/indra/newview/lldrawpoolterrain.cpp +++ b/indra/newview/lldrawpoolterrain.cpp @@ -636,405 +636,6 @@ void LLDrawPoolTerrain::hilightParcelOwners() } -void LLDrawPoolTerrain::renderFull4TU() -{ - // Hack! Get the region that this draw pool is rendering from! - LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion(); - LLVLComposition *compp = regionp->getComposition(); - LLViewerTexture *detail_texture0p = compp->mDetailTextures[0]; - LLViewerTexture *detail_texture1p = compp->mDetailTextures[1]; - LLViewerTexture *detail_texture2p = compp->mDetailTextures[2]; - LLViewerTexture *detail_texture3p = compp->mDetailTextures[3]; - - LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal(); - F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sDetailScale)*sDetailScale; - F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sDetailScale)*sDetailScale; - - LLVector4 tp0, tp1; - - tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x); - tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y); - - gGL.blendFunc(LLRender::BF_ONE_MINUS_SOURCE_ALPHA, LLRender::BF_SOURCE_ALPHA); - - //---------------------------------------------------------------------------- - // Pass 1/1 - - // - // Stage 0: detail texture 0 - // - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->bind(detail_texture0p); - -#if GL_VERSION_1_1 - glEnable(GL_TEXTURE_GEN_S); - glEnable(GL_TEXTURE_GEN_T); - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - - glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); - glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); -#endif - - // - // Stage 1: Generate alpha ramp for detail0/detail1 transition - // - - gGL.getTexUnit(1)->bind(m2DAlphaRampImagep.get()); - gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(1)->activate(); - - // - // Stage 2: Interpolate detail1 with existing based on ramp - // - gGL.getTexUnit(2)->bind(detail_texture1p); - gGL.getTexUnit(2)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(2)->activate(); - -#if GL_VERSION_1_1 - glEnable(GL_TEXTURE_GEN_S); - glEnable(GL_TEXTURE_GEN_T); - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); - glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); -#endif - - // - // Stage 3: Modulate with primary (vertex) color for lighting - // - gGL.getTexUnit(3)->bind(detail_texture1p); - gGL.getTexUnit(3)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(3)->activate(); - - gGL.getTexUnit(0)->activate(); - - // GL_BLEND disabled by default - drawLoop(); - - //---------------------------------------------------------------------------- - // Second pass - - // Stage 0: Write detail3 into base - // - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->bind(detail_texture3p); - -#if GL_VERSION_1_1 - glEnable(GL_TEXTURE_GEN_S); - glEnable(GL_TEXTURE_GEN_T); - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); - glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); -#endif - - // - // Stage 1: Generate alpha ramp for detail2/detail3 transition - // - gGL.getTexUnit(1)->bind(m2DAlphaRampImagep); - gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(1)->activate(); - - // Set the texture matrix - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.translatef(-2.f, 0.f, 0.f); - - // - // Stage 2: Interpolate detail2 with existing based on ramp - // - gGL.getTexUnit(2)->bind(detail_texture2p); - gGL.getTexUnit(2)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(2)->activate(); - -#if GL_VERSION_1_1 - glEnable(GL_TEXTURE_GEN_S); - glEnable(GL_TEXTURE_GEN_T); - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); - glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); -#endif - - // - // Stage 3: Generate alpha ramp for detail1/detail2 transition - // - gGL.getTexUnit(3)->bind(m2DAlphaRampImagep); - gGL.getTexUnit(3)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(3)->activate(); - - // Set the texture matrix - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.translatef(-1.f, 0.f, 0.f); - gGL.matrixMode(LLRender::MM_MODELVIEW); - - gGL.getTexUnit(0)->activate(); - { - LLGLEnable blend(GL_BLEND); - drawLoop(); - } - - LLVertexBuffer::unbind(); - // Disable multitexture - gGL.getTexUnit(3)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(3)->disable(); - gGL.getTexUnit(3)->activate(); - - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - - gGL.getTexUnit(2)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(2)->disable(); - gGL.getTexUnit(2)->activate(); - -#if GL_VERSION_1_1 - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); -#endif - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - - gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(1)->disable(); - gGL.getTexUnit(1)->activate(); - - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - - // Restore blend state - gGL.setSceneBlendType(LLRender::BT_ALPHA); - - //---------------------------------------------------------------------------- - // Restore Texture Unit 0 defaults - - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - - -#if GL_VERSION_1_1 - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); -#endif - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); -} - -void LLDrawPoolTerrain::renderFull2TU() -{ - // Hack! Get the region that this draw pool is rendering from! - LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion(); - LLVLComposition *compp = regionp->getComposition(); - LLViewerTexture *detail_texture0p = compp->mDetailTextures[0]; - LLViewerTexture *detail_texture1p = compp->mDetailTextures[1]; - LLViewerTexture *detail_texture2p = compp->mDetailTextures[2]; - LLViewerTexture *detail_texture3p = compp->mDetailTextures[3]; - - LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal(); - F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sDetailScale)*sDetailScale; - F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sDetailScale)*sDetailScale; - - LLVector4 tp0, tp1; - - tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x); - tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y); - - gGL.blendFunc(LLRender::BF_ONE_MINUS_SOURCE_ALPHA, LLRender::BF_SOURCE_ALPHA); - - //---------------------------------------------------------------------------- - // Pass 1/4 - - // - // Stage 0: Render detail 0 into base - // - gGL.getTexUnit(0)->bind(detail_texture0p); -#if GL_VERSION_1_1 - glEnable(GL_TEXTURE_GEN_S); - glEnable(GL_TEXTURE_GEN_T); - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - - glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); - glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); -#endif - - drawLoop(); - - //---------------------------------------------------------------------------- - // Pass 2/4 - - // - // Stage 0: Generate alpha ramp for detail0/detail1 transition - // - gGL.getTexUnit(0)->bind(m2DAlphaRampImagep); - -#if GL_VERSION_1_1 - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); -#endif - - // - // Stage 1: Write detail1 - // - gGL.getTexUnit(1)->bind(detail_texture1p); - gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(1)->activate(); - -#if GL_VERSION_1_1 - glEnable(GL_TEXTURE_GEN_S); - glEnable(GL_TEXTURE_GEN_T); - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); - glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); -#endif - - gGL.getTexUnit(0)->activate(); - { - LLGLEnable blend(GL_BLEND); - drawLoop(); - } - //---------------------------------------------------------------------------- - // Pass 3/4 - - // - // Stage 0: Generate alpha ramp for detail1/detail2 transition - // - gGL.getTexUnit(0)->bind(m2DAlphaRampImagep); - - // Set the texture matrix - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.translatef(-1.f, 0.f, 0.f); - gGL.matrixMode(LLRender::MM_MODELVIEW); - - // - // Stage 1: Write detail2 - // - gGL.getTexUnit(1)->bind(detail_texture2p); - gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(1)->activate(); - -#if GL_VERSION_1_1 - glEnable(GL_TEXTURE_GEN_S); - glEnable(GL_TEXTURE_GEN_T); - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); - glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); -#endif - - { - LLGLEnable blend(GL_BLEND); - drawLoop(); - } - - //---------------------------------------------------------------------------- - // Pass 4/4 - - // - // Stage 0: Generate alpha ramp for detail2/detail3 transition - // - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->bind(m2DAlphaRampImagep); - // Set the texture matrix - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.translatef(-2.f, 0.f, 0.f); - gGL.matrixMode(LLRender::MM_MODELVIEW); - - // Stage 1: Write detail3 - gGL.getTexUnit(1)->bind(detail_texture3p); - gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(1)->activate(); - -#if GL_VERSION_1_1 - glEnable(GL_TEXTURE_GEN_S); - glEnable(GL_TEXTURE_GEN_T); - glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); - glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); - glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); -#endif - - gGL.getTexUnit(0)->activate(); - { - LLGLEnable blend(GL_BLEND); - drawLoop(); - } - - // Restore blend state - gGL.setSceneBlendType(LLRender::BT_ALPHA); - - // Disable multitexture - - gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(1)->disable(); - gGL.getTexUnit(1)->activate(); - -#if GL_VERSION_1_1 - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); -#endif - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); - - //---------------------------------------------------------------------------- - // Restore Texture Unit 0 defaults - - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - -#if GL_VERSION_1_1 - glDisable(GL_TEXTURE_GEN_S); - glDisable(GL_TEXTURE_GEN_T); -#endif - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); -} - - -void LLDrawPoolTerrain::renderSimple() -{ - LLVector4 tp0, tp1; - - //---------------------------------------------------------------------------- - // Pass 1/1 - - // Stage 0: Base terrain texture pass - mTexturep->addTextureStats(1024.f*1024.f); - - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); - gGL.getTexUnit(0)->bind(mTexturep); - - LLVector3 origin_agent = mDrawFace[0]->getDrawable()->getVObj()->getRegion()->getOriginAgent(); - F32 tscale = 1.f/256.f; - tp0.setVec(tscale, 0.f, 0.0f, -1.f*(origin_agent.mV[0]/256.f)); - tp1.setVec(0.f, tscale, 0.0f, -1.f*(origin_agent.mV[1]/256.f)); - - sShader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV); - sShader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV); - - drawLoop(); - - //---------------------------------------------------------------------------- - // Restore Texture Unit 0 defaults - - gGL.getTexUnit(0)->activate(); - gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); - gGL.matrixMode(LLRender::MM_TEXTURE); - gGL.loadIdentity(); - gGL.matrixMode(LLRender::MM_MODELVIEW); -} - //============================================================================ void LLDrawPoolTerrain::renderOwnership() |
