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-rw-r--r--indra/newview/lldrawpoolterrain.cpp1547
1 files changed, 922 insertions, 625 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index 77189dceae..5e676bc5b3 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -1,25 +1,25 @@
-/**
+/**
* @file lldrawpoolterrain.cpp
* @brief LLDrawPoolTerrain class implementation
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -39,7 +39,7 @@
#include "llsurfacepatch.h"
#include "llviewerregion.h"
#include "llvlcomposition.h"
-#include "llviewerparcelmgr.h" // for gRenderParcelOwnership
+#include "llviewerparcelmgr.h" // for gRenderParcelOwnership
#include "llviewerparceloverlay.h"
#include "llvosurfacepatch.h"
#include "llviewercamera.h"
@@ -54,121 +54,110 @@
const F32 DETAIL_SCALE = 1.f/16.f;
int DebugDetailMap = 0;
-S32 LLDrawPoolTerrain::sDetailMode = 1;
+S32 LLDrawPoolTerrain::sPBRDetailMode = 0;
F32 LLDrawPoolTerrain::sDetailScale = DETAIL_SCALE;
+F32 LLDrawPoolTerrain::sPBRDetailScale = DETAIL_SCALE;
static LLGLSLShader* sShader = NULL;
static LLTrace::BlockTimerStatHandle FTM_SHADOW_TERRAIN("Terrain Shadow");
LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) :
- LLFacePool(POOL_TERRAIN),
- mTexturep(texturep)
+ LLFacePool(POOL_TERRAIN),
+ mTexturep(texturep)
{
- // Hack!
- sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale");
- sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
- mAlphaRampImagep = LLViewerTextureManager::getFetchedTexture(IMG_ALPHA_GRAD);
-
- //gGL.getTexUnit(0)->bind(mAlphaRampImagep.get());
- mAlphaRampImagep->setAddressMode(LLTexUnit::TAM_CLAMP);
-
- m2DAlphaRampImagep = LLViewerTextureManager::getFetchedTexture(IMG_ALPHA_GRAD_2D);
-
- //gGL.getTexUnit(0)->bind(m2DAlphaRampImagep.get());
- m2DAlphaRampImagep->setAddressMode(LLTexUnit::TAM_CLAMP);
-
- mTexturep->setBoostLevel(LLGLTexture::BOOST_TERRAIN);
-
- //gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ // Hack!
+ sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale");
+ sPBRDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainPBRScale");
+ sPBRDetailMode = gSavedSettings.getS32("RenderTerrainPBRDetail");
+ mAlphaRampImagep = LLViewerTextureManager::getFetchedTexture(IMG_ALPHA_GRAD);
+
+ //gGL.getTexUnit(0)->bind(mAlphaRampImagep.get());
+ mAlphaRampImagep->setAddressMode(LLTexUnit::TAM_CLAMP);
+
+ m2DAlphaRampImagep = LLViewerTextureManager::getFetchedTexture(IMG_ALPHA_GRAD_2D);
+
+ //gGL.getTexUnit(0)->bind(m2DAlphaRampImagep.get());
+ m2DAlphaRampImagep->setAddressMode(LLTexUnit::TAM_CLAMP);
+
+ mTexturep->setBoostLevel(LLGLTexture::BOOST_TERRAIN);
+
+ //gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
LLDrawPoolTerrain::~LLDrawPoolTerrain()
{
- llassert( gPipeline.findPool( getType(), getTexture() ) == NULL );
-}
-
-U32 LLDrawPoolTerrain::getVertexDataMask()
-{
- if (LLPipeline::sShadowRender)
- {
- return LLVertexBuffer::MAP_VERTEX;
- }
- else if (LLGLSLShader::sCurBoundShaderPtr)
- {
- return VERTEX_DATA_MASK & ~(LLVertexBuffer::MAP_TEXCOORD2 | LLVertexBuffer::MAP_TEXCOORD3);
- }
- else
- {
- return VERTEX_DATA_MASK;
- }
+ llassert( gPipeline.findPool( getType(), getTexture() ) == NULL );
}
-void LLDrawPoolTerrain::prerender()
+U32 LLDrawPoolTerrain::getVertexDataMask()
{
- sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
+ if (LLPipeline::sShadowRender)
+ {
+ return LLVertexBuffer::MAP_VERTEX;
+ }
+ else if (LLGLSLShader::sCurBoundShaderPtr)
+ {
+ return VERTEX_DATA_MASK & ~(LLVertexBuffer::MAP_TEXCOORD2 | LLVertexBuffer::MAP_TEXCOORD3);
+ }
+ else
+ {
+ return VERTEX_DATA_MASK;
+ }
}
-//static
-S32 LLDrawPoolTerrain::getDetailMode()
+void LLDrawPoolTerrain::prerender()
{
- return sDetailMode;
+ static LLCachedControl<S32> render_terrain_pbr_detail(gSavedSettings, "RenderTerrainPBRDetail");
+ sPBRDetailMode = render_terrain_pbr_detail;
}
void LLDrawPoolTerrain::boostTerrainDetailTextures()
{
// Hack! Get the region that this draw pool is rendering from!
- LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
- LLVLComposition *compp = regionp->getComposition();
- for (S32 i = 0; i < 4; i++)
- {
- compp->mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN);
- compp->mDetailTextures[i]->addTextureStats(1024.f * 1024.f);
- }
+ LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
+ LLVLComposition *compp = regionp->getComposition();
+ compp->boost();
}
void LLDrawPoolTerrain::beginDeferredPass(S32 pass)
{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
- LLFacePool::beginRenderPass(pass);
-
- sShader = &gDeferredTerrainProgram;
-
- sShader->bind();
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
+ LLFacePool::beginRenderPass(pass);
}
void LLDrawPoolTerrain::endDeferredPass(S32 pass)
{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
- LLFacePool::endRenderPass(pass);
- sShader->unbind();
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
+ LLFacePool::endRenderPass(pass);
+ sShader->unbind();
}
void LLDrawPoolTerrain::renderDeferred(S32 pass)
{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
- if (mDrawFace.empty())
- {
- return;
- }
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
+ if (mDrawFace.empty())
+ {
+ return;
+ }
boostTerrainDetailTextures();
- renderFullShader();
+ renderFullShader();
- // Special-case for land ownership feedback
- if (gSavedSettings.getBOOL("ShowParcelOwners"))
- {
- hilightParcelOwners();
- }
+ // Special-case for land ownership feedback
+ if (gSavedSettings.getBOOL("ShowParcelOwners"))
+ {
+ hilightParcelOwners();
+ }
}
void LLDrawPoolTerrain::beginShadowPass(S32 pass)
{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_TERRAIN);
- LLFacePool::beginRenderPass(pass);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gDeferredShadowProgram.bind();
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_TERRAIN);
+ LLFacePool::beginRenderPass(pass);
+ gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
+ gDeferredShadowProgram.bind();
LLEnvironment& environment = LLEnvironment::instance();
gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
@@ -176,614 +165,922 @@ void LLDrawPoolTerrain::beginShadowPass(S32 pass)
void LLDrawPoolTerrain::endShadowPass(S32 pass)
{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_TERRAIN);
- LLFacePool::endRenderPass(pass);
- gDeferredShadowProgram.unbind();
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_TERRAIN);
+ LLFacePool::endRenderPass(pass);
+ gDeferredShadowProgram.unbind();
}
void LLDrawPoolTerrain::renderShadow(S32 pass)
{
- LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_TERRAIN);
- if (mDrawFace.empty())
- {
- return;
- }
- //LLGLEnable offset(GL_POLYGON_OFFSET);
- //glCullFace(GL_FRONT);
- drawLoop();
- //glCullFace(GL_BACK);
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_TERRAIN);
+ if (mDrawFace.empty())
+ {
+ return;
+ }
+ //LLGLEnable offset(GL_POLYGON_OFFSET);
+ //glCullFace(GL_FRONT);
+ drawLoop();
+ //glCullFace(GL_BACK);
}
void LLDrawPoolTerrain::drawLoop()
{
- if (!mDrawFace.empty())
- {
- for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
- iter != mDrawFace.end(); iter++)
- {
- LLFace *facep = *iter;
-
- LLMatrix4* model_matrix = &(facep->getDrawable()->getRegion()->mRenderMatrix);
-
- if (model_matrix != gGLLastMatrix)
- {
- llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW);
- gGLLastMatrix = model_matrix;
- gGL.loadMatrix(gGLModelView);
- if (model_matrix)
- {
- gGL.multMatrix((GLfloat*) model_matrix->mMatrix);
- }
- gPipeline.mMatrixOpCount++;
- }
-
- facep->renderIndexed();
- }
- }
+ if (!mDrawFace.empty())
+ {
+ for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
+ iter != mDrawFace.end(); iter++)
+ {
+ LLFace *facep = *iter;
+
+ llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW);
+ LLRenderPass::applyModelMatrix(&facep->getDrawable()->getRegion()->mRenderMatrix);
+
+ facep->renderIndexed();
+ }
+ }
}
void LLDrawPoolTerrain::renderFullShader()
{
- // 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);
-
- //
- // detail texture 0
- //
- S32 detail0 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0);
- gGL.getTexUnit(detail0)->bind(detail_texture0p);
+ const bool use_local_materials = gLocalTerrainMaterials.makeMaterialsReady(true, false);
+ // Hack! Get the region that this draw pool is rendering from!
+ LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
+ LLVLComposition *compp = regionp->getComposition();
+ const bool use_textures = !use_local_materials && (compp->getMaterialType() == LLTerrainMaterials::Type::TEXTURE);
+
+ if (use_textures)
+ {
+ // Use textures
+ sShader = &gDeferredTerrainProgram;
+ sShader->bind();
+ renderFullShaderTextures();
+ }
+ else
+ {
+ // Use materials
+ U32 paint_type = use_local_materials ? gLocalTerrainMaterials.getPaintType() : compp->getPaintType();
+ paint_type = llclamp(paint_type, 0, TERRAIN_PAINT_TYPE_COUNT);
+ sShader = &gDeferredPBRTerrainProgram[paint_type];
+ sShader->bind();
+ renderFullShaderPBR(use_local_materials);
+ }
+}
+
+void LLDrawPoolTerrain::renderFullShaderTextures()
+{
+ // 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);
+
+ //
+ // detail texture 0
+ //
+ S32 detail0 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0);
+ gGL.getTexUnit(detail0)->bind(detail_texture0p);
gGL.getTexUnit(detail0)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
- gGL.getTexUnit(detail0)->activate();
+ gGL.getTexUnit(detail0)->activate();
+
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(shader);
- LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
- llassert(shader);
-
- shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV);
- shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV);
+ shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV);
+ shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV);
LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
- //
- // detail texture 1
- //
- S32 detail1 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1);
- gGL.getTexUnit(detail1)->bind(detail_texture1p);
- gGL.getTexUnit(detail1)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
- gGL.getTexUnit(detail1)->activate();
-
- // detail texture 2
- //
- S32 detail2 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL2);
- gGL.getTexUnit(detail2)->bind(detail_texture2p);
+ //
+ // detail texture 1
+ //
+ S32 detail1 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1);
+ gGL.getTexUnit(detail1)->bind(detail_texture1p);
+ gGL.getTexUnit(detail1)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
+ gGL.getTexUnit(detail1)->activate();
+
+ // detail texture 2
+ //
+ S32 detail2 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL2);
+ gGL.getTexUnit(detail2)->bind(detail_texture2p);
gGL.getTexUnit(detail2)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
- gGL.getTexUnit(detail2)->activate();
-
-
- // detail texture 3
- //
- S32 detail3 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3);
- gGL.getTexUnit(detail3)->bind(detail_texture3p);
- gGL.getTexUnit(detail3)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
- gGL.getTexUnit(detail3)->activate();
-
- //
- // Alpha Ramp
- //
- S32 alpha_ramp = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
- gGL.getTexUnit(alpha_ramp)->bind(m2DAlphaRampImagep);
+ gGL.getTexUnit(detail2)->activate();
+
+
+ // detail texture 3
+ //
+ S32 detail3 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3);
+ gGL.getTexUnit(detail3)->bind(detail_texture3p);
+ gGL.getTexUnit(detail3)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
+ gGL.getTexUnit(detail3)->activate();
+
+ //
+ // Alpha Ramp
+ //
+ S32 alpha_ramp = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
+ gGL.getTexUnit(alpha_ramp)->bind(m2DAlphaRampImagep);
gGL.getTexUnit(alpha_ramp)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
- // GL_BLEND disabled by default
- drawLoop();
-
- // Disable multitexture
- sShader->disableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
- sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0);
- sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1);
- sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL2);
- sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3);
-
- gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(alpha_ramp)->disable();
- gGL.getTexUnit(alpha_ramp)->activate();
-
- gGL.getTexUnit(detail3)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(detail3)->disable();
- gGL.getTexUnit(detail3)->activate();
-
- gGL.getTexUnit(detail2)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(detail2)->disable();
- gGL.getTexUnit(detail2)->activate();
-
- gGL.getTexUnit(detail1)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(detail1)->disable();
- gGL.getTexUnit(detail1)->activate();
-
- //----------------------------------------------------------------------------
- // Restore Texture Unit 0 defaults
-
- gGL.getTexUnit(detail0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(detail0)->enable(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(detail0)->activate();
+ // GL_BLEND disabled by default
+ drawLoop();
+
+ // Disable multitexture
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0);
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1);
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL2);
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3);
+
+ gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(alpha_ramp)->disable();
+ gGL.getTexUnit(alpha_ramp)->activate();
+
+ gGL.getTexUnit(detail3)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(detail3)->disable();
+ gGL.getTexUnit(detail3)->activate();
+
+ gGL.getTexUnit(detail2)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(detail2)->disable();
+ gGL.getTexUnit(detail2)->activate();
+
+ gGL.getTexUnit(detail1)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(detail1)->disable();
+ gGL.getTexUnit(detail1)->activate();
+
+ //----------------------------------------------------------------------------
+ // Restore Texture Unit 0 defaults
+
+ gGL.getTexUnit(detail0)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(detail0)->enable(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(detail0)->activate();
+}
+
+// *TODO: Investigate use of bindFast for PBR terrain textures
+void LLDrawPoolTerrain::renderFullShaderPBR(bool use_local_materials)
+{
+ // Hack! Get the region that this draw pool is rendering from!
+ LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
+ LLVLComposition *compp = regionp->getComposition();
+ LLPointer<LLFetchedGLTFMaterial> (*fetched_materials)[LLVLComposition::ASSET_COUNT] = &compp->mDetailRenderMaterials;
+
+ constexpr U32 terrain_material_count = LLVLComposition::ASSET_COUNT;
+#ifdef SHOW_ASSERT
+ constexpr U32 shader_material_count = 1 + LLViewerShaderMgr::TERRAIN_DETAIL3_BASE_COLOR - LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR;
+ llassert(shader_material_count == terrain_material_count);
+#endif
+
+ if (use_local_materials)
+ {
+ // Override region terrain with the global local override terrain
+ fetched_materials = &gLocalTerrainMaterials.mDetailRenderMaterials;
+ }
+ const LLGLTFMaterial* materials[terrain_material_count];
+ for (U32 i = 0; i < terrain_material_count; ++i)
+ {
+ materials[i] = (*fetched_materials)[i].get();
+ if (!materials[i]) { materials[i] = &LLGLTFMaterial::sDefault; }
+ }
+
+ U32 paint_type = use_local_materials ? gLocalTerrainMaterials.getPaintType() : compp->getPaintType();
+ paint_type = llclamp(paint_type, 0, TERRAIN_PAINT_TYPE_COUNT);
+
+ S32 detail_basecolor[terrain_material_count];
+ S32 detail_normal[terrain_material_count];
+ S32 detail_metalrough[terrain_material_count];
+ S32 detail_emissive[terrain_material_count];
+
+ for (U32 i = 0; i < terrain_material_count; ++i)
+ {
+ LLViewerTexture* detail_basecolor_texturep = nullptr;
+ LLViewerTexture* detail_normal_texturep = nullptr;
+ LLViewerTexture* detail_metalrough_texturep = nullptr;
+ LLViewerTexture* detail_emissive_texturep = nullptr;
+
+ const LLFetchedGLTFMaterial* fetched_material = (*fetched_materials)[i].get();
+ if (fetched_material)
+ {
+ detail_basecolor_texturep = fetched_material->mBaseColorTexture;
+ detail_normal_texturep = fetched_material->mNormalTexture;
+ detail_metalrough_texturep = fetched_material->mMetallicRoughnessTexture;
+ detail_emissive_texturep = fetched_material->mEmissiveTexture;
+ }
+
+ detail_basecolor[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR + i);
+ if (detail_basecolor_texturep)
+ {
+ gGL.getTexUnit(detail_basecolor[i])->bind(detail_basecolor_texturep);
+ }
+ else
+ {
+ gGL.getTexUnit(detail_basecolor[i])->bind(LLViewerFetchedTexture::sWhiteImagep);
+ }
+ gGL.getTexUnit(detail_basecolor[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP);
+ gGL.getTexUnit(detail_basecolor[i])->activate();
+
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_NORMAL)
+ {
+ detail_normal[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_NORMAL + i);
+ if (detail_normal_texturep)
+ {
+ gGL.getTexUnit(detail_normal[i])->bind(detail_normal_texturep);
+ }
+ else
+ {
+ gGL.getTexUnit(detail_normal[i])->bind(LLViewerFetchedTexture::sFlatNormalImagep);
+ }
+ gGL.getTexUnit(detail_normal[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP);
+ gGL.getTexUnit(detail_normal[i])->activate();
+ }
+
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ {
+ detail_metalrough[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_METALLIC_ROUGHNESS + i);
+ if (detail_metalrough_texturep)
+ {
+ gGL.getTexUnit(detail_metalrough[i])->bind(detail_metalrough_texturep);
+ }
+ else
+ {
+ gGL.getTexUnit(detail_metalrough[i])->bind(LLViewerFetchedTexture::sWhiteImagep);
+ }
+ gGL.getTexUnit(detail_metalrough[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP);
+ gGL.getTexUnit(detail_metalrough[i])->activate();
+ }
+
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ {
+ detail_emissive[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_EMISSIVE + i);
+ if (detail_emissive_texturep)
+ {
+ gGL.getTexUnit(detail_emissive[i])->bind(detail_emissive_texturep);
+ }
+ else
+ {
+ gGL.getTexUnit(detail_emissive[i])->bind(LLViewerFetchedTexture::sWhiteImagep);
+ }
+ gGL.getTexUnit(detail_emissive[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP);
+ gGL.getTexUnit(detail_emissive[i])->activate();
+ }
+ }
+
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+ llassert(shader);
+
+ // Like for PBR materials, PBR terrain texture transforms are defined by
+ // the KHR_texture_transform spec, but with the following notable
+ // differences:
+ // 1) The PBR UV origin is defined as the Southwest corner of the region,
+ // with positive U facing East and positive V facing South.
+ // 2) There is an additional scaling factor RenderTerrainPBRScale. If
+ // we've done our math right, RenderTerrainPBRScale should not affect the
+ // overall behavior of KHR_texture_transform
+ // 3) There is only one texture transform per material, whereas
+ // KHR_texture_transform supports one texture transform per texture info.
+ // i.e. this isn't fully compliant with KHR_texture_transform, but is
+ // compliant when all texture infos used by a material have the same
+ // texture transform.
+ LLGLTFMaterial::TextureTransform::PackTight transforms_packed[terrain_material_count];
+ for (U32 i = 0; i < terrain_material_count; ++i)
+ {
+ const LLFetchedGLTFMaterial* fetched_material = (*fetched_materials)[i].get();
+ LLGLTFMaterial::TextureTransform transform;
+ if (fetched_material)
+ {
+ transform = fetched_material->mTextureTransform[LLGLTFMaterial::GLTF_TEXTURE_INFO_BASE_COLOR];
+#ifdef SHOW_ASSERT
+ // Assert condition where the contents of the texture transforms
+ // differ per texture info - we currently don't support this case.
+ for (U32 ti = 1; ti < LLGLTFMaterial::GLTF_TEXTURE_INFO_COUNT; ++ti)
+ {
+ llassert(fetched_material->mTextureTransform[0] == fetched_material->mTextureTransform[ti]);
+ }
+#endif
+ }
+ // *NOTE: Notice here we are combining the scale from
+ // RenderTerrainPBRScale into the KHR_texture_transform. This only
+ // works if the scale is uniform and no other transforms are
+ // applied to the terrain UVs.
+ transform.mScale.mV[VX] *= sPBRDetailScale;
+ transform.mScale.mV[VY] *= sPBRDetailScale;
+
+ transform.getPackedTight(transforms_packed[i]);
+ }
+ const U32 transform_param_count = LLGLTFMaterial::TextureTransform::PACK_TIGHT_SIZE * terrain_material_count;
+ constexpr U32 vec4_size = 4;
+ const U32 transform_vec4_count = (transform_param_count + (vec4_size - 1)) / vec4_size;
+ llassert(transform_vec4_count == 5); // If false, need to update shader
+ shader->uniform4fv(LLShaderMgr::TERRAIN_TEXTURE_TRANSFORMS, transform_vec4_count, (F32*)transforms_packed);
+
+ LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
+
+ //
+ // Alpha Ramp or paint map
+ //
+ S32 alpha_ramp = -1;
+ S32 paint_map = -1;
+ if (paint_type == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE)
+ {
+ alpha_ramp = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
+ gGL.getTexUnit(alpha_ramp)->bind(m2DAlphaRampImagep);
+ gGL.getTexUnit(alpha_ramp)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+ }
+ else if (paint_type == TERRAIN_PAINT_TYPE_PBR_PAINTMAP)
+ {
+ paint_map = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_PAINTMAP);
+ LLViewerTexture* tex_paint_map = use_local_materials ? gLocalTerrainMaterials.getPaintMap() : compp->getPaintMap();
+ // If no paintmap is available, fall back to rendering just material slot 1 (by binding the appropriate image)
+ if (!tex_paint_map) { tex_paint_map = LLViewerTexture::sBlackImagep.get(); }
+ // This is a paint map for four materials, but we save a channel by
+ // storing the paintmap as the "difference" between slot 1 and the
+ // other 3 slots.
+ llassert(tex_paint_map->getComponents() == 3);
+ gGL.getTexUnit(paint_map)->bind(tex_paint_map);
+ gGL.getTexUnit(paint_map)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
+
+ shader->uniform1f(LLShaderMgr::REGION_SCALE, regionp->getWidth());
+ }
+
+ //
+ // GLTF uniforms
+ //
+
+ LLColor4 base_color_factors[terrain_material_count];
+ F32 metallic_factors[terrain_material_count];
+ F32 roughness_factors[terrain_material_count];
+ LLColor3 emissive_colors[terrain_material_count];
+ F32 minimum_alphas[terrain_material_count];
+ for (U32 i = 0; i < terrain_material_count; ++i)
+ {
+ const LLGLTFMaterial* material = materials[i];
+
+ base_color_factors[i] = material->mBaseColor;
+ metallic_factors[i] = material->mMetallicFactor;
+ roughness_factors[i] = material->mRoughnessFactor;
+ emissive_colors[i] = material->mEmissiveColor;
+ // glTF 2.0 Specification 3.9.4. Alpha Coverage
+ // mAlphaCutoff is only valid for LLGLTFMaterial::ALPHA_MODE_MASK
+ // Use 0 here due to GLTF terrain blending (LLGLTFMaterial::bind uses
+ // -1 for easier debugging)
+ F32 min_alpha = -0.0f;
+ if (material->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_MASK)
+ {
+ // dividing the alpha cutoff by transparency here allows the shader to compare against
+ // the alpha value of the texture without needing the transparency value
+ min_alpha = material->mAlphaCutoff/material->mBaseColor.mV[3];
+ }
+ minimum_alphas[i] = min_alpha;
+ }
+ shader->uniform4fv(LLShaderMgr::TERRAIN_BASE_COLOR_FACTORS, terrain_material_count, (F32*)base_color_factors);
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ {
+ shader->uniform4f(LLShaderMgr::TERRAIN_METALLIC_FACTORS, metallic_factors[0], metallic_factors[1], metallic_factors[2], metallic_factors[3]);
+ shader->uniform4f(LLShaderMgr::TERRAIN_ROUGHNESS_FACTORS, roughness_factors[0], roughness_factors[1], roughness_factors[2], roughness_factors[3]);
+ }
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ {
+ shader->uniform3fv(LLShaderMgr::TERRAIN_EMISSIVE_COLORS, terrain_material_count, (F32*)emissive_colors);
+ }
+ shader->uniform4f(LLShaderMgr::TERRAIN_MINIMUM_ALPHAS, minimum_alphas[0], minimum_alphas[1], minimum_alphas[2], minimum_alphas[3]);
+
+ // GL_BLEND disabled by default
+ drawLoop();
+
+ // Disable multitexture
+
+ if (paint_type == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE)
+ {
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
+
+ gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(alpha_ramp)->disable();
+ gGL.getTexUnit(alpha_ramp)->activate();
+ }
+ else if (paint_type == TERRAIN_PAINT_TYPE_PBR_PAINTMAP)
+ {
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_PAINTMAP);
+
+ gGL.getTexUnit(paint_map)->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(paint_map)->disable();
+ gGL.getTexUnit(paint_map)->activate();
+ }
+
+ for (U32 i = 0; i < terrain_material_count; ++i)
+ {
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR + i);
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_NORMAL)
+ {
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_NORMAL + i);
+ }
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ {
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_METALLIC_ROUGHNESS + i);
+ }
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ {
+ sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_EMISSIVE + i);
+ }
+
+ gGL.getTexUnit(detail_basecolor[i])->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(detail_basecolor[i])->disable();
+ gGL.getTexUnit(detail_basecolor[i])->activate();
+
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_NORMAL)
+ {
+ gGL.getTexUnit(detail_normal[i])->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(detail_normal[i])->disable();
+ gGL.getTexUnit(detail_normal[i])->activate();
+ }
+
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
+ {
+ gGL.getTexUnit(detail_metalrough[i])->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(detail_metalrough[i])->disable();
+ gGL.getTexUnit(detail_metalrough[i])->activate();
+ }
+
+ if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_EMISSIVE)
+ {
+ gGL.getTexUnit(detail_emissive[i])->unbind(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(detail_emissive[i])->disable();
+ gGL.getTexUnit(detail_emissive[i])->activate();
+ }
+ }
}
void LLDrawPoolTerrain::hilightParcelOwners()
{
- { //use fullbright shader for highlighting
- LLGLSLShader* old_shader = sShader;
- sShader->unbind();
- sShader = &gDeferredHighlightProgram;
- sShader->bind();
- gGL.diffuseColor4f(1, 1, 1, 1);
- LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
- glPolygonOffset(-1.0f, -1.0f);
- renderOwnership();
- sShader = old_shader;
- sShader->bind();
- }
-
+ { //use fullbright shader for highlighting
+ LLGLSLShader* old_shader = sShader;
+ sShader->unbind();
+ sShader = &gDeferredHighlightProgram;
+ sShader->bind();
+ gGL.diffuseColor4f(1, 1, 1, 1);
+ LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
+ glPolygonOffset(-1.0f, -1.0f);
+ renderOwnership();
+ sShader = old_shader;
+ sShader->bind();
+ }
+
}
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);
-
- 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);
-
- //
- // 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();
-
- 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);
-
- //
- // 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);
-
- 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);
-
- //
- // 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();
-
- 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);
-
- //
- // 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();
-
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- 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);
-
-
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
+ // 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);
+
+ 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);
+
+ //
+ // 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();
+
+ 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);
+
+ //
+ // 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);
+
+ 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);
+
+ //
+ // 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();
+
+ 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);
+
+ //
+ // 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();
+
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ 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);
+
+
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ 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);
- 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);
-
- drawLoop();
-
- //----------------------------------------------------------------------------
- // Pass 2/4
-
- //
- // Stage 0: Generate alpha ramp for detail0/detail1 transition
- //
- gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
-
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
-
- //
- // Stage 1: Write detail1
- //
- gGL.getTexUnit(1)->bind(detail_texture1p);
- gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(1)->activate();
-
- 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);
-
- 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();
-
- 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);
-
- {
- 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();
-
- 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);
-
- 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();
-
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- 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);
-
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
+ // 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);
+ 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);
+
+ drawLoop();
+
+ //----------------------------------------------------------------------------
+ // Pass 2/4
+
+ //
+ // Stage 0: Generate alpha ramp for detail0/detail1 transition
+ //
+ gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
+
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+
+ //
+ // Stage 1: Write detail1
+ //
+ gGL.getTexUnit(1)->bind(detail_texture1p);
+ gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
+ gGL.getTexUnit(1)->activate();
+
+ 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);
+
+ 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();
+
+ 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);
+
+ {
+ 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();
+
+ 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);
+
+ 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();
+
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ 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);
+
+ glDisable(GL_TEXTURE_GEN_S);
+ glDisable(GL_TEXTURE_GEN_T);
+ 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);
+ 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()
{
- LLGLSPipelineAlpha gls_pipeline_alpha;
-
- llassert(!mDrawFace.empty());
-
- // Each terrain pool is associated with a single region.
- // We need to peek back into the viewer's data to find out
- // which ownership overlay texture to use.
- LLFace *facep = mDrawFace[0];
- LLDrawable *drawablep = facep->getDrawable();
- const LLViewerObject *objectp = drawablep->getVObj();
- const LLVOSurfacePatch *vo_surface_patchp = (LLVOSurfacePatch *)objectp;
- LLSurfacePatch *surface_patchp = vo_surface_patchp->getPatch();
- LLSurface *surfacep = surface_patchp->getSurface();
- LLViewerRegion *regionp = surfacep->getRegion();
- LLViewerParcelOverlay *overlayp = regionp->getParcelOverlay();
- LLViewerTexture *texturep = overlayp->getTexture();
-
- gGL.getTexUnit(0)->bind(texturep);
-
- // *NOTE: Because the region is 256 meters wide, but has 257 pixels, the
- // texture coordinates for pixel 256x256 is not 1,1. This makes the
- // ownership map not line up with the selection. We address this with
- // a texture matrix multiply.
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.pushMatrix();
-
- const F32 TEXTURE_FUDGE = 257.f / 256.f;
- gGL.scalef( TEXTURE_FUDGE, TEXTURE_FUDGE, 1.f );
- for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
- iter != mDrawFace.end(); iter++)
- {
- LLFace *facep = *iter;
- facep->renderIndexed();
- }
-
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
+ LLGLSPipelineAlpha gls_pipeline_alpha;
+
+ llassert(!mDrawFace.empty());
+
+ // Each terrain pool is associated with a single region.
+ // We need to peek back into the viewer's data to find out
+ // which ownership overlay texture to use.
+ LLFace *facep = mDrawFace[0];
+ LLDrawable *drawablep = facep->getDrawable();
+ const LLViewerObject *objectp = drawablep->getVObj();
+ const LLVOSurfacePatch *vo_surface_patchp = (LLVOSurfacePatch *)objectp;
+ LLSurfacePatch *surface_patchp = vo_surface_patchp->getPatch();
+ LLSurface *surfacep = surface_patchp->getSurface();
+ LLViewerRegion *regionp = surfacep->getRegion();
+ LLViewerParcelOverlay *overlayp = regionp->getParcelOverlay();
+ LLViewerTexture *texturep = overlayp->getTexture();
+
+ gGL.getTexUnit(0)->bind(texturep);
+
+ // *NOTE: Because the region is 256 meters wide, but has 257 pixels, the
+ // texture coordinates for pixel 256x256 is not 1,1. This makes the
+ // ownership map not line up with the selection. We address this with
+ // a texture matrix multiply.
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.pushMatrix();
+
+ const F32 TEXTURE_FUDGE = 257.f / 256.f;
+ gGL.scalef( TEXTURE_FUDGE, TEXTURE_FUDGE, 1.f );
+ for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
+ iter != mDrawFace.end(); iter++)
+ {
+ LLFace *facep = *iter;
+ facep->renderIndexed();
+ }
+
+ gGL.matrixMode(LLRender::MM_TEXTURE);
+ gGL.popMatrix();
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
}
void LLDrawPoolTerrain::dirtyTextures(const std::set<LLViewerFetchedTexture*>& textures)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
- LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(mTexturep) ;
- if (tex && textures.find(tex) != textures.end())
- {
- for (std::vector<LLFace*>::iterator iter = mReferences.begin();
- iter != mReferences.end(); iter++)
- {
- LLFace *facep = *iter;
- gPipeline.markTextured(facep->getDrawable());
- }
- }
+ LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(mTexturep) ;
+ if (tex && textures.find(tex) != textures.end())
+ {
+ for (std::vector<LLFace*>::iterator iter = mReferences.begin();
+ iter != mReferences.end(); iter++)
+ {
+ LLFace *facep = *iter;
+ gPipeline.markTextured(facep->getDrawable());
+ }
+ }
}
LLViewerTexture *LLDrawPoolTerrain::getTexture()
{
- return mTexturep;
+ return mTexturep;
}
LLViewerTexture *LLDrawPoolTerrain::getDebugTexture()
{
- return mTexturep;
+ return mTexturep;
}
LLColor3 LLDrawPoolTerrain::getDebugColor() const
{
- return LLColor3(0.f, 0.f, 1.f);
+ return LLColor3(0.f, 0.f, 1.f);
}