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Diffstat (limited to 'indra/newview/lldrawpooltree.cpp')
-rw-r--r-- | indra/newview/lldrawpooltree.cpp | 342 |
1 files changed, 342 insertions, 0 deletions
diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp new file mode 100644 index 0000000000..c41ceedac7 --- /dev/null +++ b/indra/newview/lldrawpooltree.cpp @@ -0,0 +1,342 @@ +/** + * @file lldrawpooltree.cpp + * @brief LLDrawPoolTree class implementation + * + * Copyright (c) 2002-$CurrentYear$, Linden Research, Inc. + * $License$ + */ + +#include "llviewerprecompiledheaders.h" + +#include "lldrawpooltree.h" + +#include "llagparray.h" +#include "lldrawable.h" +#include "llface.h" +#include "llsky.h" +#include "llviewerwindow.h" +#include "llvotree.h" +#include "pipeline.h" +#include "llviewercamera.h" + +S32 LLDrawPoolTree::sDiffTex = 0; + +LLDrawPoolTree::LLDrawPoolTree(LLViewerImage *texturep) : + LLDrawPool(POOL_TREE, DATA_SIMPLE_IL_MASK, 0), + mTexturep(texturep) +{ + mTexturep->bind(0); + mTexturep->setClamp(FALSE, FALSE); +} + +LLDrawPool *LLDrawPoolTree::instancePool() +{ + return new LLDrawPoolTree(mTexturep); +} + +void LLDrawPoolTree::prerender() +{ + mVertexShaderLevel = gPipeline.getVertexShaderLevel(LLPipeline::SHADER_OBJECT); +} + +void LLDrawPoolTree::beginRenderPass(S32 pass) +{ + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_NORMAL_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + + if ((mVertexShaderLevel > 0)) + { + S32 scatterTex = gPipeline.mObjectSimpleProgram.enableTexture(LLPipeline::GLSL_SCATTER_MAP); + LLViewerImage::bindTexture(gSky.mVOSkyp->getScatterMap(), scatterTex); + sDiffTex = gPipeline.mObjectSimpleProgram.enableTexture(LLPipeline::GLSL_DIFFUSE_MAP); + } +} + +void LLDrawPoolTree::render(S32 pass) +{ + LLFastTimer t(LLFastTimer::FTM_RENDER_TREES); + + if (mDrawFace.empty()) + { + return; + } + + gPipeline.enableLightsDynamic(1.f); + LLGLSPipelineAlpha gls_pipeline_alpha; + + bindGLVertexPointer(); + bindGLTexCoordPointer(); + bindGLNormalPointer(); + + LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f); + + renderTree(); + +} + +void LLDrawPoolTree::endRenderPass(S32 pass) +{ + if ((mVertexShaderLevel > 0)) + { + gPipeline.mObjectSimpleProgram.disableTexture(LLPipeline::GLSL_SCATTER_MAP); + gPipeline.mObjectSimpleProgram.disableTexture(LLPipeline::GLSL_DIFFUSE_MAP); + glActiveTextureARB(GL_TEXTURE0_ARB); + glEnable(GL_TEXTURE_2D); + } + + glDisableClientState(GL_NORMAL_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); +} + +void LLDrawPoolTree::renderForSelect() +{ + if (mDrawFace.empty() || !mMemory.count()) + { + return; + } + + glEnableClientState (GL_VERTEX_ARRAY); + glEnableClientState (GL_TEXTURE_COORD_ARRAY); + + LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f); + + LLGLSObjectSelectAlpha gls_alpha; + + glBlendFunc(GL_ONE, GL_ZERO); + glAlphaFunc(gPickTransparent ? GL_GEQUAL : GL_GREATER, 0.f); + + bindGLVertexPointer(); + bindGLTexCoordPointer(); + + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); + glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); + glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); + + glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS); + glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); + + glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); + glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); + + glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PRIMARY_COLOR_ARB); + glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA); + + renderTree(TRUE); + + glAlphaFunc(GL_GREATER, 0.01f); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + glDisableClientState (GL_TEXTURE_COORD_ARRAY); +} + +void LLDrawPoolTree::renderTree(BOOL selecting) +{ + LLGLState normalize(GL_NORMALIZE, TRUE); + + // Bind the texture for this tree. + LLViewerImage::bindTexture(mTexturep,sDiffTex); + if (mTexturep) + { + if (mTexturep->getClampS()) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + } + if (mTexturep->getClampT()) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + } + } + + glMatrixMode(GL_MODELVIEW); + + for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); + iter != mDrawFace.end(); iter++) + { + LLFace *face = *iter; + LLDrawable *drawablep = face->getDrawable(); + + if (drawablep->isDead()) + { + continue; + } + + // Render each of the trees + LLVOTree *treep = (LLVOTree *)drawablep->getVObj(); + + LLColor4U color(255,255,255,255); + + if (!selecting || treep->mGLName != 0) + { + if (selecting) + { + S32 name = treep->mGLName; + + color = LLColor4U((U8)(name >> 16), (U8)(name >> 8), (U8)name, 255); + } + + glPushMatrix(); + + // Translate to tree base HACK - adjustment in Z plants tree underground + const LLVector3 &pos_agent = treep->getPositionAgent(); + glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f); + + // Rotate to tree position + F32 angle_radians, x, y, z; + treep->getRotation().getAngleAxis(&angle_radians, &x, &y, &z); + glRotatef(angle_radians * RAD_TO_DEG, x, y, z); + + // Rotate and bend for current trunk/wind + // Note that trunk stiffness controls the amount of bend at the trunk as + // opposed to the crown of the tree + // + glRotatef(90.f, 0, 0, 1); + const F32 TRUNK_STIFF = 22.f; + glRotatef(treep->mTrunkBend.magVec()*TRUNK_STIFF, treep->mTrunkBend.mV[VX], treep->mTrunkBend.mV[VY], 0); + + F32 radius = treep->getScale().magVec()*0.5f; + radius *= 0.1f; + glScalef(radius, radius, radius); + + const F32 THRESH_ANGLE_FOR_BILLBOARD = 15.f; + const F32 BLEND_RANGE_FOR_BILLBOARD = 3.f; + + F32 droop = treep->mDroop + 25.f*(1.f - treep->mTrunkBend.magVec()); + + S32 stop_depth = 0; + F32 app_angle = treep->getAppAngle()*LLVOTree::sTreeFactor; + F32 alpha = 1.0; + S32 trunk_LOD = 0; + + for (S32 j = 0; j < 4; j++) + { + + if (app_angle > LLVOTree::sLODAngles[j]) + { + trunk_LOD = j; + break; + } + } + + if (app_angle > (THRESH_ANGLE_FOR_BILLBOARD + BLEND_RANGE_FOR_BILLBOARD)) + { + // + // Draw only the full geometry tree + // + //stop_depth = (app_angle < THRESH_ANGLE_FOR_RECURSION_REDUCTION); + glAlphaFunc(GL_GREATER, 0.5f); + LLDrawPool::LLOverrideFaceColor clr(this, color); + treep->drawBranchPipeline(this, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha); + } + else if (app_angle < (THRESH_ANGLE_FOR_BILLBOARD - BLEND_RANGE_FOR_BILLBOARD)) + { + // + // Draw only the billboard + // + // Only the billboard, can use closer to normal alpha func. + stop_depth = -1; + glAlphaFunc(GL_GREATER, 0.4f); + LLDrawPool::LLOverrideFaceColor clr(this, color); + treep->drawBranchPipeline(this, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha); + } + else + { + // + // Draw a blended version including both billboard and full tree + // + alpha = (app_angle - THRESH_ANGLE_FOR_BILLBOARD)/BLEND_RANGE_FOR_BILLBOARD; + BOOL billboard_depth = TRUE; // billboard gets alpha + if (alpha > 0.5f) + { + billboard_depth = FALSE; + } + alpha = alpha/2.f + 0.5f; + + glAlphaFunc(GL_GREATER, alpha*0.5f); + { + LLGLDepthTest gls_depth(GL_TRUE, billboard_depth ? GL_FALSE : GL_TRUE); + color.mV[3] = (U8) (llclamp(alpha, 0.0f, 1.0f) * 255); + LLDrawPool::LLOverrideFaceColor clr(this, color); + treep->drawBranchPipeline(this, trunk_LOD, 0, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha); + } + { + LLGLDepthTest gls_depth(GL_TRUE, billboard_depth ? GL_TRUE : GL_FALSE); + glAlphaFunc(GL_GREATER, (1.f - alpha)*0.1f); + color.mV[3] = (U8) (llclamp(1.f-alpha, 0.0f, 1.0f) * 255); + LLDrawPool::LLOverrideFaceColor clr(this, color); + treep->drawBranchPipeline(this, trunk_LOD, -1, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, 1.f - alpha); + } + } + glPopMatrix(); + } + } + + if (mTexturep) + { + if (mTexturep->getClampS()) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + } + if (mTexturep->getClampT()) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + } + } + glAlphaFunc(GL_GREATER, 0.01f); +} + + +S32 LLDrawPoolTree::rebuild() +{ + mRebuildTime++; + if (mRebuildTime > mRebuildFreq) + { + // Flush AGP to force an AGP realloc and reduce AGP fragmentation + flushAGP(); + mRebuildTime = 0; + } + + return 0; +} + +BOOL LLDrawPoolTree::verify() const +{ + BOOL ok = TRUE; + + // shared geometry. Just verify that it's there and correct. + + // Verify all indices in the pool are in the right range + const U32 *indicesp = getRawIndices(); + for (U32 i = 0; i < getIndexCount(); i++) + { + if (indicesp[i] > getVertexCount()) + { + ok = FALSE; + llinfos << "Bad index in tree pool!" << llendl; + } + } + + if (!ok) + { + printDebugInfo(); + } + return ok; +} + +LLViewerImage *LLDrawPoolTree::getTexture() +{ + return mTexturep; +} + +LLViewerImage *LLDrawPoolTree::getDebugTexture() +{ + return mTexturep; +} + + +LLColor3 LLDrawPoolTree::getDebugColor() const +{ + return LLColor3(1.f, 0.f, 1.f); +} + +S32 LLDrawPoolTree::getMaterialAttribIndex() +{ + return gPipeline.mObjectSimpleProgram.mAttribute[LLPipeline::GLSL_MATERIAL_COLOR]; +} |