From 1b68f71348ecf3983b76b40d7940da8377f049b7 Mon Sep 17 00:00:00 2001 From: Andrey Lihatskiy Date: Mon, 29 Apr 2024 07:43:28 +0300 Subject: #824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed --- indra/newview/lldrawpoolterrain.cpp | 1232 +++++++++++++++++------------------ 1 file changed, 616 insertions(+), 616 deletions(-) (limited to 'indra/newview/lldrawpoolterrain.cpp') diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp index 77189dceae..c86c4b3472 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" @@ -61,114 +61,114 @@ 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"); + 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); } LLDrawPoolTerrain::~LLDrawPoolTerrain() { - llassert( gPipeline.findPool( getType(), getTexture() ) == NULL ); + 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; - } +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; + } } void LLDrawPoolTerrain::prerender() { - sDetailMode = gSavedSettings.getS32("RenderTerrainDetail"); + sDetailMode = gSavedSettings.getS32("RenderTerrainDetail"); } //static S32 LLDrawPoolTerrain::getDetailMode() { - return sDetailMode; + return sDetailMode; } 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); + 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); - } + } } void LLDrawPoolTerrain::beginDeferredPass(S32 pass) { - LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN); - LLFacePool::beginRenderPass(pass); + LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN); + LLFacePool::beginRenderPass(pass); - sShader = &gDeferredTerrainProgram; + sShader = &gDeferredTerrainProgram; - sShader->bind(); + sShader->bind(); } 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 +176,614 @@ 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::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::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(); + } + } } 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); + // 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); - - shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV); - shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV); + LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr; + llassert(shader); + + 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(); } 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::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::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& textures) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; - LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(mTexturep) ; - if (tex && textures.find(tex) != textures.end()) - { - for (std::vector::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::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); } -- cgit v1.2.3