/** * @file lldrawpoolterrain.cpp * @brief LLDrawPoolTerrain class implementation * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "lldrawpoolterrain.h" #include "llfasttimer.h" #include "llagent.h" #include "llviewercontrol.h" #include "lldrawable.h" #include "llface.h" #include "llsky.h" #include "llsurface.h" #include "llsurfacepatch.h" #include "llviewerregion.h" #include "llvlcomposition.h" #include "llviewerparcelmgr.h" // for gRenderParcelOwnership #include "llviewerparceloverlay.h" #include "llvosurfacepatch.h" #include "llviewercamera.h" #include "llviewerimagelist.h" // To get alpha gradients #include "llworld.h" #include "pipeline.h" #include "llglslshader.h" #include "llglimmediate.h" const F32 DETAIL_SCALE = 1.f/16.f; int DebugDetailMap = 0; S32 LLDrawPoolTerrain::sDetailMode = 1; F32 LLDrawPoolTerrain::sDetailScale = DETAIL_SCALE; static LLGLSLShader* sShader = NULL; LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerImage *texturep) : LLFacePool(POOL_TERRAIN), mTexturep(texturep) { // Hack! sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale"); sDetailMode = gSavedSettings.getS32("RenderTerrainDetail"); mAlphaRampImagep = gImageList.getImageFromFile("alpha_gradient.tga", TRUE, TRUE, GL_ALPHA8, GL_ALPHA, LLUUID("e97cf410-8e61-7005-ec06-629eba4cd1fb")); mAlphaRampImagep->bind(0); mAlphaRampImagep->setClamp(TRUE, TRUE); m2DAlphaRampImagep = gImageList.getImageFromFile("alpha_gradient_2d.j2c", TRUE, TRUE, GL_ALPHA8, GL_ALPHA, LLUUID("38b86f85-2575-52a9-a531-23108d8da837")); m2DAlphaRampImagep->bind(0); m2DAlphaRampImagep->setClamp(TRUE, TRUE); mTexturep->setBoostLevel(LLViewerImage::BOOST_TERRAIN); LLImageGL::unbindTexture(0, GL_TEXTURE_2D); } LLDrawPoolTerrain::~LLDrawPoolTerrain() { llassert( gPipeline.findPool( getType(), getTexture() ) == NULL ); } LLDrawPool *LLDrawPoolTerrain::instancePool() { return new LLDrawPoolTerrain(mTexturep); } void LLDrawPoolTerrain::prerender() { mVertexShaderLevel = LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_ENVIRONMENT); if (mVertexShaderLevel > 0) { sDetailMode = 1; } else { sDetailMode = gSavedSettings.getS32("RenderTerrainDetail"); } } void LLDrawPoolTerrain::beginRenderPass( S32 pass ) { LLFastTimer t(LLFastTimer::FTM_RENDER_TERRAIN); LLFacePool::beginRenderPass(pass); sShader = LLPipeline::sUnderWaterRender ? &gTerrainWaterProgram : &gTerrainProgram; if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0) { sShader->bind(); } } void LLDrawPoolTerrain::endRenderPass( S32 pass ) { LLFastTimer t(LLFastTimer::FTM_RENDER_TERRAIN); LLFacePool::endRenderPass(pass); if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0) { sShader->unbind(); } } //static S32 LLDrawPoolTerrain::getDetailMode() { return sDetailMode; } void LLDrawPoolTerrain::render(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_TERRAIN); if (mDrawFace.empty()) { return; } // 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(LLViewerImage::BOOST_TERRAIN); compp->mDetailTextures[i]->addTextureStats(1024.f*1024.f); // assume large pixel area } if (!gGLManager.mHasMultitexture) { // No multitexture, render simple land. renderSimple(); // Render without multitexture return; } // Render simplified land if video card can't do sufficient multitexturing if (!gGLManager.mHasARBEnvCombine || (gGLManager.mNumTextureUnits < 2)) { renderSimple(); // Render without multitexture return; } LLGLSPipeline gls; LLOverrideFaceColor override(this, 1.f, 1.f, 1.f, 1.f); if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0) { gPipeline.enableLightsDynamic(); renderFullShader(); } else { gPipeline.enableLightsStatic(); if (sDetailMode == 0){ renderSimple(); } else if (gGLManager.mNumTextureUnits < 4){ renderFull2TU(); } else { renderFull4TU(); } } // Special-case for land ownership feedback if (gSavedSettings.getBOOL("ShowParcelOwners")) { if (mVertexShaderLevel > 1) { //use fullbright shader for highlighting LLGLSLShader* old_shader = sShader; sShader->unbind(); sShader = &gObjectFullbrightProgram; sShader->bind(); renderOwnership(); sShader = old_shader; sShader->bind(); } else { gPipeline.disableLights(); renderOwnership(); } } } 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(); LLViewerImage *detail_texture0p = compp->mDetailTextures[0]; LLViewerImage *detail_texture1p = compp->mDetailTextures[1]; LLViewerImage *detail_texture2p = compp->mDetailTextures[2]; LLViewerImage *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(LLShaderMgr::TERRAIN_DETAIL0); LLViewerImage::bindTexture(detail_texture0p,detail0); glActiveTextureARB(GL_TEXTURE0_ARB); 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); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); // // detail texture 1 // S32 detail1 = sShader->enableTexture(LLShaderMgr::TERRAIN_DETAIL1); LLViewerImage::bindTexture(detail_texture1p,detail1); /// ALPHA TEXTURE COORDS 0: glActiveTextureARB(GL_TEXTURE1_ARB); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); // detail texture 2 // S32 detail2 = sShader->enableTexture(LLShaderMgr::TERRAIN_DETAIL2); LLViewerImage::bindTexture(detail_texture2p,detail2); glEnable(GL_TEXTURE_2D); /// ALPHA TEXTURE COORDS 1: glActiveTextureARB(GL_TEXTURE2_ARB); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glTranslatef(-2.f, 0.f, 0.f); glMatrixMode(GL_MODELVIEW); // // detail texture 3 // S32 detail3 = sShader->enableTexture(LLShaderMgr::TERRAIN_DETAIL3); LLViewerImage::bindTexture(detail_texture3p,detail3); /// ALPHA TEXTURE COORDS 2: glActiveTextureARB(GL_TEXTURE3_ARB); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glTranslatef(-1.f, 0.f, 0.f); glMatrixMode(GL_MODELVIEW); // // Alpha Ramp // S32 alpha_ramp = sShader->enableTexture(LLShaderMgr::TERRAIN_ALPHARAMP); LLViewerImage::bindTexture(m2DAlphaRampImagep,alpha_ramp); // GL_BLEND disabled by default drawLoop(); // Disable multitexture sShader->disableTexture(LLShaderMgr::TERRAIN_ALPHARAMP); sShader->disableTexture(LLShaderMgr::TERRAIN_DETAIL0); sShader->disableTexture(LLShaderMgr::TERRAIN_DETAIL1); sShader->disableTexture(LLShaderMgr::TERRAIN_DETAIL2); sShader->disableTexture(LLShaderMgr::TERRAIN_DETAIL3); LLImageGL::unbindTexture(alpha_ramp, GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE4_ARB); glDisable(GL_TEXTURE_2D); // Texture unit 4 glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); LLImageGL::unbindTexture(detail3, GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE3_ARB); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); LLImageGL::unbindTexture(detail2, GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE2_ARB); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); LLImageGL::unbindTexture(detail1, GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); //---------------------------------------------------------------------------- // Restore Texture Unit 0 defaults LLImageGL::unbindTexture(detail0, GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } void LLDrawPoolTerrain::renderFull4TU() { glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); // Hack! Get the region that this draw pool is rendering from! LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion(); LLVLComposition *compp = regionp->getComposition(); LLViewerImage *detail_texture0p = compp->mDetailTextures[0]; LLViewerImage *detail_texture1p = compp->mDetailTextures[1]; LLViewerImage *detail_texture2p = compp->mDetailTextures[2]; LLViewerImage *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(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA); //---------------------------------------------------------------------------- // Pass 1/1 // // Stage 0: detail texture 0 // glActiveTextureARB(GL_TEXTURE0_ARB); LLViewerImage::bindTexture(detail_texture0p,0); glClientActiveTextureARB(GL_TEXTURE0_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); 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); 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_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); // // Stage 1: Generate alpha ramp for detail0/detail1 transition // LLViewerImage::bindTexture(m2DAlphaRampImagep,1); glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); // Texture unit 1 glClientActiveTextureARB(GL_TEXTURE1_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Care about alpha only 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_REPLACE); 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); // // Stage 2: Interpolate detail1 with existing based on ramp // LLViewerImage::bindTexture(detail_texture1p,2); glActiveTextureARB(GL_TEXTURE2_ARB); glEnable(GL_TEXTURE_2D); // Texture unit 2 glClientActiveTextureARB(GL_TEXTURE2_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); 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); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA); // // Stage 3: Modulate with primary (vertex) color for lighting // LLViewerImage::bindTexture(detail_texture1p,3); // bind any texture glActiveTextureARB(GL_TEXTURE3_ARB); glEnable(GL_TEXTURE_2D); // Texture unit 3 glClientActiveTextureARB(GL_TEXTURE3_ARB); // Set alpha texture and do lighting modulation glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_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_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glActiveTextureARB(GL_TEXTURE0_ARB); // GL_BLEND disabled by default drawLoop(); //---------------------------------------------------------------------------- // Second pass // Stage 0: Write detail3 into base // glActiveTextureARB(GL_TEXTURE0_ARB); LLViewerImage::bindTexture(detail_texture3p,0); glClientActiveTextureARB(GL_TEXTURE0_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); 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); 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_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); // // Stage 1: Generate alpha ramp for detail2/detail3 transition // LLViewerImage::bindTexture(m2DAlphaRampImagep,1); glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); // Texture unit 1 glClientActiveTextureARB(GL_TEXTURE1_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Set the texture matrix glMatrixMode(GL_TEXTURE); glLoadIdentity(); glTranslatef(-2.f, 0.f, 0.f); // Care about alpha only 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_REPLACE); 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); // // Stage 2: Interpolate detail2 with existing based on ramp // LLViewerImage::bindTexture(detail_texture2p,2); glActiveTextureARB(GL_TEXTURE2_ARB); glEnable(GL_TEXTURE_2D); // Texture unit 2 glClientActiveTextureARB(GL_TEXTURE2_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); 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); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA); // // Stage 3: Generate alpha ramp for detail1/detail2 transition // LLViewerImage::bindTexture(m2DAlphaRampImagep,3); glActiveTextureARB(GL_TEXTURE3_ARB); glEnable(GL_TEXTURE_2D); // Texture unit 3 glClientActiveTextureARB(GL_TEXTURE3_ARB); glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Set the texture matrix glMatrixMode(GL_TEXTURE); glLoadIdentity(); glTranslatef(-1.f, 0.f, 0.f); // Set alpha texture and do lighting modulation glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); 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_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_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); glActiveTextureARB(GL_TEXTURE0_ARB); { LLGLEnable blend(GL_BLEND); drawLoop(); } // Disable multitexture LLImageGL::unbindTexture(3, GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE3_ARB); glClientActiveTextureARB(GL_TEXTURE3_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); // Texture unit 3 glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); LLImageGL::unbindTexture(2, GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE2_ARB); glClientActiveTextureARB(GL_TEXTURE2_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); // Texture unit 2 glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); LLImageGL::unbindTexture(1, GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE1_ARB); glClientActiveTextureARB(GL_TEXTURE1_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); // Texture unit 1 glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); // Restore blend state gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //---------------------------------------------------------------------------- // Restore Texture Unit 0 defaults glActiveTextureARB(GL_TEXTURE0_ARB); LLImageGL::unbindTexture(0, GL_TEXTURE_2D); glClientActiveTextureARB(GL_TEXTURE0_ARB); glActiveTextureARB(GL_TEXTURE0_ARB); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); // Restore non Texture Unit specific defaults glDisableClientState(GL_NORMAL_ARRAY); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } 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(); LLViewerImage *detail_texture0p = compp->mDetailTextures[0]; LLViewerImage *detail_texture1p = compp->mDetailTextures[1]; LLViewerImage *detail_texture2p = compp->mDetailTextures[2]; LLViewerImage *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(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA); //---------------------------------------------------------------------------- // Pass 1/4 // // Stage 0: Render detail 0 into base // LLViewerImage::bindTexture(detail_texture0p,0); 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); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); drawLoop(); //---------------------------------------------------------------------------- // Pass 2/4 // // Stage 0: Generate alpha ramp for detail0/detail1 transition // LLViewerImage::bindTexture(m2DAlphaRampImagep,0); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); // Care about alpha only 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_REPLACE); 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); // // Stage 1: Write detail1 // LLViewerImage::bindTexture(detail_texture1p,1); // Texture unit 1 glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); // Texture unit 1 glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); glActiveTextureARB(GL_TEXTURE0_ARB); { LLGLEnable blend(GL_BLEND); drawLoop(); } //---------------------------------------------------------------------------- // Pass 3/4 // // Stage 0: Generate alpha ramp for detail1/detail2 transition // LLViewerImage::bindTexture(m2DAlphaRampImagep,0); // Set the texture matrix glMatrixMode(GL_TEXTURE); glLoadIdentity(); glTranslatef(-1.f, 0.f, 0.f); // Care about alpha only 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_REPLACE); 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); // // Stage 1: Write detail2 // LLViewerImage::bindTexture(detail_texture2p,1); glEnable(GL_TEXTURE_2D); // Texture unit 1 glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); { LLGLEnable blend(GL_BLEND); drawLoop(); } //---------------------------------------------------------------------------- // Pass 4/4 // // Stage 0: Generate alpha ramp for detail2/detail3 transition // LLViewerImage::bindTexture(m2DAlphaRampImagep,0); // Set the texture matrix glMatrixMode(GL_TEXTURE); glLoadIdentity(); glTranslatef(-2.f, 0.f, 0.f); // Care about alpha only 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_REPLACE); 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); // Stage 1: Write detail3 LLViewerImage::bindTexture(detail_texture3p,1); glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); // Texture unit 1 glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV); glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); glActiveTextureARB(GL_TEXTURE0_ARB); { LLGLEnable blend(GL_BLEND); drawLoop(); } // Restore blend state gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Disable multitexture LLImageGL::unbindTexture(1, GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_2D); // Texture unit 1 glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); //---------------------------------------------------------------------------- // Restore Texture Unit 0 defaults glActiveTextureARB(GL_TEXTURE0_ARB); LLImageGL::unbindTexture(0, GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE0_ARB); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); // Restore non Texture Unit specific defaults glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } void LLDrawPoolTerrain::renderSimple() { LLVector4 tp0, tp1; //---------------------------------------------------------------------------- // Pass 1/1 // Stage 0: Base terrain texture pass mTexturep->addTextureStats(1024.f*1024.f); mTexturep->bind(0); glActiveTextureARB(GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); // Texture unit 2 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)); 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); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); drawLoop(); //---------------------------------------------------------------------------- // Restore Texture Unit 0 defaults LLImageGL::unbindTexture(0, GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE0_ARB); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); // Restore non Texture Unit specific defaults glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } //============================================================================ 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(); LLImageGL *texturep = overlayp->getTexture(); LLViewerImage::bindTexture(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. glMatrixMode(GL_TEXTURE); glPushMatrix(); const F32 TEXTURE_FUDGE = 257.f / 256.f; glScalef( TEXTURE_FUDGE, TEXTURE_FUDGE, 1.f ); for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *facep = *iter; facep->renderIndexed(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD); } glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(GL_MODELVIEW); } void LLDrawPoolTerrain::renderForSelect() { if (mDrawFace.empty()) { return; } LLImageGL::unbindTexture(0); for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *facep = *iter; if (!facep->getDrawable()->isDead() && (facep->getDrawable()->getVObj()->mGLName)) { facep->renderForSelect(LLVertexBuffer::MAP_VERTEX); } } } void LLDrawPoolTerrain::dirtyTextures(const std::set& textures) { if (textures.find(mTexturep) != textures.end()) { for (std::vector::iterator iter = mReferences.begin(); iter != mReferences.end(); iter++) { LLFace *facep = *iter; gPipeline.markTextured(facep->getDrawable()); } } } LLViewerImage *LLDrawPoolTerrain::getTexture() { return mTexturep; } LLViewerImage *LLDrawPoolTerrain::getDebugTexture() { return mTexturep; } LLColor3 LLDrawPoolTerrain::getDebugColor() const { return LLColor3(0.f, 0.f, 1.f); }