/** * @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 * $/LicenseInfo$ */ #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 "llviewertexturelist.h" // To get alpha gradients #include "llworld.h" #include "pipeline.h" #include "llviewershadermgr.h" #include "llrender.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; static LLTrace::BlockTimerStatHandle FTM_SHADOW_TERRAIN("Terrain Shadow"); LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *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); } 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; } } void LLDrawPoolTerrain::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT); sDetailMode = gSavedSettings.getS32("RenderTerrainDetail"); } void LLDrawPoolTerrain::beginRenderPass( S32 pass ) { LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN); LLFacePool::beginRenderPass(pass); sShader = LLPipeline::sUnderWaterRender ? &gTerrainWaterProgram : &gTerrainProgram; if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0) { sShader->bind(); } } void LLDrawPoolTerrain::endRenderPass( S32 pass ) { LL_RECORD_BLOCK_TIME(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) { LL_RECORD_BLOCK_TIME(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(LLGLTexture::BOOST_TERRAIN); compp->mDetailTextures[i]->addTextureStats(1024.f*1024.f); // assume large pixel area } LLOverrideFaceColor override(this, 1.f, 1.f, 1.f, 1.f); 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; 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")) { hilightParcelOwners(false); } } void LLDrawPoolTerrain::beginDeferredPass(S32 pass) { LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN); LLFacePool::beginRenderPass(pass); sShader = &gDeferredTerrainProgram; sShader->bind(); } void LLDrawPoolTerrain::endDeferredPass(S32 pass) { LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN); LLFacePool::endRenderPass(pass); sShader->unbind(); } void LLDrawPoolTerrain::renderDeferred(S32 pass) { LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN); if (mDrawFace.empty()) { return; } renderFullShader(); // Special-case for land ownership feedback if (gSavedSettings.getBOOL("ShowParcelOwners")) { hilightParcelOwners(true); } } void LLDrawPoolTerrain::beginShadowPass(S32 pass) { LL_RECORD_BLOCK_TIME(FTM_SHADOW_TERRAIN); LLFacePool::beginRenderPass(pass); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gDeferredShadowProgram.bind(); } void LLDrawPoolTerrain::endShadowPass(S32 pass) { LL_RECORD_BLOCK_TIME(FTM_SHADOW_TERRAIN); LLFacePool::endRenderPass(pass); gDeferredShadowProgram.unbind(); } void LLDrawPoolTerrain::renderShadow(S32 pass) { 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(); } } } 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); gGL.getTexUnit(0)->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); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); // // detail texture 1 // S32 detail1 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1); gGL.getTexUnit(detail1)->bind(detail_texture1p); /// ALPHA TEXTURE COORDS 0: gGL.getTexUnit(1)->activate(); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); // detail texture 2 // S32 detail2 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL2); gGL.getTexUnit(detail2)->bind(detail_texture2p); gGL.getTexUnit(2)->activate(); /// ALPHA TEXTURE COORDS 1: gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.translatef(-2.f, 0.f, 0.f); gGL.matrixMode(LLRender::MM_MODELVIEW); // // detail texture 3 // S32 detail3 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3); gGL.getTexUnit(detail3)->bind(detail_texture3p); /// ALPHA TEXTURE COORDS 2: gGL.getTexUnit(3)->activate(); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.translatef(-1.f, 0.f, 0.f); gGL.matrixMode(LLRender::MM_MODELVIEW); // // Alpha Ramp // S32 alpha_ramp = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP); gGL.getTexUnit(alpha_ramp)->bind(m2DAlphaRampImagep); // 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(4)->disable(); gGL.getTexUnit(4)->activate(); gGL.getTexUnit(detail3)->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(detail2)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(2)->disable(); gGL.getTexUnit(2)->activate(); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.getTexUnit(detail1)->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 Texture Unit 0 defaults gGL.getTexUnit(detail0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(0)->activate(); gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); } void LLDrawPoolTerrain::hilightParcelOwners(bool deferred) { if (mVertexShaderLevel > 1) { //use fullbright shader for highlighting LLGLSLShader* old_shader = sShader; sShader->unbind(); sShader = deferred ? &gDeferredHighlightProgram : &gHighlightProgram; 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(); } else { gPipeline.disableLights(); renderOwnership(); } } 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); gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR); // // 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(); // Care about alpha only gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR); gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA); // // 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); gGL.getTexUnit(2)->setTextureColorBlend(LLTexUnit::TBO_LERP_PREV_ALPHA, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_TEX_COLOR); // // 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(); // Set alpha texture and do lighting modulation gGL.getTexUnit(3)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_VERT_COLOR); 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); gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR); // // 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); // Care about alpha only gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR); gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA); // // 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); gGL.getTexUnit(2)->setTextureColorBlend(LLTexUnit::TBO_LERP_PREV_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR); // // 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); // Set alpha texture and do lighting modulation gGL.getTexUnit(3)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_VERT_COLOR); gGL.getTexUnit(3)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA); 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); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } 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); gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR); 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); // Care about alpha only gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR); gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA); // // 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(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR); gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA); 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); // Care about alpha only gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR); gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA); // // 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); gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR); gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA); { 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); // Care about alpha only gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR); gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA); // 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(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR); gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA); 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); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } 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)); if (LLGLSLShader::sNoFixedFunction) { sShader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV); sShader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV); } else { 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)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR); drawLoop(); //---------------------------------------------------------------------------- // Restore Texture Unit 0 defaults gGL.getTexUnit(0)->activate(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); if (!LLGLSLShader::sNoFixedFunction) { glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); } gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT); } //============================================================================ 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(LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0); } gGL.matrixMode(LLRender::MM_TEXTURE); gGL.popMatrix(); gGL.matrixMode(LLRender::MM_MODELVIEW); } void LLDrawPoolTerrain::dirtyTextures(const std::set& textures) { 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; } LLViewerTexture *LLDrawPoolTerrain::getDebugTexture() { return mTexturep; } LLColor3 LLDrawPoolTerrain::getDebugColor() const { return LLColor3(0.f, 0.f, 1.f); }