/** * @file lldrawpooltree.cpp * @brief LLDrawPoolTree 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 "lldrawpooltree.h" #include "lldrawable.h" #include "llface.h" #include "llsky.h" #include "llviewerwindow.h" #include "llvotree.h" #include "pipeline.h" #include "llviewercamera.h" #include "llglslshader.h" #include "llglimmediate.h" S32 LLDrawPoolTree::sDiffTex = 0; static LLGLSLShader* shader = NULL; LLDrawPoolTree::LLDrawPoolTree(LLViewerImage *texturep) : LLFacePool(POOL_TREE), mTexturep(texturep) { mTexturep->bind(0); mTexturep->setClamp(FALSE, FALSE); } LLDrawPool *LLDrawPoolTree::instancePool() { return new LLDrawPoolTree(mTexturep); } void LLDrawPoolTree::prerender() { mVertexShaderLevel = LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_OBJECT); } void LLDrawPoolTree::beginRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_TREES); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glAlphaFunc(GL_GREATER, 0.5f); if (LLPipeline::sUnderWaterRender) { shader = &gObjectSimpleWaterProgram; } else { shader = &gObjectSimpleProgram; } if (gPipeline.canUseWindLightShadersOnObjects()) { shader->bind(); } else { gPipeline.enableLightsDynamic(); } } void LLDrawPoolTree::render(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_TREES); if (mDrawFace.empty()) { return; } LLGLEnable test(GL_ALPHA_TEST); LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f); renderTree(); } void LLDrawPoolTree::endRenderPass(S32 pass) { LLFastTimer t(LLFastTimer::FTM_RENDER_TREES); glAlphaFunc(GL_GREATER, 0.01f); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); if (gPipeline.canUseWindLightShadersOnObjects()) { shader->unbind(); } } void LLDrawPoolTree::renderForSelect() { if (mDrawFace.empty()) { return; } glEnableClientState (GL_VERTEX_ARRAY); glEnableClientState (GL_TEXTURE_COORD_ARRAY); LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f); LLGLSObjectSelectAlpha gls_alpha; gGL.blendFunc(GL_ONE, GL_ZERO); glAlphaFunc(GL_GREATER, 0.5f); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PRIMARY_COLOR_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA); renderTree(TRUE); glAlphaFunc(GL_GREATER, 0.01f); gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glDisableClientState (GL_TEXTURE_COORD_ARRAY); } void LLDrawPoolTree::renderTree(BOOL selecting) { LLGLState normalize(GL_NORMALIZE, TRUE); // Bind the texture for this tree. LLViewerImage::bindTexture(mTexturep,sDiffTex); U32 indices_drawn = 0; glMatrixMode(GL_MODELVIEW); for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; LLDrawable *drawablep = face->getDrawable(); if (drawablep->isDead() || face->mVertexBuffer.isNull()) { continue; } face->mVertexBuffer->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK); U16* indicesp = (U16*) face->mVertexBuffer->getIndicesPointer(); // Render each of the trees LLVOTree *treep = (LLVOTree *)drawablep->getVObj().get(); LLColor4U color(255,255,255,255); if (!selecting || treep->mGLName != 0) { if (selecting) { S32 name = treep->mGLName; color = LLColor4U((U8)(name >> 16), (U8)(name >> 8), (U8)name, 255); } gGLLastMatrix = NULL; glLoadMatrixd(gGLModelView); //glPushMatrix(); F32 mat[16]; for (U32 i = 0; i < 16; i++) mat[i] = (F32) gGLModelView[i]; LLMatrix4 matrix(mat); // Translate to tree base HACK - adjustment in Z plants tree underground const LLVector3 &pos_agent = treep->getPositionAgent(); //glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f); LLMatrix4 trans_mat; trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f); trans_mat *= matrix; // Rotate to tree position and bend for current trunk/wind // Note that trunk stiffness controls the amount of bend at the trunk as // opposed to the crown of the tree // const F32 TRUNK_STIFF = 22.f; LLQuaternion rot = LLQuaternion(treep->mTrunkBend.magVec()*TRUNK_STIFF*DEG_TO_RAD, LLVector4(treep->mTrunkBend.mV[VX], treep->mTrunkBend.mV[VY], 0)) * LLQuaternion(90.f*DEG_TO_RAD, LLVector4(0,0,1)) * treep->getRotation(); LLMatrix4 rot_mat(rot); rot_mat *= trans_mat; F32 radius = treep->getScale().magVec()*0.05f; LLMatrix4 scale_mat; scale_mat.mMatrix[0][0] = scale_mat.mMatrix[1][1] = scale_mat.mMatrix[2][2] = radius; scale_mat *= rot_mat; const F32 THRESH_ANGLE_FOR_BILLBOARD = 15.f; const F32 BLEND_RANGE_FOR_BILLBOARD = 3.f; F32 droop = treep->mDroop + 25.f*(1.f - treep->mTrunkBend.magVec()); S32 stop_depth = 0; F32 app_angle = treep->getAppAngle()*LLVOTree::sTreeFactor; F32 alpha = 1.0; S32 trunk_LOD = 0; for (S32 j = 0; j < 4; j++) { if (app_angle > LLVOTree::sLODAngles[j]) { trunk_LOD = j; break; } } if (app_angle < (THRESH_ANGLE_FOR_BILLBOARD - BLEND_RANGE_FOR_BILLBOARD)) { // // Draw only the billboard // // Only the billboard, can use closer to normal alpha func. stop_depth = -1; LLFacePool::LLOverrideFaceColor clr(this, color); indices_drawn += treep->drawBranchPipeline(scale_mat, indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha); } else // if (app_angle > (THRESH_ANGLE_FOR_BILLBOARD + BLEND_RANGE_FOR_BILLBOARD)) { // // Draw only the full geometry tree // //stop_depth = (app_angle < THRESH_ANGLE_FOR_RECURSION_REDUCTION); LLFacePool::LLOverrideFaceColor clr(this, color); indices_drawn += treep->drawBranchPipeline(scale_mat, indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha); } //glPopMatrix(); } } addIndicesDrawn(indices_drawn); } BOOL LLDrawPoolTree::verify() const { /* BOOL ok = TRUE; if (!ok) { printDebugInfo(); } return ok;*/ return TRUE; } LLViewerImage *LLDrawPoolTree::getTexture() { return mTexturep; } LLViewerImage *LLDrawPoolTree::getDebugTexture() { return mTexturep; } LLColor3 LLDrawPoolTree::getDebugColor() const { return LLColor3(1.f, 0.f, 1.f); }