/** * @file lldrawpooltree.cpp * @brief LLDrawPoolTree 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 "lldrawpooltree.h" #include "lldrawable.h" #include "llface.h" #include "llsky.h" #include "llvotree.h" #include "pipeline.h" #include "llviewercamera.h" #include "llviewershadermgr.h" #include "llrender.h" #include "llviewercontrol.h" S32 LLDrawPoolTree::sDiffTex = 0; static LLGLSLShader* shader = NULL; static LLFastTimer::DeclareTimer FTM_SHADOW_TREE("Tree Shadow"); LLDrawPoolTree::LLDrawPoolTree(LLViewerTexture *texturep) : LLFacePool(POOL_TREE), mTexturep(texturep) { mTexturep->setAddressMode(LLTexUnit::TAM_WRAP); } LLDrawPool *LLDrawPoolTree::instancePool() { return new LLDrawPoolTree(mTexturep); } void LLDrawPoolTree::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT); } void LLDrawPoolTree::beginRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_TREES); if (LLPipeline::sUnderWaterRender) { shader = &gTreeWaterProgram; } else { shader = &gTreeProgram; } if (gPipeline.canUseVertexShaders()) { shader->bind(); shader->setMinimumAlpha(0.5f); gGL.diffuseColor4f(1,1,1,1); } else { gPipeline.enableLightsDynamic(); gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f); } } void LLDrawPoolTree::render(S32 pass) { LLFastTimer t(LLPipeline::sShadowRender ? FTM_SHADOW_TREE : FTM_RENDER_TREES); if (mDrawFace.empty()) { return; } LLGLState test(GL_ALPHA_TEST, LLGLSLShader::sNoFixedFunction ? 0 : 1); LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f); gGL.getTexUnit(sDiffTex)->bind(mTexturep); for (std::vector<LLFace*>::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; LLVertexBuffer* buff = face->getVertexBuffer(); if(buff) { buff->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK); buff->drawRange(LLRender::TRIANGLES, 0, buff->getNumVerts()-1, buff->getNumIndices(), 0); gPipeline.addTrianglesDrawn(buff->getNumIndices()); } } } void LLDrawPoolTree::endRenderPass(S32 pass) { LLFastTimer t(FTM_RENDER_TREES); if (gPipeline.canUseWindLightShadersOnObjects()) { shader->unbind(); } if (mVertexShaderLevel <= 0) { gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT); } } //============================================ // deferred implementation //============================================ void LLDrawPoolTree::beginDeferredPass(S32 pass) { LLFastTimer t(FTM_RENDER_TREES); shader = &gDeferredTreeProgram; shader->bind(); shader->setMinimumAlpha(0.5f); } void LLDrawPoolTree::renderDeferred(S32 pass) { render(pass); } void LLDrawPoolTree::endDeferredPass(S32 pass) { LLFastTimer t(FTM_RENDER_TREES); shader->unbind(); } //============================================ // shadow implementation //============================================ void LLDrawPoolTree::beginShadowPass(S32 pass) { LLFastTimer t(FTM_SHADOW_TREE); glPolygonOffset(gSavedSettings.getF32("RenderDeferredTreeShadowOffset"), gSavedSettings.getF32("RenderDeferredTreeShadowBias")); gDeferredTreeShadowProgram.bind(); gDeferredTreeShadowProgram.setMinimumAlpha(0.5f); } void LLDrawPoolTree::renderShadow(S32 pass) { render(pass); } void LLDrawPoolTree::endShadowPass(S32 pass) { LLFastTimer t(FTM_SHADOW_TREE); glPolygonOffset(gSavedSettings.getF32("RenderDeferredSpotShadowOffset"), gSavedSettings.getF32("RenderDeferredSpotShadowBias")); gDeferredTreeShadowProgram.unbind(); } BOOL LLDrawPoolTree::verify() const { /* BOOL ok = TRUE; if (!ok) { printDebugInfo(); } return ok;*/ return TRUE; } LLViewerTexture *LLDrawPoolTree::getTexture() { return mTexturep; } LLViewerTexture *LLDrawPoolTree::getDebugTexture() { return mTexturep; } LLColor3 LLDrawPoolTree::getDebugColor() const { return LLColor3(1.f, 0.f, 1.f); }