/** * @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->setAlphaRange(0.5f, 1.f); 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); if (gSavedSettings.getBOOL("RenderAnimateTrees")) { renderTree(); } else { gGL.getTexUnit(sDiffTex)->bind(mTexturep); for (std::vector::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->setAlphaRange(0.5f, 1.f); } 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.setAlphaRange(0.5f, 1.f); } 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(); } void LLDrawPoolTree::renderTree(BOOL selecting) { LLGLState normalize(GL_NORMALIZE, TRUE); // Bind the texture for this tree. gGL.getTexUnit(sDiffTex)->bind(mTexturep.get(), TRUE); U32 indices_drawn = 0; gGL.matrixMode(LLRender::MM_MODELVIEW); for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; LLDrawable *drawablep = face->getDrawable(); if (drawablep->isDead() || !face->getVertexBuffer()) { continue; } face->getVertexBuffer()->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK); U16* indicesp = (U16*) face->getVertexBuffer()->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; gGL.loadMatrix(gGLModelView); //gGL.pushMatrix(); 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(); //gGL.translatef(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 = LLVOTree::sMAX_NUM_TREE_LOD_LEVELS; for (S32 j = 0; j < 4; j++) { if (app_angle > LLVOTree::sLODAngles[j]) { trunk_LOD = j; break; } } if(trunk_LOD >= LLVOTree::sMAX_NUM_TREE_LOD_LEVELS) { continue ; //do not render. } 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); } //gGL.popMatrix(); } } } 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); }