/** * @file llvotree.cpp * @brief LLVOTree 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 "llvotree.h" #include "lldrawpooltree.h" #include "llviewercontrol.h" #include "lldir.h" #include "llprimitive.h" #include "lltree_common.h" #include "llxmltree.h" #include "material_codes.h" #include "object_flags.h" #include "llagentcamera.h" #include "lldrawable.h" #include "llface.h" #include "llviewercamera.h" #include "llviewertexturelist.h" #include "llviewerobjectlist.h" #include "llviewerregion.h" #include "llworld.h" #include "noise.h" #include "pipeline.h" #include "llspatialpartition.h" #include "llnotificationsutil.h" #include "raytrace.h" #include "llglslshader.h" extern LLPipeline gPipeline; const S32 MAX_SLICES = 32; const F32 LEAF_LEFT = 0.52f; const F32 LEAF_RIGHT = 0.98f; const F32 LEAF_TOP = 1.0f; const F32 LEAF_BOTTOM = 0.52f; const F32 LEAF_WIDTH = 1.f; const S32 LLVOTree::sMAX_NUM_TREE_LOD_LEVELS = 4 ; S32 LLVOTree::sLODVertexOffset[sMAX_NUM_TREE_LOD_LEVELS]; S32 LLVOTree::sLODVertexCount[sMAX_NUM_TREE_LOD_LEVELS]; S32 LLVOTree::sLODIndexOffset[sMAX_NUM_TREE_LOD_LEVELS]; S32 LLVOTree::sLODIndexCount[sMAX_NUM_TREE_LOD_LEVELS]; S32 LLVOTree::sLODSlices[sMAX_NUM_TREE_LOD_LEVELS] = {10, 5, 4, 3}; F32 LLVOTree::sLODAngles[sMAX_NUM_TREE_LOD_LEVELS] = {30.f, 20.f, 15.f, F_ALMOST_ZERO}; F32 LLVOTree::sTreeFactor = 1.f; LLVOTree::SpeciesMap LLVOTree::sSpeciesTable; S32 LLVOTree::sMaxTreeSpecies = 0; // Tree variables and functions LLVOTree::LLVOTree(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp): LLViewerObject(id, pcode, regionp) { mSpecies = 0; mFrameCount = 0; mWind = mRegionp->mWind.getVelocity(getPositionRegion()); mTrunkLOD = 0; } LLVOTree::~LLVOTree() { if (mData) { delete[] mData; mData = NULL; } } //static bool LLVOTree::isTreeRenderingStopped() { return LLVOTree::sTreeFactor < LLVOTree::sLODAngles[sMAX_NUM_TREE_LOD_LEVELS - 1] ; } // static void LLVOTree::initClass() { std::string xml_filename = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS,"trees.xml"); LLXmlTree tree_def_tree; if (!tree_def_tree.parseFile(xml_filename)) { llerrs << "Failed to parse tree file." << llendl; } LLXmlTreeNode* rootp = tree_def_tree.getRoot(); for (LLXmlTreeNode* tree_def = rootp->getFirstChild(); tree_def; tree_def = rootp->getNextChild()) { if (!tree_def->hasName("tree")) { llwarns << "Invalid tree definition node " << tree_def->getName() << llendl; continue; } F32 F32_val; LLUUID id; S32 S32_val; BOOL success = TRUE; S32 species; static LLStdStringHandle species_id_string = LLXmlTree::addAttributeString("species_id"); if (!tree_def->getFastAttributeS32(species_id_string, species)) { llwarns << "No species id defined" << llendl; continue; } if (species < 0) { llwarns << "Invalid species id " << species << llendl; continue; } if (sSpeciesTable.count(species)) { llwarns << "Tree species " << species << " already defined! Duplicate discarded." << llendl; continue; } TreeSpeciesData* newTree = new TreeSpeciesData(); static LLStdStringHandle texture_id_string = LLXmlTree::addAttributeString("texture_id"); success &= tree_def->getFastAttributeUUID(texture_id_string, id); newTree->mTextureID = id; static LLStdStringHandle droop_string = LLXmlTree::addAttributeString("droop"); success &= tree_def->getFastAttributeF32(droop_string, F32_val); newTree->mDroop = F32_val; static LLStdStringHandle twist_string = LLXmlTree::addAttributeString("twist"); success &= tree_def->getFastAttributeF32(twist_string, F32_val); newTree->mTwist = F32_val; static LLStdStringHandle branches_string = LLXmlTree::addAttributeString("branches"); success &= tree_def->getFastAttributeF32(branches_string, F32_val); newTree->mBranches = F32_val; static LLStdStringHandle depth_string = LLXmlTree::addAttributeString("depth"); success &= tree_def->getFastAttributeS32(depth_string, S32_val); newTree->mDepth = S32_val; static LLStdStringHandle scale_step_string = LLXmlTree::addAttributeString("scale_step"); success &= tree_def->getFastAttributeF32(scale_step_string, F32_val); newTree->mScaleStep = F32_val; static LLStdStringHandle trunk_depth_string = LLXmlTree::addAttributeString("trunk_depth"); success &= tree_def->getFastAttributeS32(trunk_depth_string, S32_val); newTree->mTrunkDepth = S32_val; static LLStdStringHandle branch_length_string = LLXmlTree::addAttributeString("branch_length"); success &= tree_def->getFastAttributeF32(branch_length_string, F32_val); newTree->mBranchLength = F32_val; static LLStdStringHandle trunk_length_string = LLXmlTree::addAttributeString("trunk_length"); success &= tree_def->getFastAttributeF32(trunk_length_string, F32_val); newTree->mTrunkLength = F32_val; static LLStdStringHandle leaf_scale_string = LLXmlTree::addAttributeString("leaf_scale"); success &= tree_def->getFastAttributeF32(leaf_scale_string, F32_val); newTree->mLeafScale = F32_val; static LLStdStringHandle billboard_scale_string = LLXmlTree::addAttributeString("billboard_scale"); success &= tree_def->getFastAttributeF32(billboard_scale_string, F32_val); newTree->mBillboardScale = F32_val; static LLStdStringHandle billboard_ratio_string = LLXmlTree::addAttributeString("billboard_ratio"); success &= tree_def->getFastAttributeF32(billboard_ratio_string, F32_val); newTree->mBillboardRatio = F32_val; static LLStdStringHandle trunk_aspect_string = LLXmlTree::addAttributeString("trunk_aspect"); success &= tree_def->getFastAttributeF32(trunk_aspect_string, F32_val); newTree->mTrunkAspect = F32_val; static LLStdStringHandle branch_aspect_string = LLXmlTree::addAttributeString("branch_aspect"); success &= tree_def->getFastAttributeF32(branch_aspect_string, F32_val); newTree->mBranchAspect = F32_val; static LLStdStringHandle leaf_rotate_string = LLXmlTree::addAttributeString("leaf_rotate"); success &= tree_def->getFastAttributeF32(leaf_rotate_string, F32_val); newTree->mRandomLeafRotate = F32_val; static LLStdStringHandle noise_mag_string = LLXmlTree::addAttributeString("noise_mag"); success &= tree_def->getFastAttributeF32(noise_mag_string, F32_val); newTree->mNoiseMag = F32_val; static LLStdStringHandle noise_scale_string = LLXmlTree::addAttributeString("noise_scale"); success &= tree_def->getFastAttributeF32(noise_scale_string, F32_val); newTree->mNoiseScale = F32_val; static LLStdStringHandle taper_string = LLXmlTree::addAttributeString("taper"); success &= tree_def->getFastAttributeF32(taper_string, F32_val); newTree->mTaper = F32_val; static LLStdStringHandle repeat_z_string = LLXmlTree::addAttributeString("repeat_z"); success &= tree_def->getFastAttributeF32(repeat_z_string, F32_val); newTree->mRepeatTrunkZ = F32_val; sSpeciesTable[species] = newTree; if (species >= sMaxTreeSpecies) sMaxTreeSpecies = species + 1; if (!success) { std::string name; static LLStdStringHandle name_string = LLXmlTree::addAttributeString("name"); tree_def->getFastAttributeString(name_string, name); llwarns << "Incomplete definition of tree " << name << llendl; } } BOOL have_all_trees = TRUE; std::string err; for (S32 i=0;i 0.f) ||(getAcceleration().lengthSquared() > 0.f) ||(getAngularVelocity().lengthSquared() > 0.f)) { llinfos << "ACK! Moving tree!" << llendl; setVelocity(LLVector3::zero); setAcceleration(LLVector3::zero); setAngularVelocity(LLVector3::zero); } if (update_type == OUT_TERSE_IMPROVED) { // Nothing else needs to be done for the terse message. return retval; } // // Load Instance-Specific data // if (mData) { mSpecies = ((U8 *)mData)[0]; } if (!sSpeciesTable.count(mSpecies)) { if (sSpeciesTable.size()) { SpeciesMap::const_iterator it = sSpeciesTable.begin(); mSpecies = (*it).first; } } // // Load Species-Specific data // static const S32 MAX_TREE_TEXTURE_VIRTURE_SIZE_RESET_INTERVAL = 32 ; //frames. mTreeImagep = LLViewerTextureManager::getFetchedTexture(sSpeciesTable[mSpecies]->mTextureID, TRUE, LLViewerTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE); mTreeImagep->setMaxVirtualSizeResetInterval(MAX_TREE_TEXTURE_VIRTURE_SIZE_RESET_INTERVAL); //allow to wait for at most 16 frames to reset virtual size. mBranchLength = sSpeciesTable[mSpecies]->mBranchLength; mTrunkLength = sSpeciesTable[mSpecies]->mTrunkLength; mLeafScale = sSpeciesTable[mSpecies]->mLeafScale; mDroop = sSpeciesTable[mSpecies]->mDroop; mTwist = sSpeciesTable[mSpecies]->mTwist; mBranches = sSpeciesTable[mSpecies]->mBranches; mDepth = sSpeciesTable[mSpecies]->mDepth; mScaleStep = sSpeciesTable[mSpecies]->mScaleStep; mTrunkDepth = sSpeciesTable[mSpecies]->mTrunkDepth; mBillboardScale = sSpeciesTable[mSpecies]->mBillboardScale; mBillboardRatio = sSpeciesTable[mSpecies]->mBillboardRatio; mTrunkAspect = sSpeciesTable[mSpecies]->mTrunkAspect; mBranchAspect = sSpeciesTable[mSpecies]->mBranchAspect; // position change not caused by us, etc. make sure to rebuild. gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL); return retval; } BOOL LLVOTree::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time) { const U16 FRAMES_PER_WIND_UPDATE = 20; // How many frames between wind update per tree const F32 TREE_WIND_SENSITIVITY = 0.005f; const F32 TREE_TRUNK_STIFFNESS = 0.1f; if (mDead || !(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_TREE))) { return TRUE; } if (gSavedSettings.getBOOL("RenderAnimateTrees")) { F32 mass_inv; // For all tree objects, update the trunk bending with the current wind // Walk sprite list in order away from viewer if (!(mFrameCount % FRAMES_PER_WIND_UPDATE)) { // If needed, Get latest wind for this tree mWind = mRegionp->mWind.getVelocity(getPositionRegion()); } mFrameCount++; mass_inv = 1.f/(5.f + mDepth*mBranches*0.2f); mTrunkVel += (mWind * mass_inv * TREE_WIND_SENSITIVITY); // Pull in direction of wind mTrunkVel -= (mTrunkBend * mass_inv * TREE_TRUNK_STIFFNESS); // Restoring force in direction of trunk mTrunkBend += mTrunkVel; mTrunkVel *= 0.99f; // Add damping if (mTrunkBend.length() > 1.f) { mTrunkBend.normalize(); } if (mTrunkVel.length() > 1.f) { mTrunkVel.normalize(); } } S32 trunk_LOD = sMAX_NUM_TREE_LOD_LEVELS ; F32 app_angle = getAppAngle()*LLVOTree::sTreeFactor; for (S32 j = 0; j < sMAX_NUM_TREE_LOD_LEVELS; j++) { if (app_angle > LLVOTree::sLODAngles[j]) { trunk_LOD = j; break; } } if (!gSavedSettings.getBOOL("RenderAnimateTrees")) { if (mReferenceBuffer.isNull()) { gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL, TRUE); } else if (trunk_LOD != mTrunkLOD) { gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL, FALSE); } else { // we're not animating but we may *still* need to // regenerate the mesh if we moved, since position // and rotation are baked into the mesh. // *TODO: I don't know what's so special about trees // that they don't get REBUILD_POSITION automatically // at a higher level. const LLVector3 &this_position = getPositionAgent(); if (this_position != mLastPosition) { gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_POSITION); mLastPosition = this_position; } else { const LLQuaternion &this_rotation = getRotation(); if (this_rotation != mLastRotation) { gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_POSITION); mLastRotation = this_rotation; } } } } mTrunkLOD = trunk_LOD; return TRUE; } const F32 TREE_BLEND_MIN = 1.f; const F32 TREE_BLEND_RANGE = 1.f; void LLVOTree::render(LLAgent &agent) { } void LLVOTree::setPixelAreaAndAngle(LLAgent &agent) { LLVector3 center = getPositionAgent();//center of tree. LLVector3 viewer_pos_agent = gAgentCamera.getCameraPositionAgent(); LLVector3 lookAt = center - viewer_pos_agent; F32 dist = lookAt.normVec() ; F32 cos_angle_to_view_dir = lookAt * LLViewerCamera::getInstance()->getXAxis() ; F32 range = dist - getMinScale()/2; if (range < F_ALMOST_ZERO || isHUDAttachment()) // range == zero { mAppAngle = 180.f; } else { mAppAngle = (F32) atan2( getMaxScale(), range) * RAD_TO_DEG; } F32 max_scale = mBillboardScale * getMaxScale(); F32 area = max_scale * (max_scale*mBillboardRatio); // Compute pixels per meter at the given range F32 pixels_per_meter = LLViewerCamera::getInstance()->getViewHeightInPixels() / (tan(LLViewerCamera::getInstance()->getView()) * dist); mPixelArea = pixels_per_meter * pixels_per_meter * area ; F32 importance = LLFace::calcImportanceToCamera(cos_angle_to_view_dir, dist) ; mPixelArea = LLFace::adjustPixelArea(importance, mPixelArea) ; if (mPixelArea > LLViewerCamera::getInstance()->getScreenPixelArea()) { mAppAngle = 180.f; } #if 0 // mAppAngle is a bit of voodoo; // use the one calculated LLViewerObject::setPixelAreaAndAngle above // to avoid LOD miscalculations mAppAngle = (F32) atan2( max_scale, range) * RAD_TO_DEG; #endif } void LLVOTree::updateTextures() { if (mTreeImagep) { if (gPipeline.hasRenderDebugMask(LLPipeline::RENDER_DEBUG_TEXTURE_AREA)) { setDebugText(llformat("%4.0f", (F32) sqrt(mPixelArea))); } mTreeImagep->addTextureStats(mPixelArea); } } LLDrawable* LLVOTree::createDrawable(LLPipeline *pipeline) { pipeline->allocDrawable(this); mDrawable->setLit(FALSE); mDrawable->setRenderType(LLPipeline::RENDER_TYPE_TREE); LLDrawPoolTree *poolp = (LLDrawPoolTree*) gPipeline.getPool(LLDrawPool::POOL_TREE, mTreeImagep); // Just a placeholder for an actual object... LLFace *facep = mDrawable->addFace(poolp, mTreeImagep); facep->setSize(1, 3); updateRadius(); return mDrawable; } // Yes, I know this is bad. I'll clean this up soon. - djs 04/02/02 const S32 LEAF_INDICES = 24; const S32 LEAF_VERTICES = 16; static LLFastTimer::DeclareTimer FTM_UPDATE_TREE("Update Tree"); BOOL LLVOTree::updateGeometry(LLDrawable *drawable) { LLFastTimer ftm(FTM_UPDATE_TREE); if(mTrunkLOD >= sMAX_NUM_TREE_LOD_LEVELS) //do not display the tree. { mReferenceBuffer = NULL ; mDrawable->getFace(0)->setVertexBuffer(NULL); return TRUE ; } if (mReferenceBuffer.isNull() || !mDrawable->getFace(0)->getVertexBuffer()) { const F32 SRR3 = 0.577350269f; // sqrt(1/3) const F32 SRR2 = 0.707106781f; // sqrt(1/2) U32 i, j; U32 slices = MAX_SLICES; S32 max_indices = LEAF_INDICES; S32 max_vertices = LEAF_VERTICES; S32 lod; LLFace *face = drawable->getFace(0); face->mCenterAgent = getPositionAgent(); face->mCenterLocal = face->mCenterAgent; for (lod = 0; lod < sMAX_NUM_TREE_LOD_LEVELS; lod++) { slices = sLODSlices[lod]; sLODVertexOffset[lod] = max_vertices; sLODVertexCount[lod] = slices*slices; sLODIndexOffset[lod] = max_indices; sLODIndexCount[lod] = (slices-1)*(slices-1)*6; max_indices += sLODIndexCount[lod]; max_vertices += sLODVertexCount[lod]; } mReferenceBuffer = new LLVertexBuffer(LLDrawPoolTree::VERTEX_DATA_MASK, gSavedSettings.getBOOL("RenderAnimateTrees") ? GL_STATIC_DRAW_ARB : 0); mReferenceBuffer->allocateBuffer(max_vertices, max_indices, TRUE); LLStrider vertices; LLStrider normals; LLStrider tex_coords; LLStrider indicesp; mReferenceBuffer->getVertexStrider(vertices); mReferenceBuffer->getNormalStrider(normals); mReferenceBuffer->getTexCoord0Strider(tex_coords); mReferenceBuffer->getIndexStrider(indicesp); S32 vertex_count = 0; S32 index_count = 0; // First leaf *(normals++) = LLVector3(-SRR2, -SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_BOTTOM); *(vertices++) = LLVector3(-0.5f*LEAF_WIDTH, 0.f, 0.f); vertex_count++; *(normals++) = LLVector3(SRR3, -SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_TOP); *(vertices++) = LLVector3(0.5f*LEAF_WIDTH, 0.f, 1.f); vertex_count++; *(normals++) = LLVector3(-SRR3, -SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_TOP); *(vertices++) = LLVector3(-0.5f*LEAF_WIDTH, 0.f, 1.f); vertex_count++; *(normals++) = LLVector3(SRR2, -SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_BOTTOM); *(vertices++) = LLVector3(0.5f*LEAF_WIDTH, 0.f, 0.f); vertex_count++; *(indicesp++) = 0; index_count++; *(indicesp++) = 1; index_count++; *(indicesp++) = 2; index_count++; *(indicesp++) = 0; index_count++; *(indicesp++) = 3; index_count++; *(indicesp++) = 1; index_count++; // Same leaf, inverse winding/normals *(normals++) = LLVector3(-SRR2, SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_BOTTOM); *(vertices++) = LLVector3(-0.5f*LEAF_WIDTH, 0.f, 0.f); vertex_count++; *(normals++) = LLVector3(SRR3, SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_TOP); *(vertices++) = LLVector3(0.5f*LEAF_WIDTH, 0.f, 1.f); vertex_count++; *(normals++) = LLVector3(-SRR3, SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_TOP); *(vertices++) = LLVector3(-0.5f*LEAF_WIDTH, 0.f, 1.f); vertex_count++; *(normals++) = LLVector3(SRR2, SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_BOTTOM); *(vertices++) = LLVector3(0.5f*LEAF_WIDTH, 0.f, 0.f); vertex_count++; *(indicesp++) = 4; index_count++; *(indicesp++) = 6; index_count++; *(indicesp++) = 5; index_count++; *(indicesp++) = 4; index_count++; *(indicesp++) = 5; index_count++; *(indicesp++) = 7; index_count++; // next leaf *(normals++) = LLVector3(SRR2, -SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_BOTTOM); *(vertices++) = LLVector3(0.f, -0.5f*LEAF_WIDTH, 0.f); vertex_count++; *(normals++) = LLVector3(SRR3, SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_TOP); *(vertices++) = LLVector3(0.f, 0.5f*LEAF_WIDTH, 1.f); vertex_count++; *(normals++) = LLVector3(SRR3, -SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_TOP); *(vertices++) = LLVector3(0.f, -0.5f*LEAF_WIDTH, 1.f); vertex_count++; *(normals++) = LLVector3(SRR2, SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_BOTTOM); *(vertices++) = LLVector3(0.f, 0.5f*LEAF_WIDTH, 0.f); vertex_count++; *(indicesp++) = 8; index_count++; *(indicesp++) = 9; index_count++; *(indicesp++) = 10; index_count++; *(indicesp++) = 8; index_count++; *(indicesp++) = 11; index_count++; *(indicesp++) = 9; index_count++; // other side of same leaf *(normals++) = LLVector3(-SRR2, -SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_BOTTOM); *(vertices++) = LLVector3(0.f, -0.5f*LEAF_WIDTH, 0.f); vertex_count++; *(normals++) = LLVector3(-SRR3, SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_TOP); *(vertices++) = LLVector3(0.f, 0.5f*LEAF_WIDTH, 1.f); vertex_count++; *(normals++) = LLVector3(-SRR3, -SRR3, SRR3); *(tex_coords++) = LLVector2(LEAF_LEFT, LEAF_TOP); *(vertices++) = LLVector3(0.f, -0.5f*LEAF_WIDTH, 1.f); vertex_count++; *(normals++) = LLVector3(-SRR2, SRR2, 0.f); *(tex_coords++) = LLVector2(LEAF_RIGHT, LEAF_BOTTOM); *(vertices++) = LLVector3(0.f, 0.5f*LEAF_WIDTH, 0.f); vertex_count++; *(indicesp++) = 12; index_count++; *(indicesp++) = 14; index_count++; *(indicesp++) = 13; index_count++; *(indicesp++) = 12; index_count++; *(indicesp++) = 13; index_count++; *(indicesp++) = 15; index_count++; // Generate geometry for the cylinders // Different LOD's // Generate the vertices // Generate the indices for (lod = 0; lod < sMAX_NUM_TREE_LOD_LEVELS; lod++) { slices = sLODSlices[lod]; F32 base_radius = 0.65f; F32 top_radius = base_radius * sSpeciesTable[mSpecies]->mTaper; //llinfos << "Species " << ((U32) mSpecies) << ", taper = " << sSpeciesTable[mSpecies].mTaper << llendl; //llinfos << "Droop " << mDroop << ", branchlength: " << mBranchLength << llendl; F32 angle = 0; F32 angle_inc = 360.f/(slices-1); F32 z = 0.f; F32 z_inc = 1.f; if (slices > 3) { z_inc = 1.f/(slices - 3); } F32 radius = base_radius; F32 x1,y1; F32 noise_scale = sSpeciesTable[mSpecies]->mNoiseMag; LLVector3 nvec; const F32 cap_nudge = 0.1f; // Height to 'peak' the caps on top/bottom of branch const S32 fractal_depth = 5; F32 nvec_scale = 1.f * sSpeciesTable[mSpecies]->mNoiseScale; F32 nvec_scalez = 4.f * sSpeciesTable[mSpecies]->mNoiseScale; F32 tex_z_repeat = sSpeciesTable[mSpecies]->mRepeatTrunkZ; F32 start_radius; F32 nangle = 0; F32 height = 1.f; F32 r0; for (i = 0; i < slices; i++) { if (i == 0) { z = - cap_nudge; r0 = 0.0; } else if (i == (slices - 1)) { z = 1.f + cap_nudge;//((i - 2) * z_inc) + cap_nudge; r0 = 0.0; } else { z = (i - 1) * z_inc; r0 = base_radius + (top_radius - base_radius)*z; } for (j = 0; j < slices; j++) { if (slices - 1 == j) { angle = 0.f; } else { angle = j*angle_inc; } nangle = angle; x1 = cos(angle * DEG_TO_RAD); y1 = sin(angle * DEG_TO_RAD); LLVector2 tc; // This isn't totally accurate. Should compute based on slope as well. start_radius = r0 * (1.f + 1.2f*fabs(z - 0.66f*height)/height); nvec.set( cos(nangle * DEG_TO_RAD)*start_radius*nvec_scale, sin(nangle * DEG_TO_RAD)*start_radius*nvec_scale, z*nvec_scalez); // First and last slice at 0 radius (to bring in top/bottom of structure) radius = start_radius + turbulence3((F32*)&nvec.mV, (F32)fractal_depth)*noise_scale; if (slices - 1 == j) { // Not 0.5 for slight slop factor to avoid edges on leaves tc = LLVector2(0.490f, (1.f - z/2.f)*tex_z_repeat); } else { tc = LLVector2((angle/360.f)*0.5f, (1.f - z/2.f)*tex_z_repeat); } *(vertices++) = LLVector3(x1*radius, y1*radius, z); *(normals++) = LLVector3(x1, y1, 0.f); *(tex_coords++) = tc; vertex_count++; } } for (i = 0; i < (slices - 1); i++) { for (j = 0; j < (slices - 1); j++) { S32 x1_offset = j+1; if ((j+1) == slices) { x1_offset = 0; } // Generate the matching quads *(indicesp) = j + (i*slices) + sLODVertexOffset[lod]; llassert(*(indicesp) < (U32)max_vertices); indicesp++; index_count++; *(indicesp) = x1_offset + ((i+1)*slices) + sLODVertexOffset[lod]; llassert(*(indicesp) < (U32)max_vertices); indicesp++; index_count++; *(indicesp) = j + ((i+1)*slices) + sLODVertexOffset[lod]; llassert(*(indicesp) < (U32)max_vertices); indicesp++; index_count++; *(indicesp) = j + (i*slices) + sLODVertexOffset[lod]; llassert(*(indicesp) < (U32)max_vertices); indicesp++; index_count++; *(indicesp) = x1_offset + (i*slices) + sLODVertexOffset[lod]; llassert(*(indicesp) < (U32)max_vertices); indicesp++; index_count++; *(indicesp) = x1_offset + ((i+1)*slices) + sLODVertexOffset[lod]; llassert(*(indicesp) < (U32)max_vertices); indicesp++; index_count++; } } slices /= 2; } mReferenceBuffer->setBuffer(0); llassert(vertex_count == max_vertices); llassert(index_count == max_indices); } if (gSavedSettings.getBOOL("RenderAnimateTrees")) { mDrawable->getFace(0)->setVertexBuffer(mReferenceBuffer); } else { //generate tree mesh updateMesh(); } return TRUE; } void LLVOTree::updateMesh() { LLMatrix4 matrix; // Translate to tree base HACK - adjustment in Z plants tree underground const LLVector3 &pos_agent = 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(mTrunkBend.magVec()*TRUNK_STIFF*DEG_TO_RAD, LLVector4(mTrunkBend.mV[VX], mTrunkBend.mV[VY], 0)) * LLQuaternion(90.f*DEG_TO_RAD, LLVector4(0,0,1)) * getRotation(); LLMatrix4 rot_mat(rot); rot_mat *= trans_mat; F32 radius = 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 = mDroop + 25.f*(1.f - mTrunkBend.magVec()); S32 stop_depth = 0; F32 alpha = 1.0; U32 vert_count = 0; U32 index_count = 0; calcNumVerts(vert_count, index_count, mTrunkLOD, stop_depth, mDepth, mTrunkDepth, mBranches); LLFace* facep = mDrawable->getFace(0); LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolTree::VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB); buff->allocateBuffer(vert_count, index_count, TRUE); facep->setVertexBuffer(buff); LLStrider vertices; LLStrider normals; LLStrider tex_coords; LLStrider indices; U16 idx_offset = 0; buff->getVertexStrider(vertices); buff->getNormalStrider(normals); buff->getTexCoord0Strider(tex_coords); buff->getIndexStrider(indices); genBranchPipeline(vertices, normals, tex_coords, indices, idx_offset, scale_mat, mTrunkLOD, stop_depth, mDepth, mTrunkDepth, 1.0, mTwist, droop, mBranches, alpha); mReferenceBuffer->setBuffer(0); buff->setBuffer(0); } void LLVOTree::appendMesh(LLStrider& vertices, LLStrider& normals, LLStrider& tex_coords, LLStrider& indices, U16& cur_idx, LLMatrix4& matrix, LLMatrix4& norm_mat, S32 vert_start, S32 vert_count, S32 index_count, S32 index_offset) { LLStrider v; LLStrider n; LLStrider t; LLStrider idx; mReferenceBuffer->getVertexStrider(v); mReferenceBuffer->getNormalStrider(n); mReferenceBuffer->getTexCoord0Strider(t); mReferenceBuffer->getIndexStrider(idx); //copy/transform vertices into mesh - check for (S32 i = 0; i < vert_count; i++) { U16 index = vert_start + i; *vertices++ = v[index] * matrix; LLVector3 norm = n[index] * norm_mat; norm.normalize(); *normals++ = norm; *tex_coords++ = t[index]; } //copy offset indices into mesh - check for (S32 i = 0; i < index_count; i++) { U16 index = index_offset + i; *indices++ = idx[index]-vert_start+cur_idx; } //increment index offset - check cur_idx += vert_count; } void LLVOTree::genBranchPipeline(LLStrider& vertices, LLStrider& normals, LLStrider& tex_coords, LLStrider& indices, U16& index_offset, LLMatrix4& matrix, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 scale, F32 twist, F32 droop, F32 branches, F32 alpha) { // // Generates a tree mesh by recursing, generating branches and then a 'leaf' texture. static F32 constant_twist; static F32 width = 0; F32 length = ((trunk_depth || (scale == 1.f))? mTrunkLength:mBranchLength); F32 aspect = ((trunk_depth || (scale == 1.f))? mTrunkAspect:mBranchAspect); constant_twist = 360.f/branches; if (stop_level >= 0) { if (depth > stop_level) { { llassert(sLODIndexCount[trunk_LOD] > 0); width = scale * length * aspect; LLMatrix4 scale_mat; scale_mat.mMatrix[0][0] = width; scale_mat.mMatrix[1][1] = width; scale_mat.mMatrix[2][2] = scale*length; scale_mat *= matrix; glh::matrix4f norm((F32*) scale_mat.mMatrix); LLMatrix4 norm_mat = LLMatrix4(norm.inverse().transpose().m); norm_mat.invert(); appendMesh(vertices, normals, tex_coords, indices, index_offset, scale_mat, norm_mat, sLODVertexOffset[trunk_LOD], sLODVertexCount[trunk_LOD], sLODIndexCount[trunk_LOD], sLODIndexOffset[trunk_LOD]); } // Recurse to create more branches for (S32 i=0; i < (S32)branches; i++) { LLMatrix4 trans_mat; trans_mat.setTranslation(0,0,scale*length); trans_mat *= matrix; LLQuaternion rot = LLQuaternion(20.f*DEG_TO_RAD, LLVector4(0.f, 0.f, 1.f)) * LLQuaternion(droop*DEG_TO_RAD, LLVector4(0.f, 1.f, 0.f)) * LLQuaternion(((constant_twist + ((i%2==0)?twist:-twist))*i)*DEG_TO_RAD, LLVector4(0.f, 0.f, 1.f)); LLMatrix4 rot_mat(rot); rot_mat *= trans_mat; genBranchPipeline(vertices, normals, tex_coords, indices, index_offset, rot_mat, trunk_LOD, stop_level, depth - 1, 0, scale*mScaleStep, twist, droop, branches, alpha); } // Recurse to continue trunk if (trunk_depth) { LLMatrix4 trans_mat; trans_mat.setTranslation(0,0,scale*length); trans_mat *= matrix; LLMatrix4 rot_mat(70.5f*DEG_TO_RAD, LLVector4(0,0,1)); rot_mat *= trans_mat; // rotate a bit around Z when ascending genBranchPipeline(vertices, normals, tex_coords, indices, index_offset, rot_mat, trunk_LOD, stop_level, depth, trunk_depth-1, scale*mScaleStep, twist, droop, branches, alpha); } } else { // // Append leaves as two 90 deg crossed quads with leaf textures // { LLMatrix4 scale_mat; scale_mat.mMatrix[0][0] = scale_mat.mMatrix[1][1] = scale_mat.mMatrix[2][2] = scale*mLeafScale; scale_mat *= matrix; glh::matrix4f norm((F32*) scale_mat.mMatrix); LLMatrix4 norm_mat = LLMatrix4(norm.inverse().transpose().m); appendMesh(vertices, normals, tex_coords, indices, index_offset, scale_mat, norm_mat, 0, LEAF_VERTICES, LEAF_INDICES, 0); } } } } void LLVOTree::calcNumVerts(U32& vert_count, U32& index_count, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 branches) { if (stop_level >= 0) { if (depth > stop_level) { index_count += sLODIndexCount[trunk_LOD]; vert_count += sLODVertexCount[trunk_LOD]; // Recurse to create more branches for (S32 i=0; i < (S32)branches; i++) { calcNumVerts(vert_count, index_count, trunk_LOD, stop_level, depth - 1, 0, branches); } // Recurse to continue trunk if (trunk_depth) { calcNumVerts(vert_count, index_count, trunk_LOD, stop_level, depth, trunk_depth-1, branches); } } else { index_count += LEAF_INDICES; vert_count += LEAF_VERTICES; } } else { index_count += LEAF_INDICES; vert_count += LEAF_VERTICES; } } U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 scale, F32 twist, F32 droop, F32 branches, F32 alpha) { U32 ret = 0; // // Draws a tree by recursing, drawing branches and then a 'leaf' texture. // If stop_level = -1, simply draws the whole tree as a billboarded texture // static F32 constant_twist; static F32 width = 0; //F32 length = ((scale == 1.f)? mTrunkLength:mBranchLength); //F32 aspect = ((scale == 1.f)? mTrunkAspect:mBranchAspect); F32 length = ((trunk_depth || (scale == 1.f))? mTrunkLength:mBranchLength); F32 aspect = ((trunk_depth || (scale == 1.f))? mTrunkAspect:mBranchAspect); constant_twist = 360.f/branches; if (!LLPipeline::sReflectionRender && stop_level >= 0) { // // Draw the tree using recursion // if (depth > stop_level) { { llassert(sLODIndexCount[trunk_LOD] > 0); width = scale * length * aspect; LLMatrix4 scale_mat; scale_mat.mMatrix[0][0] = width; scale_mat.mMatrix[1][1] = width; scale_mat.mMatrix[2][2] = scale*length; scale_mat *= matrix; gGL.loadMatrix((F32*) scale_mat.mMatrix); gGL.syncMatrices(); glDrawElements(GL_TRIANGLES, sLODIndexCount[trunk_LOD], GL_UNSIGNED_SHORT, indicesp + sLODIndexOffset[trunk_LOD]); gPipeline.addTrianglesDrawn(LEAF_INDICES); stop_glerror(); ret += sLODIndexCount[trunk_LOD]; } // Recurse to create more branches for (S32 i=0; i < (S32)branches; i++) { LLMatrix4 trans_mat; trans_mat.setTranslation(0,0,scale*length); trans_mat *= matrix; LLQuaternion rot = LLQuaternion(20.f*DEG_TO_RAD, LLVector4(0.f, 0.f, 1.f)) * LLQuaternion(droop*DEG_TO_RAD, LLVector4(0.f, 1.f, 0.f)) * LLQuaternion(((constant_twist + ((i%2==0)?twist:-twist))*i)*DEG_TO_RAD, LLVector4(0.f, 0.f, 1.f)); LLMatrix4 rot_mat(rot); rot_mat *= trans_mat; ret += drawBranchPipeline(rot_mat, indicesp, trunk_LOD, stop_level, depth - 1, 0, scale*mScaleStep, twist, droop, branches, alpha); } // Recurse to continue trunk if (trunk_depth) { LLMatrix4 trans_mat; trans_mat.setTranslation(0,0,scale*length); trans_mat *= matrix; LLMatrix4 rot_mat(70.5f*DEG_TO_RAD, LLVector4(0,0,1)); rot_mat *= trans_mat; // rotate a bit around Z when ascending ret += drawBranchPipeline(rot_mat, indicesp, trunk_LOD, stop_level, depth, trunk_depth-1, scale*mScaleStep, twist, droop, branches, alpha); } } else { // // Draw leaves as two 90 deg crossed quads with leaf textures // { LLMatrix4 scale_mat; scale_mat.mMatrix[0][0] = scale_mat.mMatrix[1][1] = scale_mat.mMatrix[2][2] = scale*mLeafScale; scale_mat *= matrix; gGL.loadMatrix((F32*) scale_mat.mMatrix); gGL.syncMatrices(); glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp); gPipeline.addTrianglesDrawn(LEAF_INDICES); stop_glerror(); ret += LEAF_INDICES; } } } else { // // Draw the tree as a single billboard texture // LLMatrix4 scale_mat; scale_mat.mMatrix[0][0] = scale_mat.mMatrix[1][1] = scale_mat.mMatrix[2][2] = mBillboardScale*mBillboardRatio; scale_mat *= matrix; gGL.matrixMode(LLRender::MM_TEXTURE); gGL.translatef(0.0, -0.5, 0.0); gGL.matrixMode(LLRender::MM_MODELVIEW); gGL.loadMatrix((F32*) scale_mat.mMatrix); gGL.syncMatrices(); glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp); gPipeline.addTrianglesDrawn(LEAF_INDICES); stop_glerror(); ret += LEAF_INDICES; gGL.matrixMode(LLRender::MM_TEXTURE); gGL.loadIdentity(); gGL.matrixMode(LLRender::MM_MODELVIEW); } return ret; } void LLVOTree::updateRadius() { if (mDrawable.isNull()) { return; } mDrawable->setRadius(32.0f); } void LLVOTree::updateSpatialExtents(LLVector4a& newMin, LLVector4a& newMax) { F32 radius = getScale().length()*0.05f; LLVector3 center = getRenderPosition(); F32 sz = mBillboardScale*mBillboardRatio*radius*0.5f; LLVector3 size(sz,sz,sz); center += LLVector3(0, 0, size.mV[2]) * getRotation(); newMin.load3((center-size).mV); newMax.load3((center+size).mV); LLVector4a pos; pos.load3(center.mV); mDrawable->setPositionGroup(pos); } BOOL LLVOTree::lineSegmentIntersect(const LLVector3& start, const LLVector3& end, S32 face, BOOL pick_transparent, S32 *face_hitp, LLVector3* intersection,LLVector2* tex_coord, LLVector3* normal, LLVector3* bi_normal) { if (!lineSegmentBoundingBox(start, end)) { return FALSE; } const LLVector4a* exta = mDrawable->getSpatialExtents(); //VECTORIZE THIS LLVector3 ext[2]; ext[0].set(exta[0].getF32ptr()); ext[1].set(exta[1].getF32ptr()); LLVector3 center = (ext[1]+ext[0])*0.5f; LLVector3 size = (ext[1]-ext[0]); LLQuaternion quat = getRotation(); center -= LLVector3(0,0,size.magVec() * 0.25f)*quat; size.scaleVec(LLVector3(0.25f, 0.25f, 1.f)); size.mV[0] = llmin(size.mV[0], 1.f); size.mV[1] = llmin(size.mV[1], 1.f); LLVector3 pos, norm; if (linesegment_tetrahedron(start, end, center, size, quat, pos, norm)) { if (intersection) { *intersection = pos; } if (normal) { *normal = norm; } return TRUE; } return FALSE; } U32 LLVOTree::getPartitionType() const { return LLViewerRegion::PARTITION_TREE; } LLTreePartition::LLTreePartition() : LLSpatialPartition(0, FALSE, GL_DYNAMIC_DRAW_ARB) { mDrawableType = LLPipeline::RENDER_TYPE_TREE; mPartitionType = LLViewerRegion::PARTITION_TREE; mSlopRatio = 0.f; mLODPeriod = 1; }