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/**
* @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<LLFace*>::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);
}
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