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/**
 * @file llvotree.h
 * @brief LLVOTree class header file
 *
 * $LicenseInfo:firstyear=2002&license=viewerlgpl$
 * 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
 * $/LicenseInfo$
 */

#ifndef LL_LLVOTREE_H
#define LL_LLVOTREE_H

#include "llviewerobject.h"
#include "xform.h"

class LLFace;
class LLDrawPool;
class LLViewerFetchedTexture;

class LLVOTree : public LLViewerObject
{
protected:
    ~LLVOTree();

public:
    enum
    {
        VERTEX_DATA_MASK =  (1 << LLVertexBuffer::TYPE_VERTEX) |
                            (1 << LLVertexBuffer::TYPE_NORMAL) |
                            (1 << LLVertexBuffer::TYPE_TEXCOORD0)
    };

    LLVOTree(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);

    // Initialize data that's only inited once per class.
    static void initClass();
    static void cleanupClass();
    static bool isTreeRenderingStopped();

    /*virtual*/ U32 processUpdateMessage(LLMessageSystem *mesgsys,
                                            void **user_data,
                                            U32 block_num, const EObjectUpdateType update_type,
                                            LLDataPacker *dp);
    /*virtual*/ void idleUpdate(LLAgent &agent, const F64 &time);

    // Graphical stuff for objects - maybe broken out into render class later?
    /*virtual*/ void render(LLAgent &agent);
    /*virtual*/ void setPixelAreaAndAngle(LLAgent &agent);
    /*virtual*/ void updateTextures();

    /*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
    /*virtual*/ bool        updateGeometry(LLDrawable *drawable);
    /*virtual*/ void        updateSpatialExtents(LLVector4a &min, LLVector4a &max);

    virtual U32 getPartitionType() const;

    void updateRadius();

    void calcNumVerts(U32& vert_count, U32& index_count, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 branches);

    void updateMesh();

    void appendMesh(LLStrider<LLVector3>& vertices,
                         LLStrider<LLVector3>& normals,
                         LLStrider<LLVector2>& tex_coords,
                         LLStrider<LLColor4U>& colors,
                         LLStrider<U16>& indices,
                         U16& idx_offset,
                         LLMatrix4& matrix,
                         LLMatrix4& norm_mat,
                         S32 vertex_offset,
                         S32 vertex_count,
                         S32 index_count,
                         S32 index_offset);

    void genBranchPipeline(LLStrider<LLVector3>& vertices,
                                 LLStrider<LLVector3>& normals,
                                 LLStrider<LLVector2>& tex_coords,
                                 LLStrider<LLColor4U>& colors,
                                 LLStrider<U16>& 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);

     /*virtual*/ bool lineSegmentIntersect(const LLVector4a& start, const LLVector4a& end,
                                          S32 face = -1,                        // which face to check, -1 = ALL_SIDES
                                          bool pick_transparent = false,
                                          bool pick_rigged = false,
                                          bool pick_unselectable = true,
                                          S32* face_hit = NULL,                 // which face was hit
                                          LLVector4a* intersection = NULL,       // return the intersection point
                                          LLVector2* tex_coord = NULL,          // return the texture coordinates of the intersection point
                                          LLVector4a* normal = NULL,             // return the surface normal at the intersection point
                                          LLVector4a* tangent = NULL           // return the surface tangent at the intersection point
        );

    static S32 sMaxTreeSpecies;

    struct TreeSpeciesData
    {
        LLUUID mTextureID;

        F32             mBranchLength;  // Scale (length) of tree branches
        F32             mDroop;         // Droop from vertical (degrees) at each branch recursion
        F32             mTwist;         // Twist
        F32             mBranches;      // Number of branches emitted at each recursion level
        U8              mDepth;         // Number of recursions to tips of branches
        F32             mScaleStep;     // Multiplier for scale at each recursion level
        U8              mTrunkDepth;

        F32             mLeafScale;     // Scales leaf texture when rendering
        F32             mTrunkLength;   // Scales branch diameters when rendering
        F32             mBillboardScale; // Scales the billboard representation
        F32             mBillboardRatio; // Height to width aspect ratio
        F32             mTrunkAspect;
        F32             mBranchAspect;
        F32             mRandomLeafRotate;
        F32             mNoiseScale;    //  Scaling of noise function in perlin space (norm = 1.0)
        F32             mNoiseMag;      //  amount of perlin noise to deform by (0 = none)
        F32             mTaper;         //  amount of perlin noise to deform by (0 = none)
        F32             mRepeatTrunkZ;  //  Times to repeat the trunk texture vertically along trunk
    };

    static F32 sTreeFactor;         // Tree level of detail factor
    static const S32 sMAX_NUM_TREE_LOD_LEVELS ;

    friend class LLDrawPoolTree;
protected:
    LLVector3       mTrunkBend;     // Accumulated wind (used for blowing trees)
    LLVector3       mWind;

    LLPointer<LLVertexBuffer> mReferenceBuffer; //reference geometry for generating tree mesh
    LLPointer<LLViewerFetchedTexture> mTreeImagep;  // Pointer to proper tree image

    U8              mSpecies;       // Species of tree
    F32             mBranchLength;  // Scale (length) of tree branches
    F32             mTrunkLength;   // Trunk length (first recursion)
    F32             mDroop;         // Droop from vertical (degrees) at each branch recursion
    F32             mTwist;         // Twist
    F32             mBranches;      // Number of branches emitted at each recursion level
    U8              mDepth;         // Number of recursions to tips of branches
    F32             mScaleStep;     // Multiplier for scale at each recursion level
    U8              mTrunkDepth;
    U32             mTrunkLOD;
    F32             mLeafScale;     // Scales leaf texture when rendering

    F32             mBillboardScale;    //  How big to draw the billboard?
    F32             mBillboardRatio;    //  Height to width ratio of billboard
    F32             mTrunkAspect;       //  Ratio between width/length of trunk
    F32             mBranchAspect;  //  Ratio between width/length of branch
    F32             mRandomLeafRotate;  //  How much to randomly rotate leaves about arbitrary axis

    // cache last position+rotation so we can detect the need for a
    // complete rebuild when not animating
    LLVector3 mLastPosition;
    LLQuaternion mLastRotation;

    U32 mFrameCount;

    typedef std::map<U32, TreeSpeciesData*> SpeciesMap;
    static SpeciesMap sSpeciesTable;

    static S32 sLODIndexOffset[4];
    static S32 sLODIndexCount[4];
    static S32 sLODVertexOffset[4];
    static S32 sLODVertexCount[4];
    static S32 sLODSlices[4];
    static F32 sLODAngles[4];
};

#endif