Re-worked animated linden trees to reduce duplicate code and provide a cleaner diff.
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@@ -104,18 +104,37 @@ void LLDrawPoolTree::render(S32 pass)
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LLGLState test(GL_ALPHA_TEST, LLGLSLShader::sNoFixedFunction ? 0 : 1);
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LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f);
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static LLCachedControl<bool> sRenderAnimateTrees("RenderAnimateTrees", false);
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if (sRenderAnimateTrees)
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{
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renderTree();
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}
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else
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gGL.getTexUnit(sDiffTex)->bind(mTexturep);
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for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
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iter != mDrawFace.end(); iter++)
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{
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LLFace *face = *iter;
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if(face->getViewerObject())
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{
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LLVOTree* pTree = dynamic_cast<LLVOTree*>(face->getViewerObject());
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if(pTree && !pTree->mDrawList.empty() )
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{
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LLMatrix4a* model_matrix = &(face->getDrawable()->getRegion()->mRenderMatrix);
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gGL.loadMatrix(gGLModelView);
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gGL.multMatrix(*model_matrix);
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gPipeline.mMatrixOpCount++;
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for(std::vector<LLPointer<LLDrawInfo> >::iterator iter2 = pTree->mDrawList.begin();
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iter2 != pTree->mDrawList.end(); iter2++)
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{
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LLDrawInfo& params = *iter2->get();
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gGL.pushMatrix();
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gGL.multMatrix(*params.mModelMatrix);
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gPipeline.mMatrixOpCount++;
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params.mVertexBuffer->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
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params.mVertexBuffer->drawRange(params.mDrawMode, params.mStart, params.mEnd, params.mCount, params.mOffset);
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gGL.popMatrix();
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}
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continue;
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}
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}
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LLVertexBuffer* buff = face->getVertexBuffer();
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if(buff)
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@@ -212,125 +231,6 @@ void LLDrawPoolTree::endShadowPass(S32 pass)
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gDeferredTreeShadowProgram.unbind();
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}
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//
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void LLDrawPoolTree::renderTree(BOOL selecting)
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{
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LLGLState normalize(GL_NORMALIZE, TRUE);
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// Bind the texture for this tree.
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gGL.getTexUnit(sDiffTex)->bind(mTexturep.get(), TRUE);
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U32 indices_drawn = 0;
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gGL.matrixMode(LLRender::MM_MODELVIEW);
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for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
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iter != mDrawFace.end(); iter++)
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{
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LLFace *face = *iter;
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LLDrawable *drawablep = face->getDrawable();
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if (drawablep->isDead() || !face->getVertexBuffer())
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{
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continue;
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}
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face->getVertexBuffer()->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
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U16* indicesp = (U16*) face->getVertexBuffer()->getIndicesPointer();
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// Render each of the trees
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LLVOTree *treep = (LLVOTree *)drawablep->getVObj().get();
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LLColor4U color(255,255,255,255);
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if (!selecting || treep->mGLName != 0)
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{
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if (selecting)
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{
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S32 name = treep->mGLName;
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color = LLColor4U((U8)(name >> 16), (U8)(name >> 8), (U8)name, 255);
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}
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gGLLastMatrix = NULL;
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gGL.loadMatrix(gGLModelView);
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//gGL.pushMatrix();
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LLMatrix4a matrix(gGLModelView);
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// Translate to tree base HACK - adjustment in Z plants tree underground
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const LLVector3 &pos_agent = treep->getPositionAgent();
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//gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
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LLMatrix4a trans_mat = matrix;
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trans_mat.applyTranslation_affine(pos_agent - LLVector3(0.f,0.f,1.f));
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// Rotate to tree position and bend for current trunk/wind
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// Note that trunk stiffness controls the amount of bend at the trunk as
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// opposed to the crown of the tree
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//
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const F32 TRUNK_STIFF = 22.f;
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LLQuaternion rot =
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LLQuaternion(treep->mTrunkBend.magVec()*TRUNK_STIFF*DEG_TO_RAD, LLVector4(treep->mTrunkBend.mV[VX], treep->mTrunkBend.mV[VY], 0)) *
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LLQuaternion(90.f*DEG_TO_RAD, LLVector4(0,0,1)) *
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treep->getRotation();
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LLMatrix4a rot_mat = trans_mat;
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rot_mat.mul(LLQuaternion2(rot));
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F32 radius = treep->getScale().magVec()*0.05f;
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LLMatrix4a scale_mat = rot_mat;
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scale_mat.applyScale_affine(radius);
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//TO-DO: Make these set-able?
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const F32 THRESH_ANGLE_FOR_BILLBOARD = 7.5f; //Made LoD now a little less aggressive here -Shyotl
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const F32 BLEND_RANGE_FOR_BILLBOARD = 1.5f;
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F32 droop = treep->mDroop + 25.f*(1.f - treep->mTrunkBend.magVec());
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S32 stop_depth = 0;
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F32 app_angle = treep->getAppAngle()*LLVOTree::sTreeFactor;
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F32 alpha = 1.0;
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S32 trunk_LOD = LLVOTree::sMAX_NUM_TREE_LOD_LEVELS;
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for (S32 j = 0; j < 4; j++)
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{
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if (app_angle > LLVOTree::sLODAngles[j])
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{
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trunk_LOD = j;
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break;
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}
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}
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if(trunk_LOD >= LLVOTree::sMAX_NUM_TREE_LOD_LEVELS)
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{
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continue ; //do not render.
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}
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if (app_angle < (THRESH_ANGLE_FOR_BILLBOARD - BLEND_RANGE_FOR_BILLBOARD))
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{
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//
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// Draw only the billboard
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//
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// Only the billboard, can use closer to normal alpha func.
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stop_depth = -1;
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LLFacePool::LLOverrideFaceColor clr(this, color);
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indices_drawn += treep->drawBranchPipeline(scale_mat, indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
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}
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else // if (app_angle > (THRESH_ANGLE_FOR_BILLBOARD + BLEND_RANGE_FOR_BILLBOARD))
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{
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//
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// Draw only the full geometry tree
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//
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LLFacePool::LLOverrideFaceColor clr(this, color);
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indices_drawn += treep->drawBranchPipeline(scale_mat, indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
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}
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//gGL.popMatrix();
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}
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}
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}//
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BOOL LLDrawPoolTree::verify() const
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{
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/* BOOL ok = TRUE;
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