Re-enabled RenderAnimateTrees. Fixes issue 1101: http://goo.gl/YIvqSY
This commit is contained in:
@@ -12221,7 +12221,7 @@ This should be as low as possible, but too low may break functionality</string>
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<integer>0</integer>
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</map>
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<!--<key>RenderAnimateTrees</key>
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<key>RenderAnimateTrees</key>
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<map>
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<key>Comment</key>
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<string>Use GL matrix ops to animate tree branches.</string>
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@@ -12231,7 +12231,7 @@ This should be as low as possible, but too low may break functionality</string>
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<string>Boolean</string>
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<key>Value</key>
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<integer>0</integer>
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</map>-->
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</map>
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<key>RenderNoAlpha</key>
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<map>
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<key>Comment</key>
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@@ -104,12 +104,12 @@ 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 const LLCachedControl<bool> render_animate_trees("RenderAnimateTrees",false);
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if (render_animate_trees)
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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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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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@@ -209,7 +209,7 @@ void LLDrawPoolTree::endShadowPass(S32 pass)
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gDeferredTreeShadowProgram.unbind();
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}
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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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@@ -331,7 +331,7 @@ void LLDrawPoolTree::renderTree(BOOL selecting)
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//gGL.popMatrix();
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}
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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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@@ -75,8 +75,8 @@ public:
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static S32 sDiffTex;
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//private:
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//void renderTree(BOOL selecting = FALSE);
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private:
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void renderTree(BOOL selecting = FALSE);
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};
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#endif // LL_LLDRAWPOOLTREE_H
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@@ -642,7 +642,7 @@ void settings_setup_listeners()
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gSavedSettings.getControl("OctreeAlphaDistanceFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));
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gSavedSettings.getControl("OctreeAttachmentSizeFactor")->getSignal()->connect(boost::bind(&handleRepartition, _2));
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gSavedSettings.getControl("RenderMaxTextureIndex")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
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//gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
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gSavedSettings.getControl("RenderAnimateTrees")->getSignal()->connect(boost::bind(&handleResetVertexBuffersChanged, _2));
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gSavedSettings.getControl("RenderAvatarVP")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
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gSavedSettings.getControl("VertexShaderEnable")->getSignal()->connect(boost::bind(&handleSetShaderChanged, _2));
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gSavedSettings.getControl("RenderDepthOfField")->getSignal()->connect(boost::bind(&handleReleaseGLBufferChanged, _2));
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@@ -49,6 +49,7 @@
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#include "llagentcamera.h"
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#include "lldrawable.h"
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#include "llface.h"
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#include "llselectmgr.h"
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#include "llviewercamera.h"
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#include "llviewertexturelist.h"
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#include "llviewerobjectlist.h"
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@@ -57,6 +58,7 @@
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#include "noise.h"
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#include "pipeline.h"
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#include "llspatialpartition.h"
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//#include "llviewerwindow.h"
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#include "llnotificationsutil.h"
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#include "raytrace.h"
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#include "llglslshader.h"
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@@ -356,12 +358,47 @@ U32 LLVOTree::processUpdateMessage(LLMessageSystem *mesgsys,
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void LLVOTree::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time)
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{
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const U16 FRAMES_PER_WIND_UPDATE = 20; // How many frames between wind update per tree
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const F32 TREE_WIND_SENSITIVITY = 0.005f;
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const F32 TREE_TRUNK_STIFFNESS = 0.1f;
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if (mDead || !(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_TREE)))
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{
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return;
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}
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S32 trunk_LOD = sMAX_NUM_TREE_LOD_LEVELS ;
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static LLCachedControl<bool> sRenderAnimateTrees(gSavedSettings, "RenderAnimateTrees");
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if (sRenderAnimateTrees)
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{
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F32 mass_inv;
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// For all tree objects, update the trunk bending with the current wind
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// Walk sprite list in order away from viewer
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if (!(mFrameCount % FRAMES_PER_WIND_UPDATE))
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{
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// If needed, Get latest wind for this tree
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mWind = mRegionp->mWind.getVelocity(getPositionRegion());
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}
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mFrameCount++;
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mass_inv = 1.f/(5.f + mDepth*mBranches*0.2f);
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mTrunkVel += (mWind * mass_inv * TREE_WIND_SENSITIVITY); // Pull in direction of wind
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mTrunkVel -= (mTrunkBend * mass_inv * TREE_TRUNK_STIFFNESS); // Restoring force in direction of trunk
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mTrunkBend += mTrunkVel;
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mTrunkVel *= 0.99f; // Add damping
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if (mTrunkBend.length() > 1.f)
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{
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mTrunkBend.normalize();
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}
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if (mTrunkVel.length() > 1.f)
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{
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mTrunkVel.normalize();
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}
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}
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S32 trunk_LOD = sMAX_NUM_TREE_LOD_LEVELS;
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F32 app_angle = getAppAngle()*LLVOTree::sTreeFactor;
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for (S32 j = 0; j < sMAX_NUM_TREE_LOD_LEVELS; j++)
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@@ -373,41 +410,45 @@ void LLVOTree::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time)
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}
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}
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if (mReferenceBuffer.isNull())
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if (!sRenderAnimateTrees)
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{
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gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL, TRUE);
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}
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else if (trunk_LOD != mTrunkLOD)
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{
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gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL, FALSE);
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}
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else
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{
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// we're not animating but we may *still* need to
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// regenerate the mesh if we moved, since position
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// and rotation are baked into the mesh.
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// *TODO: I don't know what's so special about trees
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// that they don't get REBUILD_POSITION automatically
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// at a higher level.
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const LLVector3 &this_position = getPositionRegion();
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if (this_position != mLastPosition)
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if (mReferenceBuffer.isNull())
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{
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gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_POSITION);
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mLastPosition = this_position;
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gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL, TRUE);
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}
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else if (trunk_LOD != mTrunkLOD)
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{
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gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL, FALSE);
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}
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else
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{
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const LLQuaternion &this_rotation = getRotation();
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if (this_rotation != mLastRotation)
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// we're not animating but we may *still* need to
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// regenerate the mesh if we moved, since position
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// and rotation are baked into the mesh.
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// *TODO: I don't know what's so special about trees
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// that they don't get REBUILD_POSITION automatically
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// at a higher level.
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const LLVector3 &this_position = getPositionRegion();
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if (this_position != mLastPosition)
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{
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gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_POSITION);
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mLastRotation = this_rotation;
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mLastPosition = this_position;
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}
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else
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{
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const LLQuaternion &this_rotation = getRotation();
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if (this_rotation != mLastRotation)
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{
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gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_POSITION);
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mLastRotation = this_rotation;
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}
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}
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}
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}
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mTrunkLOD = trunk_LOD;
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//return TRUE;
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}
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const F32 TREE_BLEND_MIN = 1.f;
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@@ -540,8 +581,9 @@ BOOL LLVOTree::updateGeometry(LLDrawable *drawable)
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max_indices += sLODIndexCount[lod];
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max_vertices += sLODVertexCount[lod];
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}
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mReferenceBuffer = new LLVertexBuffer(LLDrawPoolTree::VERTEX_DATA_MASK, 0);
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static LLCachedControl<bool> sRenderAnimateTrees(gSavedSettings, "RenderAnimateTrees");
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mReferenceBuffer = new LLVertexBuffer(LLDrawPoolTree::VERTEX_DATA_MASK, sRenderAnimateTrees ? GL_STATIC_DRAW_ARB : 0);
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mReferenceBuffer->allocateBuffer(max_vertices, max_indices, TRUE);
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LLStrider<LLVector3> vertices;
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@@ -844,10 +886,18 @@ BOOL LLVOTree::updateGeometry(LLDrawable *drawable)
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llassert(vertex_count == max_vertices);
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llassert(index_count == max_indices);
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}
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//generate tree mesh
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updateMesh();
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static LLCachedControl<bool> sRenderAnimateTrees(gSavedSettings, "RenderAnimateTrees");
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if (sRenderAnimateTrees)
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{
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mDrawable->getFace(0)->setVertexBuffer(mReferenceBuffer);
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}
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else
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{
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//generate tree mesh
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updateMesh();
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}
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return TRUE;
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}
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@@ -1314,3 +1364,110 @@ LLTreePartition::LLTreePartition()
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mLODPeriod = 1;
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}
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void LLVOTree::generateSilhouetteVertices(std::vector<LLVector3> &vertices,
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std::vector<LLVector3> &normals,
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const LLVector3& obj_cam_vec,
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const LLMatrix4& local_matrix,
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const LLMatrix3& normal_matrix)
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{
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vertices.clear();
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normals.clear();
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F32 height = mBillboardScale; // *mBillboardRatio * 0.5;
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F32 width = height * mTrunkAspect;
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LLVector3 position1 = LLVector3(-width * 0.5, 0, 0) * local_matrix;
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LLVector3 position2 = LLVector3(-width * 0.5, 0, height) * local_matrix;
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LLVector3 position3 = LLVector3(width * 0.5, 0, height) * local_matrix;
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LLVector3 position4 = LLVector3(width * 0.5, 0, 0) * local_matrix;
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LLVector3 position5 = LLVector3(0, -width * 0.5, 0) * local_matrix;
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LLVector3 position6 = LLVector3(0, -width * 0.5, height) * local_matrix;
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LLVector3 position7 = LLVector3(0, width * 0.5, height) * local_matrix;
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LLVector3 position8 = LLVector3(0, width * 0.5, 0) * local_matrix;
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LLVector3 normal = (position1 - position2) % (position2 - position3);
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normal.normalize();
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vertices.push_back(position1);
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normals.push_back(normal);
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vertices.push_back(position2);
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normals.push_back(normal);
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vertices.push_back(position2);
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normals.push_back(normal);
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vertices.push_back(position3);
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normals.push_back(normal);
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vertices.push_back(position3);
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normals.push_back(normal);
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vertices.push_back(position4);
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normals.push_back(normal);
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vertices.push_back(position4);
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normals.push_back(normal);
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vertices.push_back(position1);
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normals.push_back(normal);
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normal = (position5 - position6) % (position6 - position7);
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normal.normalize();
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vertices.push_back(position5);
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normals.push_back(normal);
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vertices.push_back(position6);
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normals.push_back(normal);
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vertices.push_back(position6);
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normals.push_back(normal);
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vertices.push_back(position7);
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normals.push_back(normal);
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vertices.push_back(position7);
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normals.push_back(normal);
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vertices.push_back(position8);
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normals.push_back(normal);
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vertices.push_back(position8);
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normals.push_back(normal);
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vertices.push_back(position5);
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normals.push_back(normal);
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}
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void LLVOTree::generateSilhouette(LLSelectNode* nodep, const LLVector3& view_point)
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{
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LLVector3 position;
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LLQuaternion rotation;
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if (mDrawable->isActive())
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{
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if (mDrawable->isSpatialRoot())
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{
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position = LLVector3();
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rotation = LLQuaternion();
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}
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else
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{
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position = mDrawable->getPosition();
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rotation = mDrawable->getRotation();
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}
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}
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else
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{
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position = getPosition() + getRegion()->getOriginAgent();
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rotation = getRotation();
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}
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// trees have bizzare scaling rules... because it's cool to make needless exceptions
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// PS: the trees are the last remaining tidbit of Philip's code. take a look sometime.
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F32 radius = getScale().length() * 0.05f;
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LLVector3 scale = LLVector3(1, 1, 1) * radius;
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// compose final matrix
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LLMatrix4 local_matrix;
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local_matrix.initAll(scale, rotation, position);
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generateSilhouetteVertices(nodep->mSilhouetteVertices, nodep->mSilhouetteNormals,
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LLVector3(0, 0, 0), local_matrix, LLMatrix3());
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nodep->mSilhouetteExists = TRUE;
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}
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@@ -39,6 +39,7 @@
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class LLFace;
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class LLDrawPool;
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class LLSelectNode;
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class LLViewerFetchedTexture;
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class LLVOTree : public LLViewerObject
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@@ -122,8 +123,9 @@ public:
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LLVector3* intersection = NULL, // return the intersection point
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LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
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LLVector3* normal = NULL, // return the surface normal at the intersection point
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LLVector3* bi_normal = NULL // return the surface bi-normal at the intersection point
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);
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LLVector3* bi_normal = NULL); // return the surface bi-normal at the intersection point
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void generateSilhouette(LLSelectNode* nodep, const LLVector3& view_point);
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static S32 sMaxTreeSpecies;
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@@ -162,6 +164,7 @@ public:
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friend class LLDrawPoolTree;
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protected:
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LLVector3 mTrunkBend; // Accumulated wind (used for blowing trees)
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LLVector3 mTrunkVel; //
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LLVector3 mWind;
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LLPointer<LLVertexBuffer> mReferenceBuffer; //reference geometry for generating tree mesh
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@@ -201,6 +204,13 @@ protected:
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static S32 sLODVertexCount[4];
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static S32 sLODSlices[4];
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static F32 sLODAngles[4];
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private:
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void generateSilhouetteVertices(std::vector<LLVector3> &vertices,
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std::vector<LLVector3> &normals,
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const LLVector3& view_vec,
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const LLMatrix4& mat,
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const LLMatrix3& norm_mat);
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};
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#endif
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Block a user