-Fixed pine2 'billboard' being crazy large compared to the mesh version -Fixed vanishing trees under certain scenarios -Made LoD less retardedly sensitive when RenderAnimateTrees=true -Moar LLCachedControl
397 lines
10 KiB
C++
397 lines
10 KiB
C++
/**
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* @file lldrawpooltree.cpp
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* @brief LLDrawPoolTree class implementation
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*
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* $LicenseInfo:firstyear=2002&license=viewergpl$
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*
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* Copyright (c) 2002-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "lldrawpooltree.h"
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#include "lldrawable.h"
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#include "llface.h"
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#include "llsky.h"
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#include "llviewerwindow.h"
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#include "llvotree.h"
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#include "pipeline.h"
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#include "llviewercamera.h"
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#include "llviewershadermgr.h"
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#include "llrender.h"
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#include "llviewercontrol.h"
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S32 LLDrawPoolTree::sDiffTex = 0;
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static LLGLSLShader* shader = NULL;
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LLDrawPoolTree::LLDrawPoolTree(LLViewerImage *texturep) :
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LLFacePool(POOL_TREE),
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mTexturep(texturep)
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{
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gGL.getTexUnit(0)->bind(mTexturep.get());
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mTexturep->setAddressMode(LLTexUnit::TAM_WRAP);
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}
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LLDrawPool *LLDrawPoolTree::instancePool()
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{
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return new LLDrawPoolTree(mTexturep);
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}
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void LLDrawPoolTree::prerender()
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{
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mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
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}
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void LLDrawPoolTree::beginRenderPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_TREES);
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gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f);
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if (LLPipeline::sUnderWaterRender)
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{
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shader = &gObjectSimpleWaterProgram;
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}
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else
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{
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shader = &gObjectSimpleProgram;
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}
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if (gPipeline.canUseWindLightShadersOnObjects())
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{
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shader->bind();
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}
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else
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{
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gPipeline.enableLightsDynamic();
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}
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}
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void LLDrawPoolTree::render(S32 pass)
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{
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LLFastTimer t(LLPipeline::sShadowRender ? LLFastTimer::FTM_SHADOW_TREE : LLFastTimer::FTM_RENDER_TREES);
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if (mDrawFace.empty())
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{
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return;
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}
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LLGLEnable test(GL_ALPHA_TEST);
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LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f);
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LLCachedControl<bool> render_animate_trees("RenderAnimateTrees",false);
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if (render_animate_trees)
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{
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renderTree();
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}
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else
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{
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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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face->mVertexBuffer->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
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face->mVertexBuffer->drawRange(LLRender::TRIANGLES, 0, face->mVertexBuffer->getRequestedVerts()-1, face->mVertexBuffer->getRequestedIndices(), 0);
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gPipeline.addTrianglesDrawn(face->mVertexBuffer->getRequestedIndices()/3);
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}
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}
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}
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void LLDrawPoolTree::endRenderPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_TREES);
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gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
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if (gPipeline.canUseWindLightShadersOnObjects())
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{
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shader->unbind();
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}
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}
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//============================================
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// deferred implementation
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//============================================
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void LLDrawPoolTree::beginDeferredPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_TREES);
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gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f);
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shader = &gDeferredTreeProgram;
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shader->bind();
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}
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void LLDrawPoolTree::renderDeferred(S32 pass)
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{
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render(pass);
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}
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void LLDrawPoolTree::endDeferredPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_TREES);
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gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
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shader->unbind();
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}
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//============================================
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// shadow implementation
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//============================================
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void LLDrawPoolTree::beginShadowPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_SHADOW_TREE);
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gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f);
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gDeferredShadowProgram.bind();
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}
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void LLDrawPoolTree::renderShadow(S32 pass)
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{
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render(pass);
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}
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void LLDrawPoolTree::endShadowPass(S32 pass)
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{
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LLFastTimer t(LLFastTimer::FTM_SHADOW_TREE);
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gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
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gDeferredShadowProgram.unbind();
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}
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void LLDrawPoolTree::renderForSelect()
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{
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if (mDrawFace.empty())
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{
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return;
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}
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LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f);
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LLGLSObjectSelectAlpha gls_alpha;
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.setSceneBlendType(LLRender::BT_REPLACE);
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gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f);
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gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
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gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_ALPHA, LLTexUnit::TBS_VERT_ALPHA);
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LLCachedControl<bool> render_animate_trees("RenderAnimateTrees",false);
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if (render_animate_trees)
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{
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renderTree(TRUE);
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}
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else
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{
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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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LLDrawable *drawablep = face->getDrawable();
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if (drawablep->isDead() || face->mVertexBuffer.isNull())
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{
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continue;
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}
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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 (treep->mGLName != 0)
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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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LLFacePool::LLOverrideFaceColor col(this, color);
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face->mVertexBuffer->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
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face->mVertexBuffer->drawRange(LLRender::TRIANGLES, 0, face->mVertexBuffer->getRequestedVerts()-1, face->mVertexBuffer->getRequestedIndices(), 0);
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gPipeline.addTrianglesDrawn(face->mVertexBuffer->getRequestedIndices()/3);
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}
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}
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}
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gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
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gGL.setSceneBlendType(LLRender::BT_ALPHA);
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gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
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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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glMatrixMode(GL_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->mVertexBuffer.isNull())
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{
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continue;
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}
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face->mVertexBuffer->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
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U16* indicesp = (U16*) face->mVertexBuffer->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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glLoadMatrixd(gGLModelView);
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//glPushMatrix();
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F32 mat[16];
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for (U32 i = 0; i < 16; i++)
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mat[i] = (F32) gGLModelView[i];
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LLMatrix4 matrix(mat);
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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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//glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
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LLMatrix4 trans_mat;
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trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
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trans_mat *= matrix;
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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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LLMatrix4 rot_mat(rot);
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rot_mat *= trans_mat;
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F32 radius = treep->getScale().magVec()*0.05f;
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LLMatrix4 scale_mat;
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scale_mat.mMatrix[0][0] =
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scale_mat.mMatrix[1][1] =
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scale_mat.mMatrix[2][2] = radius;
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scale_mat *= rot_mat;
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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;*/ //Unused, really
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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 = 0;
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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 (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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//glPopMatrix();
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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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if (!ok)
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{
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printDebugInfo();
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}
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return ok;*/
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return TRUE;
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}
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LLViewerImage *LLDrawPoolTree::getTexture()
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{
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return mTexturep;
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}
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LLViewerImage *LLDrawPoolTree::getDebugTexture()
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{
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return mTexturep;
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}
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LLColor3 LLDrawPoolTree::getDebugColor() const
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{
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return LLColor3(1.f, 0.f, 1.f);
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}
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