Need to test: localassetbrowser preview related floaters hgfloatertexteditor maps media textures! Currently very hacky web browser alpha masks on avatars bumpmaps Are all sky components appearing? LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc) Snapshot related features Customize avatar vfs floater UI textures in general Texture priority issues
399 lines
10 KiB
C++
399 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(LLViewerTexture *texturep) :
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LLFacePool(POOL_TREE),
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mTexturep(texturep)
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{
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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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static const 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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if(face->mVertexBuffer.notNull())
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{
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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());
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}
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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.f);
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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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static const 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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LLViewerTexture *LLDrawPoolTree::getTexture()
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{
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return mTexturep;
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}
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LLViewerTexture *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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