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/**
* @file lldrawpooltree.cpp
* @brief LLDrawPoolTree class implementation
*
* Copyright (c) 2002-2007, Linden Research, Inc.
*
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlife.com/developers/opensource/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at http://secondlife.com/developers/opensource/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
*/
#include "llviewerprecompiledheaders.h"
#include "lldrawpooltree.h"
#include "llagparray.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "llviewerwindow.h"
#include "llvotree.h"
#include "pipeline.h"
#include "llviewercamera.h"
S32 LLDrawPoolTree::sDiffTex = 0;
LLDrawPoolTree::LLDrawPoolTree(LLViewerImage *texturep) :
LLDrawPool(POOL_TREE, DATA_SIMPLE_IL_MASK, 0),
mTexturep(texturep)
{
mTexturep->bind(0);
mTexturep->setClamp(FALSE, FALSE);
}
LLDrawPool *LLDrawPoolTree::instancePool()
{
return new LLDrawPoolTree(mTexturep);
}
void LLDrawPoolTree::prerender()
{
mVertexShaderLevel = gPipeline.getVertexShaderLevel(LLPipeline::SHADER_OBJECT);
}
void LLDrawPoolTree::beginRenderPass(S32 pass)
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if ((mVertexShaderLevel > 0))
{
S32 scatterTex = gPipeline.mObjectSimpleProgram.enableTexture(LLPipeline::GLSL_SCATTER_MAP);
LLViewerImage::bindTexture(gSky.mVOSkyp->getScatterMap(), scatterTex);
sDiffTex = gPipeline.mObjectSimpleProgram.enableTexture(LLPipeline::GLSL_DIFFUSE_MAP);
}
}
void LLDrawPoolTree::render(S32 pass)
{
LLFastTimer t(LLFastTimer::FTM_RENDER_TREES);
if (mDrawFace.empty())
{
return;
}
gPipeline.enableLightsDynamic(1.f);
LLGLSPipelineAlpha gls_pipeline_alpha;
bindGLVertexPointer();
bindGLTexCoordPointer();
bindGLNormalPointer();
LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f);
renderTree();
}
void LLDrawPoolTree::endRenderPass(S32 pass)
{
if ((mVertexShaderLevel > 0))
{
gPipeline.mObjectSimpleProgram.disableTexture(LLPipeline::GLSL_SCATTER_MAP);
gPipeline.mObjectSimpleProgram.disableTexture(LLPipeline::GLSL_DIFFUSE_MAP);
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
}
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void LLDrawPoolTree::renderForSelect()
{
if (mDrawFace.empty() || !mMemory.count())
{
return;
}
glEnableClientState (GL_VERTEX_ARRAY);
glEnableClientState (GL_TEXTURE_COORD_ARRAY);
LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f);
LLGLSObjectSelectAlpha gls_alpha;
glBlendFunc(GL_ONE, GL_ZERO);
glAlphaFunc(gPickTransparent ? GL_GEQUAL : GL_GREATER, 0.f);
bindGLVertexPointer();
bindGLTexCoordPointer();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA_ARB, GL_SRC_ALPHA);
renderTree(TRUE);
glAlphaFunc(GL_GREATER, 0.01f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisableClientState (GL_TEXTURE_COORD_ARRAY);
}
void LLDrawPoolTree::renderTree(BOOL selecting)
{
LLGLState normalize(GL_NORMALIZE, TRUE);
// Bind the texture for this tree.
LLViewerImage::bindTexture(mTexturep,sDiffTex);
if (mTexturep)
{
if (mTexturep->getClampS()) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
}
if (mTexturep->getClampT()) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
}
glMatrixMode(GL_MODELVIEW);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
LLDrawable *drawablep = face->getDrawable();
if (drawablep->isDead())
{
continue;
}
// Render each of the trees
LLVOTree *treep = (LLVOTree *)drawablep->getVObj();
LLColor4U color(255,255,255,255);
if (!selecting || treep->mGLName != 0)
{
if (selecting)
{
S32 name = treep->mGLName;
color = LLColor4U((U8)(name >> 16), (U8)(name >> 8), (U8)name, 255);
}
glPushMatrix();
// Translate to tree base HACK - adjustment in Z plants tree underground
const LLVector3 &pos_agent = treep->getPositionAgent();
glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
// Rotate to tree position
F32 angle_radians, x, y, z;
treep->getRotation().getAngleAxis(&angle_radians, &x, &y, &z);
glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
// Rotate and bend for current trunk/wind
// Note that trunk stiffness controls the amount of bend at the trunk as
// opposed to the crown of the tree
//
glRotatef(90.f, 0, 0, 1);
const F32 TRUNK_STIFF = 22.f;
glRotatef(treep->mTrunkBend.magVec()*TRUNK_STIFF, treep->mTrunkBend.mV[VX], treep->mTrunkBend.mV[VY], 0);
F32 radius = treep->getScale().magVec()*0.5f;
radius *= 0.1f;
glScalef(radius, radius, radius);
const F32 THRESH_ANGLE_FOR_BILLBOARD = 15.f;
const F32 BLEND_RANGE_FOR_BILLBOARD = 3.f;
F32 droop = treep->mDroop + 25.f*(1.f - treep->mTrunkBend.magVec());
S32 stop_depth = 0;
F32 app_angle = treep->getAppAngle()*LLVOTree::sTreeFactor;
F32 alpha = 1.0;
S32 trunk_LOD = 0;
for (S32 j = 0; j < 4; j++)
{
if (app_angle > LLVOTree::sLODAngles[j])
{
trunk_LOD = j;
break;
}
}
if (app_angle > (THRESH_ANGLE_FOR_BILLBOARD + BLEND_RANGE_FOR_BILLBOARD))
{
//
// Draw only the full geometry tree
//
//stop_depth = (app_angle < THRESH_ANGLE_FOR_RECURSION_REDUCTION);
glAlphaFunc(GL_GREATER, 0.5f);
LLDrawPool::LLOverrideFaceColor clr(this, color);
treep->drawBranchPipeline(this, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
}
else if (app_angle < (THRESH_ANGLE_FOR_BILLBOARD - BLEND_RANGE_FOR_BILLBOARD))
{
//
// Draw only the billboard
//
// Only the billboard, can use closer to normal alpha func.
stop_depth = -1;
glAlphaFunc(GL_GREATER, 0.4f);
LLDrawPool::LLOverrideFaceColor clr(this, color);
treep->drawBranchPipeline(this, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
}
else
{
//
// Draw a blended version including both billboard and full tree
//
alpha = (app_angle - THRESH_ANGLE_FOR_BILLBOARD)/BLEND_RANGE_FOR_BILLBOARD;
BOOL billboard_depth = TRUE; // billboard gets alpha
if (alpha > 0.5f)
{
billboard_depth = FALSE;
}
alpha = alpha/2.f + 0.5f;
glAlphaFunc(GL_GREATER, alpha*0.5f);
{
LLGLDepthTest gls_depth(GL_TRUE, billboard_depth ? GL_FALSE : GL_TRUE);
color.mV[3] = (U8) (llclamp(alpha, 0.0f, 1.0f) * 255);
LLDrawPool::LLOverrideFaceColor clr(this, color);
treep->drawBranchPipeline(this, trunk_LOD, 0, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
}
{
LLGLDepthTest gls_depth(GL_TRUE, billboard_depth ? GL_TRUE : GL_FALSE);
glAlphaFunc(GL_GREATER, (1.f - alpha)*0.1f);
color.mV[3] = (U8) (llclamp(1.f-alpha, 0.0f, 1.0f) * 255);
LLDrawPool::LLOverrideFaceColor clr(this, color);
treep->drawBranchPipeline(this, trunk_LOD, -1, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, 1.f - alpha);
}
}
glPopMatrix();
}
}
if (mTexturep)
{
if (mTexturep->getClampS()) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
}
if (mTexturep->getClampT()) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
glAlphaFunc(GL_GREATER, 0.01f);
}
S32 LLDrawPoolTree::rebuild()
{
mRebuildTime++;
if (mRebuildTime > mRebuildFreq)
{
// Flush AGP to force an AGP realloc and reduce AGP fragmentation
flushAGP();
mRebuildTime = 0;
}
return 0;
}
BOOL LLDrawPoolTree::verify() const
{
BOOL ok = TRUE;
// shared geometry. Just verify that it's there and correct.
// Verify all indices in the pool are in the right range
const U32 *indicesp = getRawIndices();
for (U32 i = 0; i < getIndexCount(); i++)
{
if (indicesp[i] > getVertexCount())
{
ok = FALSE;
llinfos << "Bad index in tree pool!" << llendl;
}
}
if (!ok)
{
printDebugInfo();
}
return ok;
}
LLViewerImage *LLDrawPoolTree::getTexture()
{
return mTexturep;
}
LLViewerImage *LLDrawPoolTree::getDebugTexture()
{
return mTexturep;
}
LLColor3 LLDrawPoolTree::getDebugColor() const
{
return LLColor3(1.f, 0.f, 1.f);
}
S32 LLDrawPoolTree::getMaterialAttribIndex()
{
return gPipeline.mObjectSimpleProgram.mAttribute[LLPipeline::GLSL_MATERIAL_COLOR];
}
|