1022 lines
33 KiB
C++
1022 lines
33 KiB
C++
/**
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* @file lldrawpoolterrain.cpp
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* @brief LLDrawPoolTerrain class implementation
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*
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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "lldrawpoolterrain.h"
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#include "llfasttimer.h"
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#include "llagent.h"
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#include "llviewercontrol.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 "llsurface.h"
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#include "llsurfacepatch.h"
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#include "llviewerregion.h"
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#include "llvlcomposition.h"
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#include "llviewerparcelmgr.h" // for gRenderParcelOwnership
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#include "llviewerparceloverlay.h"
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#include "llvosurfacepatch.h"
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#include "llviewercamera.h"
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#include "llviewertexturelist.h" // To get alpha gradients
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#include "llworld.h"
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#include "pipeline.h"
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#include "llviewershadermgr.h"
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#include "llrender.h"
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#include "llenvironment.h"
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#include "llsettingsvo.h"
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const F32 DETAIL_SCALE = 1.f/16.f;
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int DebugDetailMap = 0;
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S32 LLDrawPoolTerrain::sPBRDetailMode = 0;
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F32 LLDrawPoolTerrain::sDetailScale = DETAIL_SCALE;
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F32 LLDrawPoolTerrain::sPBRDetailScale = DETAIL_SCALE;
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static LLGLSLShader* sShader = NULL;
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static LLTrace::BlockTimerStatHandle FTM_SHADOW_TERRAIN("Terrain Shadow");
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LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) :
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LLFacePool(POOL_TERRAIN),
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mTexturep(texturep)
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{
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// Hack!
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sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale");
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sPBRDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainPBRScale");
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sPBRDetailMode = gSavedSettings.getS32("RenderTerrainPBRDetail");
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mAlphaRampImagep = LLViewerTextureManager::getFetchedTexture(IMG_ALPHA_GRAD);
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//gGL.getTexUnit(0)->bind(mAlphaRampImagep.get());
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mAlphaRampImagep->setAddressMode(LLTexUnit::TAM_CLAMP);
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m2DAlphaRampImagep = LLViewerTextureManager::getFetchedTexture(IMG_ALPHA_GRAD_2D);
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//gGL.getTexUnit(0)->bind(m2DAlphaRampImagep.get());
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m2DAlphaRampImagep->setAddressMode(LLTexUnit::TAM_CLAMP);
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mTexturep->setBoostLevel(LLGLTexture::BOOST_TERRAIN);
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//gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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}
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LLDrawPoolTerrain::~LLDrawPoolTerrain()
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{
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llassert( gPipeline.findPool( getType(), getTexture() ) == NULL );
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}
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U32 LLDrawPoolTerrain::getVertexDataMask()
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{
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if (LLPipeline::sShadowRender)
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{
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return LLVertexBuffer::MAP_VERTEX;
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}
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else if (LLGLSLShader::sCurBoundShaderPtr)
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{
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return VERTEX_DATA_MASK & ~(LLVertexBuffer::MAP_TEXCOORD2 | LLVertexBuffer::MAP_TEXCOORD3);
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}
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else
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{
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return VERTEX_DATA_MASK;
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}
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}
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void LLDrawPoolTerrain::prerender()
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{
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sPBRDetailMode = gSavedSettings.getS32("RenderTerrainPBRDetail");
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}
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void LLDrawPoolTerrain::boostTerrainDetailTextures()
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{
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// Hack! Get the region that this draw pool is rendering from!
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LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
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LLVLComposition *compp = regionp->getComposition();
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compp->boost();
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}
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void LLDrawPoolTerrain::beginDeferredPass(S32 pass)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
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LLFacePool::beginRenderPass(pass);
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}
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void LLDrawPoolTerrain::endDeferredPass(S32 pass)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
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LLFacePool::endRenderPass(pass);
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sShader->unbind();
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}
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void LLDrawPoolTerrain::renderDeferred(S32 pass)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
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if (mDrawFace.empty())
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{
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return;
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}
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boostTerrainDetailTextures();
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renderFullShader();
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// Special-case for land ownership feedback
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if (gSavedSettings.getBOOL("ShowParcelOwners"))
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{
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hilightParcelOwners();
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}
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}
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void LLDrawPoolTerrain::beginShadowPass(S32 pass)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_TERRAIN);
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LLFacePool::beginRenderPass(pass);
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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gDeferredShadowProgram.bind();
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LLEnvironment& environment = LLEnvironment::instance();
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gDeferredShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
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}
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void LLDrawPoolTerrain::endShadowPass(S32 pass)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_TERRAIN);
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LLFacePool::endRenderPass(pass);
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gDeferredShadowProgram.unbind();
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}
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void LLDrawPoolTerrain::renderShadow(S32 pass)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_SHADOW_TERRAIN);
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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 offset(GL_POLYGON_OFFSET);
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//glCullFace(GL_FRONT);
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drawLoop();
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//glCullFace(GL_BACK);
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}
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void LLDrawPoolTerrain::drawLoop()
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{
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if (!mDrawFace.empty())
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{
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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 *facep = *iter;
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llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW);
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LLRenderPass::applyModelMatrix(&facep->getDrawable()->getRegion()->mRenderMatrix);
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facep->renderIndexed();
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}
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}
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}
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void LLDrawPoolTerrain::renderFullShader()
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{
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const bool use_local_materials = gLocalTerrainMaterials.materialsReady(true, false);
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// Hack! Get the region that this draw pool is rendering from!
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LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
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LLVLComposition *compp = regionp->getComposition();
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const bool use_textures = !use_local_materials && (compp->getMaterialType() == LLTerrainMaterials::Type::TEXTURE);
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if (use_textures)
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{
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// Use textures
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sShader = &gDeferredTerrainProgram;
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sShader->bind();
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renderFullShaderTextures();
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}
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else
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{
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// Use materials
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sShader = &gDeferredPBRTerrainProgram;
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sShader->bind();
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renderFullShaderPBR(use_local_materials);
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}
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}
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void LLDrawPoolTerrain::renderFullShaderTextures()
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{
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// Hack! Get the region that this draw pool is rendering from!
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LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
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LLVLComposition *compp = regionp->getComposition();
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LLViewerTexture *detail_texture0p = compp->mDetailTextures[0];
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LLViewerTexture *detail_texture1p = compp->mDetailTextures[1];
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LLViewerTexture *detail_texture2p = compp->mDetailTextures[2];
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LLViewerTexture *detail_texture3p = compp->mDetailTextures[3];
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LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal();
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F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sDetailScale)*sDetailScale;
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F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sDetailScale)*sDetailScale;
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LLVector4 tp0, tp1;
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tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x);
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tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y);
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//
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// detail texture 0
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//
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S32 detail0 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0);
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gGL.getTexUnit(detail0)->bind(detail_texture0p);
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gGL.getTexUnit(detail0)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
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gGL.getTexUnit(detail0)->activate();
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LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
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llassert(shader);
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shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV);
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shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV);
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LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
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//
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// detail texture 1
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//
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S32 detail1 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1);
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gGL.getTexUnit(detail1)->bind(detail_texture1p);
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gGL.getTexUnit(detail1)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
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gGL.getTexUnit(detail1)->activate();
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// detail texture 2
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//
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S32 detail2 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL2);
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gGL.getTexUnit(detail2)->bind(detail_texture2p);
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gGL.getTexUnit(detail2)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
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gGL.getTexUnit(detail2)->activate();
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// detail texture 3
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//
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S32 detail3 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3);
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gGL.getTexUnit(detail3)->bind(detail_texture3p);
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gGL.getTexUnit(detail3)->setTextureAddressMode(LLTexUnit::TAM_WRAP);
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gGL.getTexUnit(detail3)->activate();
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//
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// Alpha Ramp
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//
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S32 alpha_ramp = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
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gGL.getTexUnit(alpha_ramp)->bind(m2DAlphaRampImagep);
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gGL.getTexUnit(alpha_ramp)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
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// GL_BLEND disabled by default
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drawLoop();
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// Disable multitexture
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sShader->disableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
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sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0);
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sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1);
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sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL2);
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sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3);
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gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(alpha_ramp)->disable();
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gGL.getTexUnit(alpha_ramp)->activate();
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gGL.getTexUnit(detail3)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(detail3)->disable();
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gGL.getTexUnit(detail3)->activate();
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gGL.getTexUnit(detail2)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(detail2)->disable();
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gGL.getTexUnit(detail2)->activate();
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gGL.getTexUnit(detail1)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(detail1)->disable();
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gGL.getTexUnit(detail1)->activate();
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//----------------------------------------------------------------------------
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// Restore Texture Unit 0 defaults
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gGL.getTexUnit(detail0)->unbind(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(detail0)->enable(LLTexUnit::TT_TEXTURE);
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gGL.getTexUnit(detail0)->activate();
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}
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// *TODO: Investigate use of bindFast for PBR terrain textures
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void LLDrawPoolTerrain::renderFullShaderPBR(bool local_materials)
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{
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// Hack! Get the region that this draw pool is rendering from!
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LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
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LLVLComposition *compp = regionp->getComposition();
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LLPointer<LLFetchedGLTFMaterial> (*fetched_materials)[LLVLComposition::ASSET_COUNT] = &compp->mDetailMaterials;
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constexpr U32 terrain_material_count = LLVLComposition::ASSET_COUNT;
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#ifdef SHOW_ASSERT
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constexpr U32 shader_material_count = 1 + LLViewerShaderMgr::TERRAIN_DETAIL3_BASE_COLOR - LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR;
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llassert(shader_material_count == terrain_material_count);
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#endif
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if (local_materials)
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{
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// Override region terrain with the global local override terrain
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fetched_materials = &gLocalTerrainMaterials.mDetailMaterials;
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}
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const LLGLTFMaterial* materials[terrain_material_count];
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for (U32 i = 0; i < terrain_material_count; ++i)
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{
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materials[i] = (*fetched_materials)[i].get();
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if (!materials[i]) { materials[i] = &LLGLTFMaterial::sDefault; }
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}
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S32 detail_basecolor[terrain_material_count];
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S32 detail_normal[terrain_material_count];
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S32 detail_metalrough[terrain_material_count];
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S32 detail_emissive[terrain_material_count];
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for (U32 i = 0; i < terrain_material_count; ++i)
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{
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LLViewerTexture* detail_basecolor_texturep = nullptr;
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LLViewerTexture* detail_normal_texturep = nullptr;
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LLViewerTexture* detail_metalrough_texturep = nullptr;
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LLViewerTexture* detail_emissive_texturep = nullptr;
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const LLFetchedGLTFMaterial* fetched_material = (*fetched_materials)[i].get();
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if (fetched_material)
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{
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detail_basecolor_texturep = fetched_material->mBaseColorTexture;
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detail_normal_texturep = fetched_material->mNormalTexture;
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detail_metalrough_texturep = fetched_material->mMetallicRoughnessTexture;
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detail_emissive_texturep = fetched_material->mEmissiveTexture;
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}
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detail_basecolor[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR + i);
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if (detail_basecolor_texturep)
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{
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gGL.getTexUnit(detail_basecolor[i])->bind(detail_basecolor_texturep);
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}
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else
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{
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gGL.getTexUnit(detail_basecolor[i])->bind(LLViewerFetchedTexture::sWhiteImagep);
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}
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gGL.getTexUnit(detail_basecolor[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP);
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gGL.getTexUnit(detail_basecolor[i])->activate();
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if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_NORMAL)
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{
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detail_normal[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_NORMAL + i);
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if (detail_normal_texturep)
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{
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gGL.getTexUnit(detail_normal[i])->bind(detail_normal_texturep);
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}
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else
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{
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gGL.getTexUnit(detail_normal[i])->bind(LLViewerFetchedTexture::sFlatNormalImagep);
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}
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gGL.getTexUnit(detail_normal[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP);
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gGL.getTexUnit(detail_normal[i])->activate();
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}
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if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
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{
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detail_metalrough[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_METALLIC_ROUGHNESS + i);
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if (detail_metalrough_texturep)
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{
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gGL.getTexUnit(detail_metalrough[i])->bind(detail_metalrough_texturep);
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}
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else
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{
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gGL.getTexUnit(detail_metalrough[i])->bind(LLViewerFetchedTexture::sWhiteImagep);
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}
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gGL.getTexUnit(detail_metalrough[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP);
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gGL.getTexUnit(detail_metalrough[i])->activate();
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}
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if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_EMISSIVE)
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{
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detail_emissive[i] = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_EMISSIVE + i);
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if (detail_emissive_texturep)
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{
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gGL.getTexUnit(detail_emissive[i])->bind(detail_emissive_texturep);
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}
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else
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{
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gGL.getTexUnit(detail_emissive[i])->bind(LLViewerFetchedTexture::sWhiteImagep);
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}
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gGL.getTexUnit(detail_emissive[i])->setTextureAddressMode(LLTexUnit::TAM_WRAP);
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gGL.getTexUnit(detail_emissive[i])->activate();
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}
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}
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LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
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llassert(shader);
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// *TODO: Figure out why this offset is *sometimes* producing seams at the
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// region edge, and repeat jumps when crossing regions, when
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// RenderTerrainPBRScale is not a factor of the region scale.
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LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal();
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F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sPBRDetailScale)*sPBRDetailScale;
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F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sPBRDetailScale)*sPBRDetailScale;
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LLGLTFMaterial::TextureTransform base_color_transform;
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base_color_transform.mScale = LLVector2(sPBRDetailScale, sPBRDetailScale);
|
|
base_color_transform.mOffset = LLVector2(offset_x, offset_y);
|
|
F32 base_color_packed[8];
|
|
base_color_transform.getPacked(base_color_packed);
|
|
// *HACK: Use the same texture repeats for all PBR terrain textures for now
|
|
// (not compliant with KHR texture transform spec)
|
|
shader->uniform4fv(LLShaderMgr::TEXTURE_BASE_COLOR_TRANSFORM, 2, (F32*)base_color_packed);
|
|
|
|
LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
|
|
|
|
//
|
|
// Alpha Ramp
|
|
//
|
|
S32 alpha_ramp = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
|
|
gGL.getTexUnit(alpha_ramp)->bind(m2DAlphaRampImagep);
|
|
gGL.getTexUnit(alpha_ramp)->setTextureAddressMode(LLTexUnit::TAM_CLAMP);
|
|
|
|
//
|
|
// GLTF uniforms
|
|
//
|
|
|
|
LLColor4 base_color_factors[terrain_material_count];
|
|
F32 metallic_factors[terrain_material_count];
|
|
F32 roughness_factors[terrain_material_count];
|
|
LLColor3 emissive_colors[terrain_material_count];
|
|
F32 minimum_alphas[terrain_material_count];
|
|
for (U32 i = 0; i < terrain_material_count; ++i)
|
|
{
|
|
const LLGLTFMaterial* material = materials[i];
|
|
|
|
base_color_factors[i] = material->mBaseColor;
|
|
metallic_factors[i] = material->mMetallicFactor;
|
|
roughness_factors[i] = material->mRoughnessFactor;
|
|
emissive_colors[i] = material->mEmissiveColor;
|
|
// glTF 2.0 Specification 3.9.4. Alpha Coverage
|
|
// mAlphaCutoff is only valid for LLGLTFMaterial::ALPHA_MODE_MASK
|
|
// Use 0 here due to GLTF terrain blending (LLGLTFMaterial::bind uses
|
|
// -1 for easier debugging)
|
|
F32 min_alpha = -0.0f;
|
|
if (material->mAlphaMode == LLGLTFMaterial::ALPHA_MODE_MASK)
|
|
{
|
|
// dividing the alpha cutoff by transparency here allows the shader to compare against
|
|
// the alpha value of the texture without needing the transparency value
|
|
min_alpha = material->mAlphaCutoff/material->mBaseColor.mV[3];
|
|
}
|
|
minimum_alphas[i] = min_alpha;
|
|
}
|
|
shader->uniform4fv(LLShaderMgr::TERRAIN_BASE_COLOR_FACTORS, terrain_material_count, (F32*)base_color_factors);
|
|
if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
|
|
{
|
|
shader->uniform4f(LLShaderMgr::TERRAIN_METALLIC_FACTORS, metallic_factors[0], metallic_factors[1], metallic_factors[2], metallic_factors[3]);
|
|
shader->uniform4f(LLShaderMgr::TERRAIN_ROUGHNESS_FACTORS, roughness_factors[0], roughness_factors[1], roughness_factors[2], roughness_factors[3]);
|
|
}
|
|
if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_EMISSIVE)
|
|
{
|
|
shader->uniform3fv(LLShaderMgr::TERRAIN_EMISSIVE_COLORS, terrain_material_count, (F32*)emissive_colors);
|
|
}
|
|
shader->uniform4f(LLShaderMgr::TERRAIN_MINIMUM_ALPHAS, minimum_alphas[0], minimum_alphas[1], minimum_alphas[2], minimum_alphas[3]);
|
|
|
|
// GL_BLEND disabled by default
|
|
drawLoop();
|
|
|
|
// Disable multitexture
|
|
|
|
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
|
|
|
|
gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(alpha_ramp)->disable();
|
|
gGL.getTexUnit(alpha_ramp)->activate();
|
|
|
|
for (U32 i = 0; i < terrain_material_count; ++i)
|
|
{
|
|
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR + i);
|
|
if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_NORMAL)
|
|
{
|
|
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_NORMAL + i);
|
|
}
|
|
if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
|
|
{
|
|
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_METALLIC_ROUGHNESS + i);
|
|
}
|
|
if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_EMISSIVE)
|
|
{
|
|
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0_EMISSIVE + i);
|
|
}
|
|
|
|
gGL.getTexUnit(detail_basecolor[i])->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(detail_basecolor[i])->disable();
|
|
gGL.getTexUnit(detail_basecolor[i])->activate();
|
|
|
|
if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_NORMAL)
|
|
{
|
|
gGL.getTexUnit(detail_normal[i])->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(detail_normal[i])->disable();
|
|
gGL.getTexUnit(detail_normal[i])->activate();
|
|
}
|
|
|
|
if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS)
|
|
{
|
|
gGL.getTexUnit(detail_metalrough[i])->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(detail_metalrough[i])->disable();
|
|
gGL.getTexUnit(detail_metalrough[i])->activate();
|
|
}
|
|
|
|
if (sPBRDetailMode >= TERRAIN_PBR_DETAIL_EMISSIVE)
|
|
{
|
|
gGL.getTexUnit(detail_emissive[i])->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(detail_emissive[i])->disable();
|
|
gGL.getTexUnit(detail_emissive[i])->activate();
|
|
}
|
|
}
|
|
}
|
|
|
|
void LLDrawPoolTerrain::hilightParcelOwners()
|
|
{
|
|
{ //use fullbright shader for highlighting
|
|
LLGLSLShader* old_shader = sShader;
|
|
sShader->unbind();
|
|
sShader = &gDeferredHighlightProgram;
|
|
sShader->bind();
|
|
gGL.diffuseColor4f(1, 1, 1, 1);
|
|
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
|
|
glPolygonOffset(-1.0f, -1.0f);
|
|
renderOwnership();
|
|
sShader = old_shader;
|
|
sShader->bind();
|
|
}
|
|
|
|
}
|
|
|
|
void LLDrawPoolTerrain::renderFull4TU()
|
|
{
|
|
// Hack! Get the region that this draw pool is rendering from!
|
|
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
|
|
LLVLComposition *compp = regionp->getComposition();
|
|
LLViewerTexture *detail_texture0p = compp->mDetailTextures[0];
|
|
LLViewerTexture *detail_texture1p = compp->mDetailTextures[1];
|
|
LLViewerTexture *detail_texture2p = compp->mDetailTextures[2];
|
|
LLViewerTexture *detail_texture3p = compp->mDetailTextures[3];
|
|
|
|
LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal();
|
|
F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sDetailScale)*sDetailScale;
|
|
F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sDetailScale)*sDetailScale;
|
|
|
|
LLVector4 tp0, tp1;
|
|
|
|
tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x);
|
|
tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y);
|
|
|
|
gGL.blendFunc(LLRender::BF_ONE_MINUS_SOURCE_ALPHA, LLRender::BF_SOURCE_ALPHA);
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Pass 1/1
|
|
|
|
//
|
|
// Stage 0: detail texture 0
|
|
//
|
|
gGL.getTexUnit(0)->activate();
|
|
gGL.getTexUnit(0)->bind(detail_texture0p);
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
|
|
|
|
//
|
|
// Stage 1: Generate alpha ramp for detail0/detail1 transition
|
|
//
|
|
|
|
gGL.getTexUnit(1)->bind(m2DAlphaRampImagep.get());
|
|
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(1)->activate();
|
|
|
|
//
|
|
// Stage 2: Interpolate detail1 with existing based on ramp
|
|
//
|
|
gGL.getTexUnit(2)->bind(detail_texture1p);
|
|
gGL.getTexUnit(2)->enable(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(2)->activate();
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
|
|
|
|
//
|
|
// Stage 3: Modulate with primary (vertex) color for lighting
|
|
//
|
|
gGL.getTexUnit(3)->bind(detail_texture1p);
|
|
gGL.getTexUnit(3)->enable(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(3)->activate();
|
|
|
|
gGL.getTexUnit(0)->activate();
|
|
|
|
// GL_BLEND disabled by default
|
|
drawLoop();
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Second pass
|
|
|
|
// Stage 0: Write detail3 into base
|
|
//
|
|
gGL.getTexUnit(0)->activate();
|
|
gGL.getTexUnit(0)->bind(detail_texture3p);
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
|
|
|
|
//
|
|
// Stage 1: Generate alpha ramp for detail2/detail3 transition
|
|
//
|
|
gGL.getTexUnit(1)->bind(m2DAlphaRampImagep);
|
|
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(1)->activate();
|
|
|
|
// Set the texture matrix
|
|
gGL.matrixMode(LLRender::MM_TEXTURE);
|
|
gGL.loadIdentity();
|
|
gGL.translatef(-2.f, 0.f, 0.f);
|
|
|
|
//
|
|
// Stage 2: Interpolate detail2 with existing based on ramp
|
|
//
|
|
gGL.getTexUnit(2)->bind(detail_texture2p);
|
|
gGL.getTexUnit(2)->enable(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(2)->activate();
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
|
|
|
|
//
|
|
// Stage 3: Generate alpha ramp for detail1/detail2 transition
|
|
//
|
|
gGL.getTexUnit(3)->bind(m2DAlphaRampImagep);
|
|
gGL.getTexUnit(3)->enable(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(3)->activate();
|
|
|
|
// Set the texture matrix
|
|
gGL.matrixMode(LLRender::MM_TEXTURE);
|
|
gGL.loadIdentity();
|
|
gGL.translatef(-1.f, 0.f, 0.f);
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
|
|
gGL.getTexUnit(0)->activate();
|
|
{
|
|
LLGLEnable blend(GL_BLEND);
|
|
drawLoop();
|
|
}
|
|
|
|
LLVertexBuffer::unbind();
|
|
// Disable multitexture
|
|
gGL.getTexUnit(3)->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(3)->disable();
|
|
gGL.getTexUnit(3)->activate();
|
|
|
|
gGL.matrixMode(LLRender::MM_TEXTURE);
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
|
|
gGL.getTexUnit(2)->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(2)->disable();
|
|
gGL.getTexUnit(2)->activate();
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
gGL.matrixMode(LLRender::MM_TEXTURE);
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
|
|
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(1)->disable();
|
|
gGL.getTexUnit(1)->activate();
|
|
|
|
gGL.matrixMode(LLRender::MM_TEXTURE);
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
|
|
// Restore blend state
|
|
gGL.setSceneBlendType(LLRender::BT_ALPHA);
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Restore Texture Unit 0 defaults
|
|
|
|
gGL.getTexUnit(0)->activate();
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
gGL.matrixMode(LLRender::MM_TEXTURE);
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
}
|
|
|
|
void LLDrawPoolTerrain::renderFull2TU()
|
|
{
|
|
// Hack! Get the region that this draw pool is rendering from!
|
|
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
|
|
LLVLComposition *compp = regionp->getComposition();
|
|
LLViewerTexture *detail_texture0p = compp->mDetailTextures[0];
|
|
LLViewerTexture *detail_texture1p = compp->mDetailTextures[1];
|
|
LLViewerTexture *detail_texture2p = compp->mDetailTextures[2];
|
|
LLViewerTexture *detail_texture3p = compp->mDetailTextures[3];
|
|
|
|
LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal();
|
|
F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sDetailScale)*sDetailScale;
|
|
F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sDetailScale)*sDetailScale;
|
|
|
|
LLVector4 tp0, tp1;
|
|
|
|
tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x);
|
|
tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y);
|
|
|
|
gGL.blendFunc(LLRender::BF_ONE_MINUS_SOURCE_ALPHA, LLRender::BF_SOURCE_ALPHA);
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Pass 1/4
|
|
|
|
//
|
|
// Stage 0: Render detail 0 into base
|
|
//
|
|
gGL.getTexUnit(0)->bind(detail_texture0p);
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
|
|
|
|
drawLoop();
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Pass 2/4
|
|
|
|
//
|
|
// Stage 0: Generate alpha ramp for detail0/detail1 transition
|
|
//
|
|
gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
|
|
//
|
|
// Stage 1: Write detail1
|
|
//
|
|
gGL.getTexUnit(1)->bind(detail_texture1p);
|
|
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(1)->activate();
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
|
|
|
|
gGL.getTexUnit(0)->activate();
|
|
{
|
|
LLGLEnable blend(GL_BLEND);
|
|
drawLoop();
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
// Pass 3/4
|
|
|
|
//
|
|
// Stage 0: Generate alpha ramp for detail1/detail2 transition
|
|
//
|
|
gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
|
|
|
|
// Set the texture matrix
|
|
gGL.matrixMode(LLRender::MM_TEXTURE);
|
|
gGL.loadIdentity();
|
|
gGL.translatef(-1.f, 0.f, 0.f);
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
|
|
//
|
|
// Stage 1: Write detail2
|
|
//
|
|
gGL.getTexUnit(1)->bind(detail_texture2p);
|
|
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(1)->activate();
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
|
|
|
|
{
|
|
LLGLEnable blend(GL_BLEND);
|
|
drawLoop();
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Pass 4/4
|
|
|
|
//
|
|
// Stage 0: Generate alpha ramp for detail2/detail3 transition
|
|
//
|
|
gGL.getTexUnit(0)->activate();
|
|
gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
|
|
// Set the texture matrix
|
|
gGL.matrixMode(LLRender::MM_TEXTURE);
|
|
gGL.loadIdentity();
|
|
gGL.translatef(-2.f, 0.f, 0.f);
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
|
|
// Stage 1: Write detail3
|
|
gGL.getTexUnit(1)->bind(detail_texture3p);
|
|
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(1)->activate();
|
|
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
|
|
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
|
|
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
|
|
|
|
gGL.getTexUnit(0)->activate();
|
|
{
|
|
LLGLEnable blend(GL_BLEND);
|
|
drawLoop();
|
|
}
|
|
|
|
// Restore blend state
|
|
gGL.setSceneBlendType(LLRender::BT_ALPHA);
|
|
|
|
// Disable multitexture
|
|
|
|
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(1)->disable();
|
|
gGL.getTexUnit(1)->activate();
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
gGL.matrixMode(LLRender::MM_TEXTURE);
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Restore Texture Unit 0 defaults
|
|
|
|
gGL.getTexUnit(0)->activate();
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
gGL.matrixMode(LLRender::MM_TEXTURE);
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
}
|
|
|
|
|
|
void LLDrawPoolTerrain::renderSimple()
|
|
{
|
|
LLVector4 tp0, tp1;
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Pass 1/1
|
|
|
|
// Stage 0: Base terrain texture pass
|
|
mTexturep->addTextureStats(1024.f*1024.f);
|
|
|
|
gGL.getTexUnit(0)->activate();
|
|
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
|
|
gGL.getTexUnit(0)->bind(mTexturep);
|
|
|
|
LLVector3 origin_agent = mDrawFace[0]->getDrawable()->getVObj()->getRegion()->getOriginAgent();
|
|
F32 tscale = 1.f/256.f;
|
|
tp0.setVec(tscale, 0.f, 0.0f, -1.f*(origin_agent.mV[0]/256.f));
|
|
tp1.setVec(0.f, tscale, 0.0f, -1.f*(origin_agent.mV[1]/256.f));
|
|
|
|
sShader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV);
|
|
sShader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV);
|
|
|
|
drawLoop();
|
|
|
|
//----------------------------------------------------------------------------
|
|
// Restore Texture Unit 0 defaults
|
|
|
|
gGL.getTexUnit(0)->activate();
|
|
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
|
|
gGL.matrixMode(LLRender::MM_TEXTURE);
|
|
gGL.loadIdentity();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
void LLDrawPoolTerrain::renderOwnership()
|
|
{
|
|
LLGLSPipelineAlpha gls_pipeline_alpha;
|
|
|
|
llassert(!mDrawFace.empty());
|
|
|
|
// Each terrain pool is associated with a single region.
|
|
// We need to peek back into the viewer's data to find out
|
|
// which ownership overlay texture to use.
|
|
LLFace *facep = mDrawFace[0];
|
|
LLDrawable *drawablep = facep->getDrawable();
|
|
const LLViewerObject *objectp = drawablep->getVObj();
|
|
const LLVOSurfacePatch *vo_surface_patchp = (LLVOSurfacePatch *)objectp;
|
|
LLSurfacePatch *surface_patchp = vo_surface_patchp->getPatch();
|
|
LLSurface *surfacep = surface_patchp->getSurface();
|
|
LLViewerRegion *regionp = surfacep->getRegion();
|
|
LLViewerParcelOverlay *overlayp = regionp->getParcelOverlay();
|
|
LLViewerTexture *texturep = overlayp->getTexture();
|
|
|
|
gGL.getTexUnit(0)->bind(texturep);
|
|
|
|
// *NOTE: Because the region is 256 meters wide, but has 257 pixels, the
|
|
// texture coordinates for pixel 256x256 is not 1,1. This makes the
|
|
// ownership map not line up with the selection. We address this with
|
|
// a texture matrix multiply.
|
|
gGL.matrixMode(LLRender::MM_TEXTURE);
|
|
gGL.pushMatrix();
|
|
|
|
const F32 TEXTURE_FUDGE = 257.f / 256.f;
|
|
gGL.scalef( TEXTURE_FUDGE, TEXTURE_FUDGE, 1.f );
|
|
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
|
|
iter != mDrawFace.end(); iter++)
|
|
{
|
|
LLFace *facep = *iter;
|
|
facep->renderIndexed();
|
|
}
|
|
|
|
gGL.matrixMode(LLRender::MM_TEXTURE);
|
|
gGL.popMatrix();
|
|
gGL.matrixMode(LLRender::MM_MODELVIEW);
|
|
}
|
|
|
|
|
|
void LLDrawPoolTerrain::dirtyTextures(const std::set<LLViewerFetchedTexture*>& textures)
|
|
{
|
|
LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
|
|
LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(mTexturep) ;
|
|
if (tex && textures.find(tex) != textures.end())
|
|
{
|
|
for (std::vector<LLFace*>::iterator iter = mReferences.begin();
|
|
iter != mReferences.end(); iter++)
|
|
{
|
|
LLFace *facep = *iter;
|
|
gPipeline.markTextured(facep->getDrawable());
|
|
}
|
|
}
|
|
}
|
|
|
|
LLViewerTexture *LLDrawPoolTerrain::getTexture()
|
|
{
|
|
return mTexturep;
|
|
}
|
|
|
|
LLViewerTexture *LLDrawPoolTerrain::getDebugTexture()
|
|
{
|
|
return mTexturep;
|
|
}
|
|
|
|
|
|
LLColor3 LLDrawPoolTerrain::getDebugColor() const
|
|
{
|
|
return LLColor3(0.f, 0.f, 1.f);
|
|
}
|