226 lines
5.0 KiB
C++
226 lines
5.0 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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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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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 "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 "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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#include "llviewerregion.h"
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#include "llenvironment.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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void LLDrawPoolTree::prerender()
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{
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mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
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}
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void LLDrawPoolTree::beginRenderPass(S32 pass)
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{
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LL_RECORD_BLOCK_TIME(FTM_RENDER_TREES);
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if (LLPipeline::sUnderWaterRender)
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{
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shader = &gTreeWaterProgram;
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}
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else
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{
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shader = &gTreeProgram;
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}
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if (gPipeline.shadersLoaded())
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{
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shader->bind();
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shader->setMinimumAlpha(0.5f);
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gGL.diffuseColor4f(1,1,1,1);
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}
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else
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{
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gPipeline.enableLightsDynamic();
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gGL.flush();
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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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LL_PROFILE_ZONE_SCOPED;
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if (mDrawFace.empty())
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{
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return;
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}
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LLGLState test(GL_ALPHA_TEST, 0);
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gGL.getTexUnit(sDiffTex)->bindFast(mTexturep);
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gPipeline.touchTexture(mTexturep, 1024.f * 1024.f); // <=== keep Linden tree textures at full res
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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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LLVertexBuffer* buff = face->getVertexBuffer();
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if(buff)
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{
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LLMatrix4* model_matrix = &(face->getDrawable()->getRegion()->mRenderMatrix);
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if (model_matrix != gGLLastMatrix)
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{
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gGLLastMatrix = model_matrix;
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gGL.loadMatrix(gGLModelView);
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if (model_matrix)
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{
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llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW);
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gGL.multMatrix((GLfloat*) model_matrix->mMatrix);
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}
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gPipeline.mMatrixOpCount++;
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}
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buff->setBufferFast(LLDrawPoolTree::VERTEX_DATA_MASK);
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buff->drawRangeFast(LLRender::TRIANGLES, 0, buff->getNumVerts()-1, buff->getNumIndices(), 0);
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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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LL_RECORD_BLOCK_TIME(FTM_RENDER_TREES);
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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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if (mShaderLevel <= 0)
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{
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gGL.flush();
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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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LL_RECORD_BLOCK_TIME(FTM_RENDER_TREES);
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shader = &gDeferredTreeProgram;
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shader->bind();
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shader->setMinimumAlpha(0.5f);
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}
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void LLDrawPoolTree::renderDeferred(S32 pass)
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{
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LL_PROFILE_ZONE_SCOPED;
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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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LL_RECORD_BLOCK_TIME(FTM_RENDER_TREES);
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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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LL_PROFILE_ZONE_SCOPED;
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glPolygonOffset(gSavedSettings.getF32("RenderDeferredTreeShadowOffset"),
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gSavedSettings.getF32("RenderDeferredTreeShadowBias"));
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LLEnvironment& environment = LLEnvironment::instance();
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gDeferredTreeShadowProgram.bind();
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gDeferredTreeShadowProgram.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
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gDeferredTreeShadowProgram.setMinimumAlpha(0.5f);
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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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LL_PROFILE_ZONE_SCOPED;
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glPolygonOffset(gSavedSettings.getF32("RenderDeferredSpotShadowOffset"),
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gSavedSettings.getF32("RenderDeferredSpotShadowBias"));
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gDeferredTreeShadowProgram.unbind();
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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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