/indra/newview/lldrawpoolterrain.cpp
C++ | 940 lines | 609 code | 182 blank | 149 comment | 33 complexity | 14b2b08fbe50e335c7dce181b9578d58 MD5 | raw file
Possible License(s): LGPL-2.1
- /**
- * @file lldrawpoolterrain.cpp
- * @brief LLDrawPoolTerrain class implementation
- *
- * $LicenseInfo:firstyear=2002&license=viewerlgpl$
- * Second Life Viewer Source Code
- * Copyright (C) 2010, Linden Research, Inc.
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation;
- * version 2.1 of the License only.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
- * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
- * $/LicenseInfo$
- */
- #include "llviewerprecompiledheaders.h"
- #include "lldrawpoolterrain.h"
- #include "llfasttimer.h"
- #include "llagent.h"
- #include "llviewercontrol.h"
- #include "lldrawable.h"
- #include "llface.h"
- #include "llsky.h"
- #include "llsurface.h"
- #include "llsurfacepatch.h"
- #include "llviewerregion.h"
- #include "llvlcomposition.h"
- #include "llviewerparcelmgr.h" // for gRenderParcelOwnership
- #include "llviewerparceloverlay.h"
- #include "llvosurfacepatch.h"
- #include "llviewercamera.h"
- #include "llviewertexturelist.h" // To get alpha gradients
- #include "llworld.h"
- #include "pipeline.h"
- #include "llviewershadermgr.h"
- #include "llrender.h"
- const F32 DETAIL_SCALE = 1.f/16.f;
- int DebugDetailMap = 0;
- S32 LLDrawPoolTerrain::sDetailMode = 1;
- F32 LLDrawPoolTerrain::sDetailScale = DETAIL_SCALE;
- static LLGLSLShader* sShader = NULL;
- static LLFastTimer::DeclareTimer FTM_SHADOW_TERRAIN("Terrain Shadow");
- LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) :
- LLFacePool(POOL_TERRAIN),
- mTexturep(texturep)
- {
- U32 format = GL_ALPHA8;
- U32 int_format = GL_ALPHA;
- // Hack!
- sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale");
- sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
- mAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient.tga",
- TRUE, LLViewerTexture::BOOST_UI,
- LLViewerTexture::FETCHED_TEXTURE,
- format, int_format,
- LLUUID("e97cf410-8e61-7005-ec06-629eba4cd1fb"));
- //gGL.getTexUnit(0)->bind(mAlphaRampImagep.get());
- mAlphaRampImagep->setAddressMode(LLTexUnit::TAM_CLAMP);
- m2DAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient_2d.j2c",
- TRUE, LLViewerTexture::BOOST_UI,
- LLViewerTexture::FETCHED_TEXTURE,
- format, int_format,
- LLUUID("38b86f85-2575-52a9-a531-23108d8da837"));
- //gGL.getTexUnit(0)->bind(m2DAlphaRampImagep.get());
- m2DAlphaRampImagep->setAddressMode(LLTexUnit::TAM_CLAMP);
-
- mTexturep->setBoostLevel(LLViewerTexture::BOOST_TERRAIN);
-
- //gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- }
- LLDrawPoolTerrain::~LLDrawPoolTerrain()
- {
- llassert( gPipeline.findPool( getType(), getTexture() ) == NULL );
- }
- LLDrawPool *LLDrawPoolTerrain::instancePool()
- {
- return new LLDrawPoolTerrain(mTexturep);
- }
- U32 LLDrawPoolTerrain::getVertexDataMask()
- {
- if (LLPipeline::sShadowRender)
- {
- return LLVertexBuffer::MAP_VERTEX;
- }
- else if (LLGLSLShader::sCurBoundShaderPtr)
- {
- return VERTEX_DATA_MASK & ~(LLVertexBuffer::MAP_TEXCOORD2 | LLVertexBuffer::MAP_TEXCOORD3);
- }
- else
- {
- return VERTEX_DATA_MASK;
- }
- }
- void LLDrawPoolTerrain::prerender()
- {
- mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
- sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
- }
- void LLDrawPoolTerrain::beginRenderPass( S32 pass )
- {
- LLFastTimer t(FTM_RENDER_TERRAIN);
- LLFacePool::beginRenderPass(pass);
- sShader = LLPipeline::sUnderWaterRender ?
- &gTerrainWaterProgram :
- &gTerrainProgram;
- if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0)
- {
- sShader->bind();
- }
- }
- void LLDrawPoolTerrain::endRenderPass( S32 pass )
- {
- LLFastTimer t(FTM_RENDER_TERRAIN);
- //LLFacePool::endRenderPass(pass);
- if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0) {
- sShader->unbind();
- }
- }
- //static
- S32 LLDrawPoolTerrain::getDetailMode()
- {
- return sDetailMode;
- }
- void LLDrawPoolTerrain::render(S32 pass)
- {
- LLFastTimer t(FTM_RENDER_TERRAIN);
-
- if (mDrawFace.empty())
- {
- return;
- }
- // Hack! Get the region that this draw pool is rendering from!
- LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
- LLVLComposition *compp = regionp->getComposition();
- for (S32 i = 0; i < 4; i++)
- {
- compp->mDetailTextures[i]->setBoostLevel(LLViewerTexture::BOOST_TERRAIN);
- compp->mDetailTextures[i]->addTextureStats(1024.f*1024.f); // assume large pixel area
- }
- LLOverrideFaceColor override(this, 1.f, 1.f, 1.f, 1.f);
- if (!gGLManager.mHasMultitexture)
- {
- // No multitexture, render simple land.
- renderSimple(); // Render without multitexture
- return;
- }
- // Render simplified land if video card can't do sufficient multitexturing
- if (!gGLManager.mHasARBEnvCombine || (gGLManager.mNumTextureUnits < 2))
- {
- renderSimple(); // Render without multitexture
- return;
- }
- LLGLSPipeline gls;
-
- if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0)
- {
- gPipeline.enableLightsDynamic();
- renderFullShader();
- }
- else
- {
- gPipeline.enableLightsStatic();
- if (sDetailMode == 0)
- {
- renderSimple();
- }
- else if (gGLManager.mNumTextureUnits < 4)
- {
- renderFull2TU();
- }
- else
- {
- renderFull4TU();
- }
- }
- // Special-case for land ownership feedback
- if (gSavedSettings.getBOOL("ShowParcelOwners"))
- {
- if (mVertexShaderLevel > 1)
- { //use fullbright shader for highlighting
- LLGLSLShader* old_shader = sShader;
- sShader->unbind();
- sShader = &gHighlightProgram;
- 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();
- }
- else
- {
- gPipeline.disableLights();
- renderOwnership();
- }
- }
- }
- void LLDrawPoolTerrain::beginDeferredPass(S32 pass)
- {
- LLFastTimer t(FTM_RENDER_TERRAIN);
- LLFacePool::beginRenderPass(pass);
- sShader = &gDeferredTerrainProgram;
- sShader->bind();
- }
- void LLDrawPoolTerrain::endDeferredPass(S32 pass)
- {
- LLFastTimer t(FTM_RENDER_TERRAIN);
- LLFacePool::endRenderPass(pass);
- sShader->unbind();
- }
- void LLDrawPoolTerrain::renderDeferred(S32 pass)
- {
- LLFastTimer t(FTM_RENDER_TERRAIN);
- if (mDrawFace.empty())
- {
- return;
- }
- renderFullShader();
- }
- void LLDrawPoolTerrain::beginShadowPass(S32 pass)
- {
- LLFastTimer t(FTM_SHADOW_TERRAIN);
- LLFacePool::beginRenderPass(pass);
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- gDeferredShadowProgram.bind();
- }
- void LLDrawPoolTerrain::endShadowPass(S32 pass)
- {
- LLFastTimer t(FTM_SHADOW_TERRAIN);
- LLFacePool::endRenderPass(pass);
- gDeferredShadowProgram.unbind();
- }
- void LLDrawPoolTerrain::renderShadow(S32 pass)
- {
- LLFastTimer t(FTM_SHADOW_TERRAIN);
- if (mDrawFace.empty())
- {
- return;
- }
- //LLGLEnable offset(GL_POLYGON_OFFSET);
- //glCullFace(GL_FRONT);
- drawLoop();
- //glCullFace(GL_BACK);
- }
- void LLDrawPoolTerrain::renderFullShader()
- {
- // 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);
- //
- // detail texture 0
- //
- S32 detail0 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0);
- gGL.getTexUnit(detail0)->bind(detail_texture0p);
- gGL.getTexUnit(0)->activate();
- LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
- llassert(shader);
-
- shader->uniform4fv("object_plane_s", 1, tp0.mV);
- shader->uniform4fv("object_plane_t", 1, tp1.mV);
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- //
- // detail texture 1
- //
- S32 detail1 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1);
- gGL.getTexUnit(detail1)->bind(detail_texture1p);
-
- /// ALPHA TEXTURE COORDS 0:
- gGL.getTexUnit(1)->activate();
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
-
- // detail texture 2
- //
- S32 detail2 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL2);
- gGL.getTexUnit(detail2)->bind(detail_texture2p);
- gGL.getTexUnit(2)->activate();
-
- /// ALPHA TEXTURE COORDS 1:
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadIdentity();
- gGL.translatef(-2.f, 0.f, 0.f);
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- //
- // detail texture 3
- //
- S32 detail3 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3);
- gGL.getTexUnit(detail3)->bind(detail_texture3p);
-
- /// ALPHA TEXTURE COORDS 2:
- gGL.getTexUnit(3)->activate();
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadIdentity();
- gGL.translatef(-1.f, 0.f, 0.f);
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- //
- // Alpha Ramp
- //
- S32 alpha_ramp = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
- gGL.getTexUnit(alpha_ramp)->bind(m2DAlphaRampImagep);
-
- // GL_BLEND disabled by default
- drawLoop();
- // Disable multitexture
- sShader->disableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
- sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0);
- sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1);
- sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL2);
- sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3);
- gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(4)->disable();
- gGL.getTexUnit(4)->activate();
-
- gGL.getTexUnit(detail3)->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(detail2)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(2)->disable();
- gGL.getTexUnit(2)->activate();
-
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.getTexUnit(detail1)->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 Texture Unit 0 defaults
-
- gGL.getTexUnit(detail0)->unbind(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
- gGL.getTexUnit(0)->activate();
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- }
- 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);
- gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
- //
- // 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();
-
- // Care about alpha only
- gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
- gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
- //
- // 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);
- gGL.getTexUnit(2)->setTextureColorBlend(LLTexUnit::TBO_LERP_PREV_ALPHA, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_TEX_COLOR);
- //
- // 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();
-
- // Set alpha texture and do lighting modulation
- gGL.getTexUnit(3)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_VERT_COLOR);
- 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);
- gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
- //
- // 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);
- // Care about alpha only
- gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
- gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
- //
- // 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);
- gGL.getTexUnit(2)->setTextureColorBlend(LLTexUnit::TBO_LERP_PREV_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
- //
- // 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);
-
- // Set alpha texture and do lighting modulation
- gGL.getTexUnit(3)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_VERT_COLOR);
- gGL.getTexUnit(3)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
- 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);
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
- }
- 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);
- gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
- 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);
-
- // Care about alpha only
- gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
- gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
- //
- // 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(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
- gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
- 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);
- // Care about alpha only
- gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
- gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
- //
- // 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);
- gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
- gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
- {
- 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);
- // Care about alpha only
- gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
- gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
- // 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(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
- gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
- 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);
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
- }
- 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));
-
- if (LLGLSLShader::sNoFixedFunction)
- {
- sShader->uniform4fv("object_plane_s", 1, tp0.mV);
- sShader->uniform4fv("object_plane_t", 1, tp1.mV);
- }
- else
- {
- 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)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
- drawLoop();
- //----------------------------------------------------------------------------
- // Restore Texture Unit 0 defaults
-
- gGL.getTexUnit(0)->activate();
- gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
- if (!LLGLSLShader::sNoFixedFunction)
- {
- glDisable(GL_TEXTURE_GEN_S);
- glDisable(GL_TEXTURE_GEN_T);
- }
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.loadIdentity();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
- }
- //============================================================================
- 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(LLVertexBuffer::MAP_VERTEX |
- LLVertexBuffer::MAP_TEXCOORD0);
- }
- gGL.matrixMode(LLRender::MM_TEXTURE);
- gGL.popMatrix();
- gGL.matrixMode(LLRender::MM_MODELVIEW);
- }
- void LLDrawPoolTerrain::dirtyTextures(const std::set<LLViewerFetchedTexture*>& textures)
- {
- 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);
- }