Beispiel #1
0
void LLDrawPoolAlpha::renderAlphaHighlight(U32 mask, std::vector<LLSpatialGroup*>& groups)
{
#if !LL_RELEASE_FOR_DOWNLOAD
	LLGLState::checkClientArrays(mask);
#endif

	LLSpatialBridge* last_bridge = NULL;
	LLSpatialPartition* last_part = NULL;
	glPushMatrix();
	
	for (std::vector<LLSpatialGroup*>::iterator i = groups.begin(); i != groups.end(); ++i)
	{
		LLSpatialGroup* group = *i;
		if (group->mSpatialPartition->mRenderByGroup &&
			!group->isDead())
		{
			LLSpatialPartition* part = group->mSpatialPartition;
			if (part != last_part)
			{
				LLSpatialBridge* bridge = part->asBridge();
				if (bridge != last_bridge)
				{
					glPopMatrix();
					glPushMatrix();
					if (bridge)
					{
						glMultMatrixf((F32*) bridge->mDrawable->getRenderMatrix().mMatrix);
					}
					last_bridge = bridge;
				}
				
				last_part = part;
			}

			LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[LLRenderPass::PASS_ALPHA];	

			for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)	
			{
				LLDrawInfo& params = **k;
				
				if (params.mParticle)
				{
					continue;
				}
				params.mVertexBuffer->setBuffer(mask);
				U32* indices_pointer = (U32*) params.mVertexBuffer->getIndicesPointer();
				glDrawRangeElements(GL_TRIANGLES, params.mStart, params.mEnd, params.mCount,
									GL_UNSIGNED_INT, indices_pointer+params.mOffset);
				
				addIndicesDrawn(params.mCount);
			}
		}
	}
	glPopMatrix();
}
Beispiel #2
0
void LLDrawPoolTree::renderTree(BOOL selecting)
{
	LLGLState normalize(GL_NORMALIZE, TRUE);
	
	// Bind the texture for this tree.
	LLViewerImage::bindTexture(mTexturep,sDiffTex);
	if (mTexturep)
	{
		if (mTexturep->getClampS()) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
		}
		if (mTexturep->getClampT()) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
		}
	}

	U32 indices_drawn = 0;

	glMatrixMode(GL_MODELVIEW);
	
	for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
		 iter != mDrawFace.end(); iter++)
	{
		LLFace *face = *iter;
		LLDrawable *drawablep = face->getDrawable();

		if (drawablep->isDead() || face->mVertexBuffer.isNull())
		{
			continue;
		}

		face->mVertexBuffer->setBuffer(LLDrawPoolTree::VERTEX_DATA_MASK);
		U32* indicesp = (U32*) face->mVertexBuffer->getIndicesPointer();

		// Render each of the trees
		LLVOTree *treep = (LLVOTree *)drawablep->getVObj();

		LLColor4U color(255,255,255,255);

		if (!selecting || treep->mGLName != 0)
		{
			if (selecting)
			{
				S32 name = treep->mGLName;
				
				color = LLColor4U((U8)(name >> 16), (U8)(name >> 8), (U8)name, 255);
			}
			
			glPushMatrix();
			
			// Translate to tree base  HACK - adjustment in Z plants tree underground
			const LLVector3 &pos_agent = treep->getPositionAgent();
			glTranslatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);

			// Rotate to tree position
			F32 angle_radians, x, y, z;
			treep->getRotation().getAngleAxis(&angle_radians, &x, &y, &z);
			glRotatef(angle_radians * RAD_TO_DEG, x, y, z);

			// Rotate and bend for current trunk/wind
			// Note that trunk stiffness controls the amount of bend at the trunk as 
			// opposed to the crown of the tree
			// 
			glRotatef(90.f, 0, 0, 1);
			const F32 TRUNK_STIFF = 22.f;
			glRotatef(treep->mTrunkBend.magVec()*TRUNK_STIFF, treep->mTrunkBend.mV[VX], treep->mTrunkBend.mV[VY], 0);

			F32 radius = treep->getScale().magVec()*0.5f;
			radius *= 0.1f;
			glScalef(radius, radius, radius);

			const F32 THRESH_ANGLE_FOR_BILLBOARD = 15.f;
			const F32 BLEND_RANGE_FOR_BILLBOARD = 3.f;

			F32 droop = treep->mDroop + 25.f*(1.f - treep->mTrunkBend.magVec());
			
			S32 stop_depth = 0;
			F32 app_angle = treep->getAppAngle()*LLVOTree::sTreeFactor;
			F32 alpha = 1.0;
			S32 trunk_LOD = 0;

			for (S32 j = 0; j < 4; j++)
			{

				if (app_angle > LLVOTree::sLODAngles[j])
				{
					trunk_LOD = j;
					break;
				}
			} 

			if (app_angle < (THRESH_ANGLE_FOR_BILLBOARD - BLEND_RANGE_FOR_BILLBOARD))
			{
				//
				//  Draw only the billboard 
				//
				//  Only the billboard, can use closer to normal alpha func.
				stop_depth = -1;
				LLFacePool::LLOverrideFaceColor clr(this, color); 
				indices_drawn += treep->drawBranchPipeline(indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
			}
			else // if (app_angle > (THRESH_ANGLE_FOR_BILLBOARD + BLEND_RANGE_FOR_BILLBOARD))
			{
				//
				//  Draw only the full geometry tree
				//
				//stop_depth = (app_angle < THRESH_ANGLE_FOR_RECURSION_REDUCTION);
				LLFacePool::LLOverrideFaceColor clr(this, color); 
				indices_drawn += treep->drawBranchPipeline(indicesp, trunk_LOD, stop_depth, treep->mDepth, treep->mTrunkDepth, 1.0, treep->mTwist, droop, treep->mBranches, alpha);
			}
			
			glPopMatrix();
		}
	}

	if (mTexturep)
	{
		if (mTexturep->getClampS()) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		}
		if (mTexturep->getClampT()) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		}
	}

	addIndicesDrawn(indices_drawn);
}
Beispiel #3
0
void LLDrawPoolAlpha::renderGroupAlpha(LLSpatialGroup* group, U32 type, U32 mask, BOOL texture)
{					
	BOOL light_enabled = TRUE;

	LLSpatialGroup::drawmap_elem_t& draw_info = group->mDrawMap[type];	
	
	U32 prim_type = GL_TRIANGLES;

	//F32 width = (F32) gViewerWindow->getWindowDisplayWidth();

	//F32 view = gCamera->getView();
	
	if (group->mSpatialPartition->mDrawableType == LLPipeline::RENDER_TYPE_CLOUDS)
	{
		glAlphaFunc(GL_GREATER, 0.f);
	}
	else
	{
		glAlphaFunc(GL_GREATER, 0.01f);
	}

	/*LLGLEnable point_sprite(GL_POINT_SPRITE_ARB);

	if (gGLManager.mHasPointParameters)
	{
		glTexEnvi(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
		glPointParameterfARB(GL_POINT_SIZE_MIN_ARB, 0.f);
		glPointParameterfARB(GL_POINT_SIZE_MAX_ARB, width*16.f);
		glPointSize(width/(view*view));
	}*/

	for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)	
	{
		LLDrawInfo& params = **k;
		if (texture && params.mTexture.notNull())
		{
			params.mTexture->bind();
			params.mTexture->addTextureStats(params.mVSize);
			if (params.mTextureMatrix)
			{
				glMatrixMode(GL_TEXTURE);
				glLoadMatrixf((GLfloat*) params.mTextureMatrix->mMatrix);
			}
		}
		
		if (params.mFullbright)
		{
			if (light_enabled)
			{
				gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
				light_enabled = FALSE;
				if (LLPipeline::sRenderGlow)
				{
					glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
				}
			}
		}
		else if (!light_enabled)
		{
			gPipeline.enableLightsDynamic(1.f);
			light_enabled = TRUE;
			if (LLPipeline::sRenderGlow)
			{
				glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
			}
		}

		/*if (params.mParticle)
		{
			F32 size = params.mPartSize;
			size *= size;
			float param[] = { 0, 0, 0.01f/size*view*view };
			prim_type = GL_POINTS;
			glPointParameterfvARB(GL_POINT_DISTANCE_ATTENUATION_ARB, param);
		}
		else*/
		{
			prim_type = GL_TRIANGLES;
		}

		params.mVertexBuffer->setBuffer(mask);
		U32* indices_pointer = (U32*) params.mVertexBuffer->getIndicesPointer();
		glDrawRangeElements(prim_type, params.mStart, params.mEnd, params.mCount,
							GL_UNSIGNED_INT, indices_pointer+params.mOffset);
		
		addIndicesDrawn(params.mCount);

		if (params.mTextureMatrix && texture && params.mTexture.notNull())
		{
			glLoadIdentity();
			glMatrixMode(GL_MODELVIEW);
		}
	}

	if (!light_enabled)
	{
		gPipeline.enableLightsDynamic(1.f);
	
		if (LLPipeline::sRenderGlow)
		{
			glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
		}
	}

	/*glPointSize(1.f);

	if (gGLManager.mHasPointParameters)
	{
		float param[] = {1, 0, 0 };
		glPointParameterfvARB(GL_POINT_DISTANCE_ATTENUATION_ARB, param);
	}*/
}