U32 LLVOTree::drawBranchPipeline(LLMatrix4& matrix, U16* indicesp, S32 trunk_LOD, S32 stop_level, U16 depth, U16 trunk_depth, F32 scale, F32 twist, F32 droop, F32 branches, F32 alpha) { U32 ret = 0; // // Draws a tree by recursing, drawing branches and then a 'leaf' texture. // If stop_level = -1, simply draws the whole tree as a billboarded texture // static F32 constant_twist; static F32 width = 0; //F32 length = ((scale == 1.f)? mTrunkLength:mBranchLength); //F32 aspect = ((scale == 1.f)? mTrunkAspect:mBranchAspect); F32 length = ((trunk_depth || (scale == 1.f))? mTrunkLength:mBranchLength); F32 aspect = ((trunk_depth || (scale == 1.f))? mTrunkAspect:mBranchAspect); constant_twist = 360.f/branches; if (!LLPipeline::sReflectionRender && stop_level >= 0) { // // Draw the tree using recursion // if (depth > stop_level) { { llassert(sLODIndexCount[trunk_LOD] > 0); width = scale * length * aspect; LLMatrix4 scale_mat; scale_mat.mMatrix[0][0] = width; scale_mat.mMatrix[1][1] = width; scale_mat.mMatrix[2][2] = scale*length; scale_mat *= matrix; glLoadMatrixf((F32*) scale_mat.mMatrix); glDrawElements(GL_TRIANGLES, sLODIndexCount[trunk_LOD], GL_UNSIGNED_SHORT, indicesp + sLODIndexOffset[trunk_LOD]); gPipeline.addTrianglesDrawn(LEAF_INDICES/3); stop_glerror(); ret += sLODIndexCount[trunk_LOD]; } // Recurse to create more branches for (S32 i=0; i < (S32)branches; i++) { LLMatrix4 trans_mat; trans_mat.setTranslation(0,0,scale*length); trans_mat *= matrix; LLQuaternion rot = LLQuaternion(20.f*DEG_TO_RAD, LLVector4(0.f, 0.f, 1.f)) * LLQuaternion(droop*DEG_TO_RAD, LLVector4(0.f, 1.f, 0.f)) * LLQuaternion(((constant_twist + ((i%2==0)?twist:-twist))*i)*DEG_TO_RAD, LLVector4(0.f, 0.f, 1.f)); LLMatrix4 rot_mat(rot); rot_mat *= trans_mat; ret += drawBranchPipeline(rot_mat, indicesp, trunk_LOD, stop_level, depth - 1, 0, scale*mScaleStep, twist, droop, branches, alpha); } // Recurse to continue trunk if (trunk_depth) { LLMatrix4 trans_mat; trans_mat.setTranslation(0,0,scale*length); trans_mat *= matrix; LLMatrix4 rot_mat(70.5f*DEG_TO_RAD, LLVector4(0,0,1)); rot_mat *= trans_mat; // rotate a bit around Z when ascending ret += drawBranchPipeline(rot_mat, indicesp, trunk_LOD, stop_level, depth, trunk_depth-1, scale*mScaleStep, twist, droop, branches, alpha); } } else { // // Draw leaves as two 90 deg crossed quads with leaf textures // { LLMatrix4 scale_mat; scale_mat.mMatrix[0][0] = scale_mat.mMatrix[1][1] = scale_mat.mMatrix[2][2] = scale*mLeafScale; scale_mat *= matrix; glLoadMatrixf((F32*) scale_mat.mMatrix); glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp); gPipeline.addTrianglesDrawn(LEAF_INDICES/3); stop_glerror(); ret += LEAF_INDICES; } } } else { // // Draw the tree as a single billboard texture // LLMatrix4 scale_mat; scale_mat.mMatrix[0][0] = scale_mat.mMatrix[1][1] = scale_mat.mMatrix[2][2] = mBillboardScale*mBillboardRatio; scale_mat *= matrix; glMatrixMode(GL_TEXTURE); glTranslatef(0.0, -0.5, 0.0); glMatrixMode(GL_MODELVIEW); glLoadMatrixf((F32*) scale_mat.mMatrix); glDrawElements(GL_TRIANGLES, LEAF_INDICES, GL_UNSIGNED_SHORT, indicesp); gPipeline.addTrianglesDrawn(LEAF_INDICES/3); stop_glerror(); ret += LEAF_INDICES; glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } return ret; }