void LLTerrainPartition::getGeometry(LLSpatialGroup* group)
{
	LLFastTimer ftm(FTM_REBUILD_TERRAIN_VB);

	LLVertexBuffer* buffer = group->mVertexBuffer;

	//get vertex buffer striders
	LLStrider<LLVector3> vertices;
	LLStrider<LLVector3> normals;
	LLStrider<LLVector2> texcoords2;
	LLStrider<LLVector2> texcoords;
	LLStrider<U16> indices;

	llassert_always(buffer->getVertexStrider(vertices));
	llassert_always(buffer->getNormalStrider(normals));
	llassert_always(buffer->getTexCoord0Strider(texcoords));
	llassert_always(buffer->getTexCoord1Strider(texcoords2));
	llassert_always(buffer->getIndexStrider(indices));

	U32 indices_index = 0;
	U32 index_offset = 0;

	for (std::vector<LLFace*>::iterator i = mFaceList.begin(); i != mFaceList.end(); ++i)
	{
		LLFace* facep = *i;

		facep->setIndicesIndex(indices_index);
		facep->setGeomIndex(index_offset);
		facep->setVertexBuffer(buffer);

		LLVOSurfacePatch* patchp = (LLVOSurfacePatch*) facep->getViewerObject();
		patchp->getGeometry(vertices, normals, texcoords, texcoords2, indices);

		indices_index += facep->getIndicesCount();
		index_offset += facep->getGeomCount();
	}

	buffer->flush();
	mFaceList.clear();
}
void LLParticlePartition::getGeometry(LLSpatialGroup* group)
{
	LLFastTimer ftm(FTM_REBUILD_PARTICLE_GEOM);

	std::sort(mFaceList.begin(), mFaceList.end(), LLFace::CompareDistanceGreater());

	U32 index_count = 0;
	U32 vertex_count = 0;

	group->clearDrawMap();

	LLVertexBuffer* buffer = group->mVertexBuffer;

	LLStrider<U16> indicesp;
	LLStrider<LLVector4a> verticesp;
	LLStrider<LLVector3> normalsp;
	LLStrider<LLVector2> texcoordsp;
	LLStrider<LLColor4U> colorsp;
	LLStrider<LLColor4U> emissivep;

	buffer->getVertexStrider(verticesp);
	buffer->getNormalStrider(normalsp);
	buffer->getColorStrider(colorsp);
	buffer->getEmissiveStrider(emissivep);

	
	LLSpatialGroup::drawmap_elem_t& draw_vec = group->mDrawMap[mRenderPass];	

	for (std::vector<LLFace*>::iterator i = mFaceList.begin(); i != mFaceList.end(); ++i)
	{
		LLFace* facep = *i;
		LLAlphaObject* object = (LLAlphaObject*) facep->getViewerObject();

		if (!facep->isState(LLFace::PARTICLE))
		{ //set the indices of this face
			S32 idx = LLVOPartGroup::findAvailableVBSlot();
			if (idx >= 0)
			{
				facep->setGeomIndex(idx*4);
				facep->setIndicesIndex(idx*6);
				facep->setVertexBuffer(LLVOPartGroup::sVB);
				facep->setPoolType(LLDrawPool::POOL_ALPHA);
				facep->setState(LLFace::PARTICLE);
			}
			else
			{
				continue; //out of space in particle buffer
			}		
		}

		S32 geom_idx = (S32) facep->getGeomIndex();

		LLStrider<U16> cur_idx = indicesp + facep->getIndicesStart();
		LLStrider<LLVector4a> cur_vert = verticesp + geom_idx;
		LLStrider<LLVector3> cur_norm = normalsp + geom_idx;
		LLStrider<LLVector2> cur_tc = texcoordsp + geom_idx;
		LLStrider<LLColor4U> cur_col = colorsp + geom_idx;
		LLStrider<LLColor4U> cur_glow = emissivep + geom_idx;

		LLColor4U* start_glow = cur_glow.get();

		object->getGeometry(facep->getTEOffset(), cur_vert, cur_norm, cur_tc, cur_col, cur_glow, cur_idx);
		
		BOOL has_glow = FALSE;

		if (cur_glow.get() != start_glow)
		{
			has_glow = TRUE;
		}

		llassert(facep->getGeomCount() == 4);
		llassert(facep->getIndicesCount() == 6);


		vertex_count += facep->getGeomCount();
		index_count += facep->getIndicesCount();

		S32 idx = draw_vec.size()-1;

		BOOL fullbright = facep->isState(LLFace::FULLBRIGHT);
		F32 vsize = facep->getVirtualSize();

		bool batched = false;
	
		U32 bf_src = LLRender::BF_SOURCE_ALPHA;
		U32 bf_dst = LLRender::BF_ONE_MINUS_SOURCE_ALPHA;

		object->getBlendFunc(facep->getTEOffset(), bf_src, bf_dst);

		
		if (idx >= 0)
		{
			LLDrawInfo* info = draw_vec[idx];

			if (info->mTexture == facep->getTexture() &&
				info->mHasGlow == has_glow &&
				info->mFullbright == fullbright &&
				info->mBlendFuncDst == bf_dst &&
				info->mBlendFuncSrc == bf_src)
			{
				if (draw_vec[idx]->mEnd == facep->getGeomIndex()-1)
				{
					batched = true;
					info->mCount += facep->getIndicesCount();
					info->mEnd += facep->getGeomCount();
					info->mVSize = llmax(draw_vec[idx]->mVSize, vsize);
				}
				else if (draw_vec[idx]->mStart == facep->getGeomIndex()+facep->getGeomCount()+1)
				{
					batched = true;
					info->mCount += facep->getIndicesCount();
					info->mStart -= facep->getGeomCount();
					info->mOffset = facep->getIndicesStart();
					info->mVSize = llmax(draw_vec[idx]->mVSize, vsize);
				}
			}
		}


		if (!batched)
		{
			U32 start = facep->getGeomIndex();
			U32 end = start + facep->getGeomCount()-1;
			U32 offset = facep->getIndicesStart();
			U32 count = facep->getIndicesCount();
			LLDrawInfo* info = new LLDrawInfo(start,end,count,offset,facep->getTexture(), 
				//facep->getTexture(),
				buffer, fullbright); 
			const LLVector4a* bounds = group->getBounds();
			info->mExtents[0] = bounds[0];
			info->mExtents[1] = bounds[1];
			info->mVSize = vsize;
			info->mBlendFuncDst = bf_dst;
			info->mBlendFuncSrc = bf_src;
			info->mHasGlow = has_glow;
			info->mParticle = TRUE;
			draw_vec.push_back(info);
			//for alpha sorting
			facep->setDrawInfo(info);
		}

		if(facep->getGeomCount() > 0)
		{
			buffer->validateRange(facep->getGeomIndex(),  facep->getGeomIndex() + facep->getGeomCount() - 1, facep->getIndicesCount(), facep->getIndicesStart());
		}
	}

	mFaceList.clear();
}
BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
{
	LLFastTimer ftm(LLFastTimer::FTM_UPDATE_WATER);
	LLFace *face;

	if (drawable->getNumFaces() < 1)
	{
		LLDrawPoolWater *poolp = (LLDrawPoolWater*) gPipeline.getPool(LLDrawPool::POOL_WATER);
		drawable->addFace(poolp, NULL);
	}
	face = drawable->getFace(0);

//	LLVector2 uvs[4];
//	LLVector3 vtx[4];

	LLStrider<LLVector3> verticesp, normalsp;
	LLStrider<LLVector2> texCoordsp;
	LLStrider<U16> indicesp;
	U16 index_offset;


	// A quad is 4 vertices and 6 indices (making 2 triangles)
	static const unsigned int vertices_per_quad = 4;
	static const unsigned int indices_per_quad = 6;

	static const LLCachedControl<bool> render_transparent_water("RenderTransparentWater",false);
	const S32 size = (render_transparent_water && !LLGLSLShader::sNoFixedFunction) ? 16 : 1;
	const S32 num_quads = size * size;
	face->setSize(vertices_per_quad * num_quads,
				  indices_per_quad * num_quads);
	
	LLVertexBuffer* buff = face->getVertexBuffer();
	if (!buff)
	{
		buff = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_DYNAMIC_DRAW_ARB);
		buff->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE);
		face->setIndicesIndex(0);
		face->setGeomIndex(0);
		face->setVertexBuffer(buff);
	}
	else
	{
		buff->resizeBuffer(face->getGeomCount(), face->getIndicesCount());
	}
		
	index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
		
	LLVector3 position_agent;
	position_agent = getPositionAgent();
	face->mCenterAgent = position_agent;
	face->mCenterLocal = position_agent;

	S32 x, y;
	F32 step_x = getScale().mV[0] / size;
	F32 step_y = getScale().mV[1] / size;

	const LLVector3 up(0.f, step_y * 0.5f, 0.f);
	const LLVector3 right(step_x * 0.5f, 0.f, 0.f);
	const LLVector3 normal(0.f, 0.f, 1.f);

	F32 size_inv = 1.f / size;

	for (y = 0; y < size; y++)
	{
		for (x = 0; x < size; x++)
		{
			S32 toffset = index_offset + 4*(y*size + x);
			position_agent = getPositionAgent() - getScale() * 0.5f;
			position_agent.mV[VX] += (x + 0.5f) * step_x;
			position_agent.mV[VY] += (y + 0.5f) * step_y;

			*verticesp++  = position_agent - right + up;
			*verticesp++  = position_agent - right - up;
			*verticesp++  = position_agent + right + up;
			*verticesp++  = position_agent + right - up;

			*texCoordsp++ = LLVector2(x*size_inv, (y+1)*size_inv);
			*texCoordsp++ = LLVector2(x*size_inv, y*size_inv);
			*texCoordsp++ = LLVector2((x+1)*size_inv, (y+1)*size_inv);
			*texCoordsp++ = LLVector2((x+1)*size_inv, y*size_inv);
			
			*normalsp++   = normal;
			*normalsp++   = normal;
			*normalsp++   = normal;
			*normalsp++   = normal;

			*indicesp++ = toffset + 0;
			*indicesp++ = toffset + 1;
			*indicesp++ = toffset + 2;

			*indicesp++ = toffset + 1;
			*indicesp++ = toffset + 3;
			*indicesp++ = toffset + 2;
		}
	}
	
	buff->flush();

	mDrawable->movePartition();
	LLPipeline::sCompiles++;
	return TRUE;
}
Exemple #4
0
void LLParticlePartition::getGeometry(LLSpatialGroup* group)
{
	LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION);
	LLFastTimer ftm(mDrawableType == LLPipeline::RENDER_TYPE_GRASS ?
					LLFastTimer::FTM_REBUILD_GRASS_VB :
					LLFastTimer::FTM_REBUILD_PARTICLE_VB);

	std::sort(mFaceList.begin(), mFaceList.end(), LLFace::CompareDistanceGreater());

	U32 index_count = 0;
	U32 vertex_count = 0;

	group->clearDrawMap();

	LLVertexBuffer* buffer = group->mVertexBuffer;

	LLStrider<U16> indicesp;
	LLStrider<LLVector3> verticesp;
	LLStrider<LLVector3> normalsp;
	LLStrider<LLVector2> texcoordsp;
	LLStrider<LLColor4U> colorsp;

	buffer->getVertexStrider(verticesp);
	buffer->getNormalStrider(normalsp);
	buffer->getColorStrider(colorsp);
	buffer->getTexCoord0Strider(texcoordsp);
	buffer->getIndexStrider(indicesp);

	LLSpatialGroup::drawmap_elem_t& draw_vec = group->mDrawMap[mRenderPass];	

	for (std::vector<LLFace*>::iterator i = mFaceList.begin(); i != mFaceList.end(); ++i)
	{
		LLFace* facep = *i;
		LLAlphaObject* object = (LLAlphaObject*) facep->getViewerObject();
		facep->setGeomIndex(vertex_count);
		facep->setIndicesIndex(index_count);
		facep->mVertexBuffer = buffer;
		facep->setPoolType(LLDrawPool::POOL_ALPHA);
		object->getGeometry(facep->getTEOffset(), verticesp, normalsp, texcoordsp, colorsp, indicesp);
		
		vertex_count += facep->getGeomCount();
		index_count += facep->getIndicesCount();

		S32 idx = draw_vec.size()-1;

		BOOL fullbright = facep->isState(LLFace::FULLBRIGHT);
		F32 vsize = facep->getVirtualSize();

		if (idx >= 0 && draw_vec[idx]->mEnd == facep->getGeomIndex()-1 &&
			draw_vec[idx]->mTexture == facep->getTexture() &&
			(U16) (draw_vec[idx]->mEnd - draw_vec[idx]->mStart + facep->getGeomCount()) <= (U32) gGLManager.mGLMaxVertexRange &&
			//draw_vec[idx]->mCount + facep->getIndicesCount() <= (U32) gGLManager.mGLMaxIndexRange &&
			draw_vec[idx]->mEnd - draw_vec[idx]->mStart + facep->getGeomCount() < 4096 &&
			draw_vec[idx]->mFullbright == fullbright)
		{
			draw_vec[idx]->mCount += facep->getIndicesCount();
			draw_vec[idx]->mEnd += facep->getGeomCount();
			draw_vec[idx]->mVSize = llmax(draw_vec[idx]->mVSize, vsize);
		}
		else
		{
			U32 start = facep->getGeomIndex();
			U32 end = start + facep->getGeomCount()-1;
			U32 offset = facep->getIndicesStart();
			U32 count = facep->getIndicesCount();
			LLDrawInfo* info = new LLDrawInfo(start,end,count,offset,facep->getTexture(), buffer, fullbright); 
			info->mExtents[0] = group->mObjectExtents[0];
			info->mExtents[1] = group->mObjectExtents[1];
			info->mVSize = vsize;
			draw_vec.push_back(info);
			//for alpha sorting
			facep->setDrawInfo(info);
		}
	}

	buffer->setBuffer(0);
	mFaceList.clear();
}
Exemple #5
0
void LLSprite::updateFace(LLFace &face)
{
	LLViewerCamera &camera = *LLViewerCamera::getInstance();

	// First, figure out how many vertices/indices we need.
	U32 num_vertices, num_indices;
	U32 vertex_count = 0;
	
	// Get the total number of vertices and indices
	if (mFollow)
	{
		num_vertices = 4;
		num_indices = 6;
	}
	else
	{
		num_vertices = 4;
		num_indices = 12;
	}

	face.setSize(num_vertices, num_indices);
	
	if (mFollow) 
	{
		sCameraUp = camera.getUpAxis();
		sCameraRight = -camera.getLeftAxis();
		sCameraPosition = camera.getOrigin();
		sNormal = -camera.getAtAxis();
		if (mUseCameraUp)
		{
			// these need to live here because the height/width may change between render calls
			mScaledUp = sCameraUp;
			mScaledRight = sCameraRight;

			mScaledUp *= mHeightDiv2;
			mScaledRight *= mWidthDiv2;

			mA = mPosition + mScaledRight + mScaledUp;
			mB = mPosition - mScaledRight + mScaledUp;
			mC = mPosition - mScaledRight - mScaledUp;
			mD = mPosition + mScaledRight - mScaledUp;
		}
		else
		{
			// The up vector is perpendicular to the camera vector...
			LLVector3 camera_vec = mPosition - sCameraPosition;
			mScaledRight = camera_vec % LLVector3(0.f, 0.f, 1.f);
			mScaledUp = -(camera_vec % mScaledRight);
			mScaledUp.normalize();
			mScaledRight.normalize();
			mScaledUp *= mHeightDiv2;
			mScaledRight *= mWidthDiv2;

			mA = mPosition + mScaledRight + mScaledUp;
			mB = mPosition - mScaledRight + mScaledUp;
			mC = mPosition - mScaledRight - mScaledUp;
			mD = mPosition + mScaledRight - mScaledUp;
		}
	}
	else
	{
		// this is equivalent to how it was done before. . . 
		// we need to establish a way to 
		// identify the orientation of a particular sprite rather than
		// just banging it in on the x,z plane if it's not following the camera.

		LLVector3 x_axis;
		LLVector3 y_axis;

		F32 dot = sNormal * LLVector3(0.f, 1.f, 0.f);
		if (dot == 1.f || dot == -1.f)
		{
			x_axis.setVec(1.f, 0.f, 0.f);
			y_axis.setVec(0.f, 1.f, 0.f);
		}
		else
		{
			x_axis = sNormal % LLVector3(0.f, -1.f, 0.f);
			x_axis.normalize();

			y_axis = sNormal % x_axis;
		}

		LLQuaternion yaw_rot(mYaw, sNormal);

		// rotate axes by specified yaw
		x_axis = x_axis * yaw_rot;
		y_axis = y_axis * yaw_rot;

		// rescale axes by width and height of sprite
		x_axis = x_axis * mWidthDiv2;
		y_axis = y_axis *  mHeightDiv2;

		mA = -x_axis + y_axis;
		mB = x_axis + y_axis;
		mC = x_axis - y_axis;
		mD = -x_axis - y_axis;

		mA += mPosition;
		mB += mPosition;
		mC += mPosition;
		mD += mPosition;
	}

	face.setFaceColor(mColor);

	LLStrider<LLVector3> verticesp;
	LLStrider<LLVector3> normalsp;
	LLStrider<LLVector2> tex_coordsp;
	LLStrider<U16> indicesp;
	U16 index_offset;

	// Setup face
	if (!face.getVertexBuffer())
	{	
		LLVertexBuffer* buff = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX | 
												LLVertexBuffer::MAP_TEXCOORD0,
												GL_STREAM_DRAW_ARB);
		buff->allocateBuffer(4, 12, TRUE);
		face.setGeomIndex(0);
		face.setIndicesIndex(0);
		face.setVertexBuffer(buff);
	}
		
	index_offset = face.getGeometry(verticesp,normalsp,tex_coordsp, indicesp);

	*tex_coordsp = LLVector2(0.f, 0.f);
	*verticesp = mC;
	tex_coordsp++;
	verticesp++;
	vertex_count++;

	*tex_coordsp = LLVector2(0.f, 1.f);
	*verticesp = mB;
	tex_coordsp++;
	verticesp++;
	vertex_count++;

	*tex_coordsp = LLVector2(1.f, 1.f);
	*verticesp = mA;
	tex_coordsp++;
	verticesp++;
	vertex_count++;

	*tex_coordsp = LLVector2(1.f, 0.0f);
	*verticesp = mD;
	tex_coordsp++;
	verticesp++;
	vertex_count++;

	// Generate indices, since they're easy.
	// Just a series of quads.
	*indicesp++ = index_offset;
	*indicesp++ = 2 + index_offset;
	*indicesp++ = 1 + index_offset;

	*indicesp++ = index_offset;
	*indicesp++ = 3 + index_offset;
	*indicesp++ = 2 + index_offset;

	if (!mFollow)
	{
		*indicesp++ = 0 + index_offset;
		*indicesp++ = 1 + index_offset;
		*indicesp++ = 2 + index_offset;
		*indicesp++ = 0 + index_offset;
		*indicesp++ = 2 + index_offset;
		*indicesp++ = 3 + index_offset;
	}

	face.getVertexBuffer()->setBuffer(0);
	face.mCenterAgent = mPosition;
}
Exemple #6
0
BOOL LLVOGround::updateGeometry(LLDrawable *drawable)
{
	LLStrider<LLVector3> verticesp;
	LLStrider<LLVector3> normalsp;
	LLStrider<LLVector2> texCoordsp;
	LLStrider<U16> indicesp;
	S32 index_offset;
	LLFace *face;	

	LLDrawPoolGround *poolp = (LLDrawPoolGround*) gPipeline.getPool(LLDrawPool::POOL_GROUND);

	if (drawable->getNumFaces() < 1)
		drawable->addFace(poolp, NULL);
	face = drawable->getFace(0); 
		
	if (face->mVertexBuffer.isNull())
	{
		face->setSize(5, 12);
		face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolGround::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
		face->mVertexBuffer->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE);
		face->setGeomIndex(0);
		face->setIndicesIndex(0);
	}
	
	index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
	if (-1 == index_offset)
	{
		return TRUE;
	}

	///////////////////////////////////////
	//
	//
	//
	LLVector3 at_dir = LLViewerCamera::getInstance()->getAtAxis();
	at_dir.mV[VZ] = 0.f;
	if (at_dir.normVec() < 0.01)
	{
		// We really don't care, as we're not looking anywhere near the horizon.
	}
	LLVector3 left_dir = LLViewerCamera::getInstance()->getLeftAxis();
	left_dir.mV[VZ] = 0.f;
	left_dir.normVec();

	// Our center top point
	LLColor4 ground_color = gSky.getFogColor();
	ground_color.mV[3] = 1.f;
	face->setFaceColor(ground_color);
	
	*(verticesp++)  = LLVector3(64, 64, 0);
	*(verticesp++)  = LLVector3(-64, 64, 0);
	*(verticesp++)  = LLVector3(-64, -64, 0);
	*(verticesp++)  = LLVector3(64, -64, 0);
	*(verticesp++)  = LLVector3(0, 0, -1024);
	
	
	// Triangles for each side
	*indicesp++ = index_offset + 0;
	*indicesp++ = index_offset + 1;
	*indicesp++ = index_offset + 4;

	*indicesp++ = index_offset + 1;
	*indicesp++ = index_offset + 2;
	*indicesp++ = index_offset + 4;

	*indicesp++ = index_offset + 2;
	*indicesp++ = index_offset + 3;
	*indicesp++ = index_offset + 4;

	*indicesp++ = index_offset + 3;
	*indicesp++ = index_offset + 0;
	*indicesp++ = index_offset + 4;

	*(texCoordsp++) = LLVector2(0.f, 0.f);
	*(texCoordsp++) = LLVector2(1.f, 0.f);
	*(texCoordsp++) = LLVector2(1.f, 1.f);
	*(texCoordsp++) = LLVector2(0.f, 1.f);
	*(texCoordsp++) = LLVector2(0.5f, 0.5f);
	
	face->mVertexBuffer->setBuffer(0);
	LLPipeline::sCompiles++;
	return TRUE;
}
Exemple #7
0
BOOL LLVOTree::updateGeometry(LLDrawable *drawable)
{
	LLFastTimer ftm(LLFastTimer::FTM_UPDATE_TREE);
	const F32 SRR3 = 0.577350269f; // sqrt(1/3)
	const F32 SRR2 = 0.707106781f; // sqrt(1/2)
	U32 i, j;

	U32 slices = MAX_SLICES;

	S32 max_indices = LEAF_INDICES;
	S32 max_vertices = LEAF_VERTICES;
	S32 lod;

	LLFace *face = drawable->getFace(0);

	face->mCenterAgent = getPositionAgent();
	face->mCenterLocal = face->mCenterAgent;

	for (lod = 0; lod < 4; lod++)
	{
		slices = sLODSlices[lod];
		sLODVertexOffset[lod] = max_vertices;
		sLODVertexCount[lod] = slices*slices;
		sLODIndexOffset[lod] = max_indices;
		sLODIndexCount[lod] = (slices-1)*(slices-1)*6;
		max_indices += sLODIndexCount[lod];
		max_vertices += sLODVertexCount[lod];
	}

	LLStrider<LLVector3> vertices;
	LLStrider<LLVector3> normals;
	LLStrider<LLVector2> tex_coords;
	LLStrider<U16> indicesp;

	face->setSize(max_vertices, max_indices);

	face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolTree::VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
	face->mVertexBuffer->allocateBuffer(max_vertices, max_indices, TRUE);
	face->setGeomIndex(0);
	face->setIndicesIndex(0);

	face->getGeometry(vertices, normals, tex_coords, indicesp);
	

	S32 vertex_count = 0;
	S32 index_count = 0;
	
	// First leaf
	*(normals++) =		LLVector3(-SRR2, -SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(-0.5f*LEAF_WIDTH, 0.f, 0.f);
	vertex_count++;

	*(normals++) =		LLVector3(SRR3, -SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_TOP);
	*(vertices++) =		LLVector3(0.5f*LEAF_WIDTH, 0.f, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(-SRR3, -SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_TOP);
	*(vertices++) =		LLVector3(-0.5f*LEAF_WIDTH, 0.f, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(SRR2, -SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(0.5f*LEAF_WIDTH, 0.f, 0.f);
	vertex_count++;


	*(indicesp++) = 0;
	index_count++;
	*(indicesp++) = 1;
	index_count++;
	*(indicesp++) = 2;
	index_count++;

	*(indicesp++) = 0;
	index_count++;
	*(indicesp++) = 3;
	index_count++;
	*(indicesp++) = 1;
	index_count++;

	// Same leaf, inverse winding/normals
	*(normals++) =		LLVector3(-SRR2, SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(-0.5f*LEAF_WIDTH, 0.f, 0.f);
	vertex_count++;

	*(normals++) =		LLVector3(SRR3, SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_TOP);
	*(vertices++) =		LLVector3(0.5f*LEAF_WIDTH, 0.f, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(-SRR3, SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_TOP);
	*(vertices++) =		LLVector3(-0.5f*LEAF_WIDTH, 0.f, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(SRR2, SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(0.5f*LEAF_WIDTH, 0.f, 0.f);
	vertex_count++;

	*(indicesp++) = 4;
	index_count++;
	*(indicesp++) = 6;
	index_count++;
	*(indicesp++) = 5;
	index_count++;

	*(indicesp++) = 4;
	index_count++;
	*(indicesp++) = 5;
	index_count++;
	*(indicesp++) = 7;
	index_count++;


	// next leaf
	*(normals++) =		LLVector3(SRR2, -SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(0.f, -0.5f*LEAF_WIDTH, 0.f);
	vertex_count++;

	*(normals++) =		LLVector3(SRR3, SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_TOP);
	*(vertices++) =		LLVector3(0.f, 0.5f*LEAF_WIDTH, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(SRR3, -SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_TOP);
	*(vertices++) =		LLVector3(0.f, -0.5f*LEAF_WIDTH, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(SRR2, SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(0.f, 0.5f*LEAF_WIDTH, 0.f);
	vertex_count++;

	*(indicesp++) = 8;
	index_count++;
	*(indicesp++) = 9;
	index_count++;
	*(indicesp++) = 10;
	index_count++;

	*(indicesp++) = 8;
	index_count++;
	*(indicesp++) = 11;
	index_count++;
	*(indicesp++) = 9;
	index_count++;


	// other side of same leaf
	*(normals++) =		LLVector3(-SRR2, -SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(0.f, -0.5f*LEAF_WIDTH, 0.f);
	vertex_count++;

	*(normals++) =		LLVector3(-SRR3, SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_TOP);
	*(vertices++) =		LLVector3(0.f, 0.5f*LEAF_WIDTH, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(-SRR3, -SRR3, SRR3);
	*(tex_coords++) =	LLVector2(LEAF_LEFT, LEAF_TOP);
	*(vertices++) =		LLVector3(0.f, -0.5f*LEAF_WIDTH, 1.f);
	vertex_count++;

	*(normals++) =		LLVector3(-SRR2, SRR2, 0.f);
	*(tex_coords++) =	LLVector2(LEAF_RIGHT, LEAF_BOTTOM);
	*(vertices++) =		LLVector3(0.f, 0.5f*LEAF_WIDTH, 0.f);
	vertex_count++;

	*(indicesp++) = 12;
	index_count++;
	*(indicesp++) = 14;
	index_count++;
	*(indicesp++) = 13;
	index_count++;

	*(indicesp++) = 12;
	index_count++;
	*(indicesp++) = 13;
	index_count++;
	*(indicesp++) = 15;
	index_count++;

	// Generate geometry for the cylinders

	// Different LOD's

	// Generate the vertices
	// Generate the indices

	for (lod = 0; lod < 4; lod++)
	{
		slices = sLODSlices[lod];
		F32 base_radius = 0.65f;
		F32 top_radius = base_radius * sSpeciesTable[mSpecies]->mTaper;
		//llinfos << "Species " << ((U32) mSpecies) << ", taper = " << sSpeciesTable[mSpecies].mTaper << llendl;
		//llinfos << "Droop " << mDroop << ", branchlength: " << mBranchLength << llendl;
		F32 angle = 0;
		F32 angle_inc = 360.f/(slices-1);
		F32 z = 0.f;
		F32 z_inc = 1.f;
		if (slices > 3)
		{
			z_inc = 1.f/(slices - 3);
		}
		F32 radius = base_radius;

		F32 x1,y1;
		F32 noise_scale = sSpeciesTable[mSpecies]->mNoiseMag;
		LLVector3 nvec;

		const F32 cap_nudge = 0.1f;			// Height to 'peak' the caps on top/bottom of branch

		const S32 fractal_depth = 5;
		F32 nvec_scale = 1.f * sSpeciesTable[mSpecies]->mNoiseScale;
		F32 nvec_scalez = 4.f * sSpeciesTable[mSpecies]->mNoiseScale;

		F32 tex_z_repeat = sSpeciesTable[mSpecies]->mRepeatTrunkZ;

		F32 start_radius;
		F32 nangle = 0;
		F32 height = 1.f;
		F32 r0;

		for (i = 0; i < slices; i++)
		{
			if (i == 0) 
			{
				z = - cap_nudge;
				r0 = 0.0;
			}
			else if (i == (slices - 1))
			{
				z = 1.f + cap_nudge;//((i - 2) * z_inc) + cap_nudge;
				r0 = 0.0;
			}
			else  
			{
				z = (i - 1) * z_inc;
				r0 = base_radius + (top_radius - base_radius)*z;
			}

			for (j = 0; j < slices; j++)
			{
				if (slices - 1 == j)
				{
					angle = 0.f;
				}
				else
				{
					angle =  j*angle_inc;
				}
			
				nangle = angle;
				
				x1 = cos(angle * DEG_TO_RAD);
				y1 = sin(angle * DEG_TO_RAD);
				LLVector2 tc;
				// This isn't totally accurate.  Should compute based on slope as well.
				start_radius = r0 * (1.f + 1.2f*fabs(z - 0.66f*height)/height);
				nvec.setVec(	cos(nangle * DEG_TO_RAD)*start_radius*nvec_scale, 
								sin(nangle * DEG_TO_RAD)*start_radius*nvec_scale, 
								z*nvec_scalez); 
				// First and last slice at 0 radius (to bring in top/bottom of structure)
				radius = start_radius + turbulence3((F32*)&nvec.mV, (F32)fractal_depth)*noise_scale;

				if (slices - 1 == j)
				{
					// Not 0.5 for slight slop factor to avoid edges on leaves
					tc = LLVector2(0.490f, (1.f - z/2.f)*tex_z_repeat);
				}
				else
				{
					tc = LLVector2((angle/360.f)*0.5f, (1.f - z/2.f)*tex_z_repeat);
				}

				*(vertices++) =		LLVector3(x1*radius, y1*radius, z);
				*(normals++) =		LLVector3(x1, y1, 0.f);
				*(tex_coords++) = tc;
				vertex_count++;
			}
		}

		for (i = 0; i < (slices - 1); i++)
		{
			for (j = 0; j < (slices - 1); j++)
			{
				S32 x1_offset = j+1;
				if ((j+1) == slices)
				{
					x1_offset = 0;
				}
				// Generate the matching quads
				*(indicesp) = j + (i*slices) + sLODVertexOffset[lod];
				llassert(*(indicesp) < (U32)max_vertices);
				indicesp++;
				index_count++;
				*(indicesp) = x1_offset + ((i+1)*slices) + sLODVertexOffset[lod];
				llassert(*(indicesp) < (U32)max_vertices);
				indicesp++;
				index_count++;
				*(indicesp) = j + ((i+1)*slices) + sLODVertexOffset[lod];
				llassert(*(indicesp) < (U32)max_vertices);
				indicesp++;
				index_count++;

				*(indicesp) = j + (i*slices) + sLODVertexOffset[lod];
				llassert(*(indicesp) < (U32)max_vertices);
				indicesp++;
				index_count++;
				*(indicesp) = x1_offset + (i*slices) + sLODVertexOffset[lod];
				llassert(*(indicesp) < (U32)max_vertices);
				indicesp++;
				index_count++;
				*(indicesp) = x1_offset + ((i+1)*slices) + sLODVertexOffset[lod];
				llassert(*(indicesp) < (U32)max_vertices);
				indicesp++;
				index_count++;
			}
		}
		slices /= 2; 
	}

	face->mVertexBuffer->setBuffer(0);
	llassert(vertex_count == max_vertices);
	llassert(index_count == max_indices);

	return TRUE;
}
void LLParticlePartition::getGeometry(LLSpatialGroup* group)
{
	LLMemType mt(LLMemType::MTYPE_SPACE_PARTITION);
	LLFastTimer ftm(FTM_REBUILD_PARTICLE_GEOM);

	std::sort(mFaceList.begin(), mFaceList.end(), LLFace::CompareDistanceGreater());

	U32 index_count = 0;
	U32 vertex_count = 0;

	group->clearDrawMap();

	LLVertexBuffer* buffer = group->mVertexBuffer;

	LLStrider<U16> indicesp;
	LLStrider<LLVector4a> verticesp;
	LLStrider<LLVector3> normalsp;
	LLStrider<LLVector2> texcoordsp;
	LLStrider<LLColor4U> colorsp;

	buffer->getVertexStrider(verticesp);
	buffer->getNormalStrider(normalsp);
	buffer->getColorStrider(colorsp);
	
	LLSpatialGroup::drawmap_elem_t& draw_vec = group->mDrawMap[mRenderPass];	

	for (std::vector<LLFace*>::iterator i = mFaceList.begin(); i != mFaceList.end(); ++i)
	{
		LLFace* facep = *i;
		LLAlphaObject* object = (LLAlphaObject*) facep->getViewerObject();

		if (!facep->isState(LLFace::PARTICLE))
		{ //set the indices of this face
			S32 idx = LLVOPartGroup::findAvailableVBSlot();
			if (idx >= 0)
			{
				facep->setGeomIndex(idx*4);
				facep->setIndicesIndex(idx*6);
				facep->setVertexBuffer(LLVOPartGroup::sVB);
				facep->setPoolType(LLDrawPool::POOL_ALPHA);
				facep->setState(LLFace::PARTICLE);
			}
			else
			{
				continue; //out of space in particle buffer
			}		
		}

		S32 geom_idx = (S32) facep->getGeomIndex();

		LLStrider<U16> cur_idx = indicesp + facep->getIndicesStart();
		LLStrider<LLVector4a> cur_vert = verticesp + geom_idx;
		LLStrider<LLVector3> cur_norm = normalsp + geom_idx;
		LLStrider<LLVector2> cur_tc = texcoordsp + geom_idx;
		LLStrider<LLColor4U> cur_col = colorsp + geom_idx;

		object->getGeometry(facep->getTEOffset(), cur_vert, cur_norm, cur_tc, cur_col, cur_idx);
		
		llassert(facep->getGeomCount() == 4);
		llassert(facep->getIndicesCount() == 6);


		vertex_count += facep->getGeomCount();
		index_count += facep->getIndicesCount();

		S32 idx = draw_vec.size()-1;

		BOOL fullbright = facep->isState(LLFace::FULLBRIGHT);
		F32 vsize = facep->getVirtualSize();

		bool batched = false;
	
		if (idx >= 0 &&
			draw_vec[idx]->mTexture == facep->getTexture() &&
			draw_vec[idx]->mFullbright == fullbright)
		{
			if (draw_vec[idx]->mEnd == facep->getGeomIndex()-1)
			{
				batched = true;
				draw_vec[idx]->mCount += facep->getIndicesCount();
				draw_vec[idx]->mEnd += facep->getGeomCount();
				draw_vec[idx]->mVSize = llmax(draw_vec[idx]->mVSize, vsize);
			}
			else if (draw_vec[idx]->mStart == facep->getGeomIndex()+facep->getGeomCount()+1)
			{
				batched = true;
				draw_vec[idx]->mCount += facep->getIndicesCount();
				draw_vec[idx]->mStart -= facep->getGeomCount();
				draw_vec[idx]->mOffset = facep->getIndicesStart();
				draw_vec[idx]->mVSize = llmax(draw_vec[idx]->mVSize, vsize);
			}
		}


		if (!batched)
		{
			U32 start = facep->getGeomIndex();
			U32 end = start + facep->getGeomCount()-1;
			U32 offset = facep->getIndicesStart();
			U32 count = facep->getIndicesCount();
			LLDrawInfo* info = new LLDrawInfo(start,end,count,offset,facep->getTexture(), 
				//facep->getTexture(),
				buffer, fullbright); 
			info->mExtents[0] = group->mObjectExtents[0];
			info->mExtents[1] = group->mObjectExtents[1];
			info->mVSize = vsize;
			draw_vec.push_back(info);
			//for alpha sorting
			facep->setDrawInfo(info);
		}
	}

	mFaceList.clear();
}
Exemple #9
0
BOOL LLVOWater::updateGeometry(LLDrawable *drawable)
{
	LLFastTimer ftm(LLFastTimer::FTM_UPDATE_WATER);
	LLFace *face;

	if (drawable->getNumFaces() < 1)
	{
		LLDrawPoolWater *poolp = (LLDrawPoolWater*) gPipeline.getPool(LLDrawPool::POOL_WATER);
		drawable->addFace(poolp, NULL);
	}
	face = drawable->getFace(0);

//	LLVector2 uvs[4];
//	LLVector3 vtx[4];

	LLStrider<LLVector3> verticesp, normalsp;
	LLStrider<LLVector2> texCoordsp;
	LLStrider<U16> indicesp;
	U16 index_offset;

	S32 size = 16;

	S32 num_quads = size*size;	
	face->setSize(4*num_quads, 6*num_quads);

	if (face->mVertexBuffer.isNull())
	{
		face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_DYNAMIC_DRAW_ARB);
		face->mVertexBuffer->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE);
		face->setIndicesIndex(0);
		face->setGeomIndex(0);
	}
	else
	{
		face->mVertexBuffer->resizeBuffer(face->getGeomCount(), face->getIndicesCount());
	}
		
	index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
		
	LLVector3 position_agent;
	position_agent = getPositionAgent();
	face->mCenterAgent = position_agent;
	face->mCenterLocal = position_agent;

	S32 x, y;
	F32 step_x = getScale().mV[0] / size;
	F32 step_y = getScale().mV[1] / size;

	const LLVector3 up(0.f, step_y * 0.5f, 0.f);
	const LLVector3 right(step_x * 0.5f, 0.f, 0.f);
	const LLVector3 normal(0.f, 0.f, 1.f);

	F32 size_inv = 1.f / size;

	for (y = 0; y < size; y++)
	{
		for (x = 0; x < size; x++)
		{
			S32 toffset = index_offset + 4*(y*size + x);
			position_agent = getPositionAgent() - getScale() * 0.5f;
			position_agent.mV[VX] += (x + 0.5f) * step_x;
			position_agent.mV[VY] += (y + 0.5f) * step_y;

			*verticesp++  = position_agent - right + up;
			*verticesp++  = position_agent - right - up;
			*verticesp++  = position_agent + right + up;
			*verticesp++  = position_agent + right - up;

			*texCoordsp++ = LLVector2(x*size_inv, (y+1)*size_inv);
			*texCoordsp++ = LLVector2(x*size_inv, y*size_inv);
			*texCoordsp++ = LLVector2((x+1)*size_inv, (y+1)*size_inv);
			*texCoordsp++ = LLVector2((x+1)*size_inv, y*size_inv);
			
			*normalsp++   = normal;
			*normalsp++   = normal;
			*normalsp++   = normal;
			*normalsp++   = normal;

			*indicesp++ = toffset + 0;
			*indicesp++ = toffset + 1;
			*indicesp++ = toffset + 2;

			*indicesp++ = toffset + 1;
			*indicesp++ = toffset + 3;
			*indicesp++ = toffset + 2;
		}
	}
	
	face->mVertexBuffer->setBuffer(0);

	mDrawable->movePartition();
	LLPipeline::sCompiles++;
	return TRUE;
}