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(); }
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); }
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); }*/ }