//create a vertex buffer for efficiently rendering cubes
LLVertexBuffer* ll_create_cube_vb(U32 type_mask, U32 usage)
{
	LLVertexBuffer* ret = new LLVertexBuffer(type_mask, usage);

	ret->allocateBuffer(8, 64, true);

	LLStrider<LLVector3> pos;
	LLStrider<U16> idx;

	ret->getVertexStrider(pos);
	ret->getIndexStrider(idx);

	pos[0] = LLVector3(-1,-1,-1);
	pos[1] = LLVector3(-1,-1, 1);
	pos[2] = LLVector3(-1, 1,-1);
	pos[3] = LLVector3(-1, 1, 1);
	pos[4] = LLVector3( 1,-1,-1);
	pos[5] = LLVector3( 1,-1, 1);
	pos[6] = LLVector3( 1, 1,-1);
	pos[7] = LLVector3( 1, 1, 1);

	for (U32 i = 0; i < 64; i++)
	{
		idx[i] = sOcclusionIndices[i];
	}

	ret->flush();

	return ret;
}
// static
void LLViewerJointMesh::updateGeometry(LLFace *mFace, LLPolyMesh *mMesh)
{
	LLStrider<LLVector3> o_vertices;
	LLStrider<LLVector3> o_normals;

	//get vertex and normal striders
	LLVertexBuffer* buffer = mFace->getVertexBuffer();
	buffer->getVertexStrider(o_vertices,  0);
	buffer->getNormalStrider(o_normals,   0);

	F32* __restrict vert = o_vertices[0].mV;
	F32* __restrict norm = o_normals[0].mV;

	const F32* __restrict weights = mMesh->getWeights();
	const LLVector4a* __restrict coords = (LLVector4a*) mMesh->getCoords();
	const LLVector4a* __restrict normals = (LLVector4a*) mMesh->getNormals();

	U32 offset = mMesh->mFaceVertexOffset*4;
	vert += offset;
	norm += offset;

	for (U32 index = 0; index < mMesh->getNumVertices(); index++)
	{
		// equivalent to joint = floorf(weights[index]);
		S32 joint = _mm_cvtt_ss2si(_mm_load_ss(weights+index));
		F32 w = weights[index] - joint;		

		LLMatrix4a gBlendMat;

		if (w != 0.f)
		{
			// blend between matrices and apply
			gBlendMat.setLerp(gJointMatAligned[joint+0],
							  gJointMatAligned[joint+1], w);

			LLVector4a res;
			gBlendMat.affineTransform(coords[index], res);
			res.store4a(vert+index*4);
			gBlendMat.rotate(normals[index], res);
			res.store4a(norm+index*4);
		}
		else
		{  // No lerp required in this case.
			LLVector4a res;
			gJointMatAligned[joint].affineTransform(coords[index], res);
			res.store4a(vert+index*4);
			gJointMatAligned[joint].rotate(normals[index], res);
			res.store4a(norm+index*4);
		}
	}

	buffer->flush();
}
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();
}
예제 #4
0
BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable)
{
	LLFastTimer ftm(FTM_GEO_SKY);
	LLStrider<LLVector3>	vertices;
	LLStrider<LLVector2>	texCoords;
	LLStrider<U16>			indices;

#if DOME_SLICES
	{
		mFanVerts = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
		mFanVerts->allocateBuffer(getFanNumVerts(), getFanNumIndices(), TRUE);

		BOOL success = mFanVerts->getVertexStrider(vertices)
			&& mFanVerts->getTexCoord0Strider(texCoords)
			&& mFanVerts->getIndexStrider(indices);

		if(!success) 
		{
			llerrs << "Failed updating WindLight sky geometry." << llendl;
		}

		buildFanBuffer(vertices, texCoords, indices);

		mFanVerts->flush();
	}

	{
		const U32 max_buffer_bytes = gSavedSettings.getS32("RenderMaxVBOSize")*1024;
		const U32 data_mask = LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK;
		const U32 max_verts = max_buffer_bytes / LLVertexBuffer::calcVertexSize(data_mask);

		const U32 total_stacks = getNumStacks();

		const U32 verts_per_stack = getNumSlices();

		// each seg has to have one more row of verts than it has stacks
		// then round down
		const U32 stacks_per_seg = (max_verts - verts_per_stack) / verts_per_stack;

		// round up to a whole number of segments
		const U32 strips_segments = (total_stacks+stacks_per_seg-1) / stacks_per_seg;

		llinfos << "WL Skydome strips in " << strips_segments << " batches." << llendl;

		mStripsVerts.resize(strips_segments, NULL);

		LLTimer timer;
		timer.start();

		for (U32 i = 0; i < strips_segments ;++i)
		{
			LLVertexBuffer * segment = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
			mStripsVerts[i] = segment;

			U32 num_stacks_this_seg = stacks_per_seg;
			if ((i == strips_segments - 1) && (total_stacks % stacks_per_seg) != 0)
			{
				// for the last buffer only allocate what we'll use
				num_stacks_this_seg = total_stacks % stacks_per_seg;
			}

			// figure out what range of the sky we're filling
			const U32 begin_stack = i * stacks_per_seg;
			const U32 end_stack = begin_stack + num_stacks_this_seg;
			llassert(end_stack <= total_stacks);

			const U32 num_verts_this_seg = verts_per_stack * (num_stacks_this_seg+1);
			llassert(num_verts_this_seg <= max_verts);

			const U32 num_indices_this_seg = 1+num_stacks_this_seg*(2+2*verts_per_stack);
			llassert(num_indices_this_seg * sizeof(U16) <= max_buffer_bytes);

			segment->allocateBuffer(num_verts_this_seg, num_indices_this_seg, TRUE);

			// lock the buffer
			BOOL success = segment->getVertexStrider(vertices)
				&& segment->getTexCoord0Strider(texCoords)
				&& segment->getIndexStrider(indices);

			if(!success) 
			{
				llerrs << "Failed updating WindLight sky geometry." << llendl;
			}

			// fill it
			buildStripsBuffer(begin_stack, end_stack,  vertices, texCoords, indices);

			// and unlock the buffer
			segment->flush();
		}
	
		llinfos << "completed in " << llformat("%.2f", timer.getElapsedTimeF32()) << "seconds" << llendl;
	}
#else
	mStripsVerts = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
	
	const F32 RADIUS = LLWLParamManager::sParamMgr->getDomeRadius();

	LLPointer<LLVertexBuffer> temp = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX, 0);
	temp->allocateBuffer(12, 60, TRUE);

	BOOL success = temp->getVertexStrider(vertices)
		&& temp->getIndexStrider(indices);

	if (success)
	{
		for (U32 i = 0; i < 12; i++)
		{
			*vertices++ = icosahedron_vert[i];
		}

		for (U32 i = 0; i < 60; i++)
		{
			*indices++ = icosahedron_ind[i];
		}
	}


	LLPointer<LLVertexBuffer> temp2;
	
	for (U32 i = 0; i < 8; i++)
	{
		temp2 = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX, 0);
		subdivide(*temp, temp2);
		temp = temp2;
	}
	
	temp->getVertexStrider(vertices);
	for (S32 i = 0; i < temp->getNumVerts(); i++)
	{
		LLVector3 v = vertices[i];
		v.normVec();
		vertices[i] = v*RADIUS;
	}

	temp2 = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX, 0);
	chop(*temp, temp2);

	mStripsVerts->allocateBuffer(temp2->getNumVerts(), temp2->getNumIndices(), TRUE);
	
	success = mStripsVerts->getVertexStrider(vertices)
		&& mStripsVerts->getTexCoordStrider(texCoords)
		&& mStripsVerts->getIndexStrider(indices);

	LLStrider<LLVector3> v;
	temp2->getVertexStrider(v);
	LLStrider<U16> ind;
	temp2->getIndexStrider(ind);

	if (success)
	{
		for (S32 i = 0; i < temp2->getNumVerts(); ++i)
		{
			LLVector3 vert = *v++;
			vert.normVec();
			F32 z0 = vert.mV[2];
			F32 x0 = vert.mV[0];
			
			vert *= RADIUS;
			
			*vertices++ = vert;
			*texCoords++ = LLVector2((-z0 + 1.f) / 2.f, (-x0 + 1.f) / 2.f);
		}

		for (S32 i = 0; i < temp2->getNumIndices(); ++i)
		{
			*indices++ = *ind++;
		}
	}

	mStripsVerts->flush();
#endif

	updateStarColors();
	updateStarGeometry(drawable);

	LLPipeline::sCompiles++;

	return TRUE;
}
예제 #5
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;


	// 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;
}
예제 #6
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<LLVector4a> 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->setVertexBuffer(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(),
				//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->flush();
	mFaceList.clear();
}
예제 #7
0
void LLVOTree::updateMesh()
{
	LLMatrix4 matrix;
	
	// Translate to tree base  HACK - adjustment in Z plants tree underground
	const LLVector3 &pos_agent = getPositionAgent();
	//gGL.translatef(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
	LLMatrix4 trans_mat;
	trans_mat.setTranslation(pos_agent.mV[VX], pos_agent.mV[VY], pos_agent.mV[VZ] - 0.1f);
	trans_mat *= matrix;
	
	// Rotate to tree position 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
	// 
	const F32 TRUNK_STIFF = 22.f;
	
	LLQuaternion rot = 
		LLQuaternion(mTrunkBend.magVec()*TRUNK_STIFF*DEG_TO_RAD, LLVector4(mTrunkBend.mV[VX], mTrunkBend.mV[VY], 0)) *
		LLQuaternion(90.f*DEG_TO_RAD, LLVector4(0,0,1)) *
		getRotation();

	LLMatrix4 rot_mat(rot);
	rot_mat *= trans_mat;

	F32 radius = getScale().magVec()*0.05f;
	LLMatrix4 scale_mat;
	scale_mat.mMatrix[0][0] = 
		scale_mat.mMatrix[1][1] =
		scale_mat.mMatrix[2][2] = radius;

	scale_mat *= rot_mat;

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

	F32 droop = mDroop + 25.f*(1.f - mTrunkBend.magVec());
	
	S32 stop_depth = 0;
	F32 alpha = 1.0;
	

	U32 vert_count = 0;
	U32 index_count = 0;
	
	calcNumVerts(vert_count, index_count, mTrunkLOD, stop_depth, mDepth, mTrunkDepth, mBranches);

	LLFace* facep = mDrawable->getFace(0);
	LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolTree::VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
	buff->allocateBuffer(vert_count, index_count, TRUE);
	facep->setVertexBuffer(buff);
	
	LLStrider<LLVector3> vertices;
	LLStrider<LLVector3> normals;
	LLStrider<LLVector2> tex_coords;
	LLStrider<U16> indices;
	U16 idx_offset = 0;

	buff->getVertexStrider(vertices);
	buff->getNormalStrider(normals);
	buff->getTexCoord0Strider(tex_coords);
	buff->getIndexStrider(indices);

	genBranchPipeline(vertices, normals, tex_coords, indices, idx_offset, scale_mat, mTrunkLOD, stop_depth, mDepth, mTrunkDepth, 1.0, mTwist, droop, mBranches, alpha);
	
	mReferenceBuffer->flush();
	buff->flush();
}