/**
* @file lldrawpoolterrain.cpp
* @brief LLDrawPoolTerrain class implementation
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "lldrawpoolterrain.h"
#include "llfasttimer.h"
#include "llagent.h"
#include "llviewercontrol.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "llsurface.h"
#include "llsurfacepatch.h"
#include "llviewerregion.h"
#include "llvlcomposition.h"
#include "llviewerparcelmgr.h" // for gRenderParcelOwnership
#include "llviewerparceloverlay.h"
#include "llvosurfacepatch.h"
#include "llviewercamera.h"
#include "llviewertexturelist.h" // To get alpha gradients
#include "llworld.h"
#include "pipeline.h"
#include "llviewershadermgr.h"
#include "llrender.h"
const F32 DETAIL_SCALE = 1.f/16.f;
int DebugDetailMap = 0;
S32 LLDrawPoolTerrain::sDetailMode = 1;
F32 LLDrawPoolTerrain::sDetailScale = DETAIL_SCALE;
static LLGLSLShader* sShader = NULL;
static LLTrace::BlockTimerStatHandle FTM_SHADOW_TERRAIN("Terrain Shadow");
LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerTexture *texturep) :
LLFacePool(POOL_TERRAIN),
mTexturep(texturep)
{
U32 format = GL_ALPHA8;
U32 int_format = GL_ALPHA;
// Hack!
// Attempt to speed up things a little
// sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale");
// sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
static LLCachedControl RenderTerrainScale(gSavedSettings, "RenderTerrainScale");
static LLCachedControl RenderTerrainDetail(gSavedSettings, "RenderTerrainDetail");
sDetailScale = 1.f/RenderTerrainScale;
sDetailMode = RenderTerrainDetail;
//
mAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient.tga",
FTT_LOCAL_FILE,
TRUE, LLGLTexture::BOOST_UI,
LLViewerTexture::FETCHED_TEXTURE,
format, int_format,
LLUUID("e97cf410-8e61-7005-ec06-629eba4cd1fb"));
//gGL.getTexUnit(0)->bind(mAlphaRampImagep.get());
mAlphaRampImagep->setAddressMode(LLTexUnit::TAM_CLAMP);
m2DAlphaRampImagep = LLViewerTextureManager::getFetchedTextureFromFile("alpha_gradient_2d.j2c",
FTT_LOCAL_FILE,
TRUE, LLGLTexture::BOOST_UI,
LLViewerTexture::FETCHED_TEXTURE,
format, int_format,
LLUUID("38b86f85-2575-52a9-a531-23108d8da837"));
//gGL.getTexUnit(0)->bind(m2DAlphaRampImagep.get());
m2DAlphaRampImagep->setAddressMode(LLTexUnit::TAM_CLAMP);
mTexturep->setBoostLevel(LLGLTexture::BOOST_TERRAIN);
//gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
}
LLDrawPoolTerrain::~LLDrawPoolTerrain()
{
llassert( gPipeline.findPool( getType(), getTexture() ) == NULL );
}
LLDrawPool *LLDrawPoolTerrain::instancePool()
{
return new LLDrawPoolTerrain(mTexturep);
}
U32 LLDrawPoolTerrain::getVertexDataMask()
{
if (LLPipeline::sShadowRender)
{
return LLVertexBuffer::MAP_VERTEX;
}
else if (LLGLSLShader::sCurBoundShaderPtr)
{
return VERTEX_DATA_MASK & ~(LLVertexBuffer::MAP_TEXCOORD2 | LLVertexBuffer::MAP_TEXCOORD3);
}
else
{
return VERTEX_DATA_MASK;
}
}
void LLDrawPoolTerrain::prerender()
{
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
// Use faster LLCachedControls for frequently visited locations
//sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
static LLCachedControl renderTerrainDetail(gSavedSettings, "RenderTerrainDetail");
sDetailMode = (S32)renderTerrainDetail;
//
}
void LLDrawPoolTerrain::beginRenderPass( S32 pass )
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
LLFacePool::beginRenderPass(pass);
sShader = LLPipeline::sUnderWaterRender ?
&gTerrainWaterProgram :
&gTerrainProgram;
if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0)
{
sShader->bind();
}
}
void LLDrawPoolTerrain::endRenderPass( S32 pass )
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
//LLFacePool::endRenderPass(pass);
if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0) {
sShader->unbind();
}
}
//static
S32 LLDrawPoolTerrain::getDetailMode()
{
return sDetailMode;
}
void LLDrawPoolTerrain::render(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
if (mDrawFace.empty())
{
return;
}
// Hack! Get the region that this draw pool is rendering from!
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
LLVLComposition *compp = regionp->getComposition();
for (S32 i = 0; i < 4; i++)
{
compp->mDetailTextures[i]->setBoostLevel(LLGLTexture::BOOST_TERRAIN);
compp->mDetailTextures[i]->addTextureStats(1024.f*1024.f); // assume large pixel area
}
LLOverrideFaceColor override(this, 1.f, 1.f, 1.f, 1.f);
if (!gGLManager.mHasMultitexture)
{
// No multitexture, render simple land.
renderSimple(); // Render without multitexture
return;
}
// Render simplified land if video card can't do sufficient multitexturing
if (!gGLManager.mHasARBEnvCombine || (gGLManager.mNumTextureUnits < 2))
{
renderSimple(); // Render without multitexture
return;
}
LLGLSPipeline gls;
if (mVertexShaderLevel > 1 && sShader->mShaderLevel > 0)
{
gPipeline.enableLightsDynamic();
// Fumi.Iseki
S32 terrain_cont = 0;
S32 terrain_tile = 0;
if (compp->getStartHeight(1)==0.0 && compp->getHeightRange(1)==0.0) {
terrain_cont++;
terrain_tile = 0;
}
if (compp->getStartHeight(3)==0.0 && compp->getHeightRange(3)==0.0) {
terrain_cont++;
terrain_tile = 1;
}
if (compp->getStartHeight(0)==0.0 && compp->getHeightRange(0)==0.0) {
terrain_cont++;
terrain_tile = 2;
}
if (compp->getStartHeight(2)==0.0 && compp->getHeightRange(2)==0.0) {
terrain_cont++;
terrain_tile = 3;
}
if (terrain_cont>0) {
if (terrain_cont==4) renderTiledShader();
else renderTiledShader(terrain_tile);
}
else renderFullShader();
}
else
{
gPipeline.enableLightsStatic();
if (sDetailMode == 0)
{
renderSimple();
}
else if (gGLManager.mNumTextureUnits < 4)
{
renderFull2TU();
}
else
{
renderFull4TU();
}
}
// Special-case for land ownership feedback
// Use faster LLCachedControls for frequently visited locations
//if (gSavedSettings.getBOOL("ShowParcelOwners"))
static LLCachedControl showParcelOwners(gSavedSettings, "ShowParcelOwners");
if (showParcelOwners)
//
{
if (mVertexShaderLevel > 1)
{ //use fullbright shader for highlighting
LLGLSLShader* old_shader = sShader;
sShader->unbind();
sShader = &gHighlightProgram;
sShader->bind();
gGL.diffuseColor4f(1,1,1,1);
LLGLEnable polyOffset(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
renderOwnership();
sShader = old_shader;
sShader->bind();
}
else
{
gPipeline.disableLights();
renderOwnership();
}
}
}
void LLDrawPoolTerrain::beginDeferredPass(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
LLFacePool::beginRenderPass(pass);
sShader = &gDeferredTerrainProgram;
sShader->bind();
}
void LLDrawPoolTerrain::endDeferredPass(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
LLFacePool::endRenderPass(pass);
sShader->unbind();
}
void LLDrawPoolTerrain::renderDeferred(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_RENDER_TERRAIN);
if (mDrawFace.empty())
{
return;
}
renderFullShader();
}
void LLDrawPoolTerrain::beginShadowPass(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_SHADOW_TERRAIN);
LLFacePool::beginRenderPass(pass);
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gDeferredShadowProgram.bind();
}
void LLDrawPoolTerrain::endShadowPass(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_SHADOW_TERRAIN);
LLFacePool::endRenderPass(pass);
gDeferredShadowProgram.unbind();
}
void LLDrawPoolTerrain::renderShadow(S32 pass)
{
LL_RECORD_BLOCK_TIME(FTM_SHADOW_TERRAIN);
if (mDrawFace.empty())
{
return;
}
//LLGLEnable offset(GL_POLYGON_OFFSET);
//glCullFace(GL_FRONT);
drawLoop();
//glCullFace(GL_BACK);
}
void LLDrawPoolTerrain::drawLoop()
{
if (!mDrawFace.empty())
{
for (std::vector::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *facep = *iter;
LLMatrix4* model_matrix = &(facep->getDrawable()->getRegion()->mRenderMatrix);
if (model_matrix != gGLLastMatrix)
{
llassert(gGL.getMatrixMode() == LLRender::MM_MODELVIEW);
gGLLastMatrix = model_matrix;
gGL.loadMatrix(gGLModelView);
if (model_matrix)
{
gGL.multMatrix((GLfloat*) model_matrix->mMatrix);
}
gPipeline.mMatrixOpCount++;
}
facep->renderIndexed();
}
}
}
void LLDrawPoolTerrain::renderFullShader()
{
// Hack! Get the region that this draw pool is rendering from!
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
LLVLComposition *compp = regionp->getComposition();
LLViewerTexture *detail_texture0p = compp->mDetailTextures[0];
LLViewerTexture *detail_texture1p = compp->mDetailTextures[1];
LLViewerTexture *detail_texture2p = compp->mDetailTextures[2];
LLViewerTexture *detail_texture3p = compp->mDetailTextures[3];
LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal();
F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sDetailScale)*sDetailScale;
F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sDetailScale)*sDetailScale;
LLVector4 tp0, tp1;
tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x);
tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y);
//
// detail texture 0
//
S32 detail0 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0);
gGL.getTexUnit(detail0)->bind(detail_texture0p);
gGL.getTexUnit(0)->activate();
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(shader);
shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV);
shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV);
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
//
// detail texture 1
//
S32 detail1 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1);
gGL.getTexUnit(detail1)->bind(detail_texture1p);
/// ALPHA TEXTURE COORDS 0:
gGL.getTexUnit(1)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
// detail texture 2
//
S32 detail2 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL2);
gGL.getTexUnit(detail2)->bind(detail_texture2p);
gGL.getTexUnit(2)->activate();
/// ALPHA TEXTURE COORDS 1:
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.translatef(-2.f, 0.f, 0.f);
gGL.matrixMode(LLRender::MM_MODELVIEW);
//
// detail texture 3
//
S32 detail3 = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3);
gGL.getTexUnit(detail3)->bind(detail_texture3p);
/// ALPHA TEXTURE COORDS 2:
gGL.getTexUnit(3)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.translatef(-1.f, 0.f, 0.f);
gGL.matrixMode(LLRender::MM_MODELVIEW);
//
// Alpha Ramp
//
S32 alpha_ramp = sShader->enableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
gGL.getTexUnit(alpha_ramp)->bind(m2DAlphaRampImagep);
// GL_BLEND disabled by default
drawLoop();
// Disable multitexture
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_ALPHARAMP);
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL0);
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL1);
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL2);
sShader->disableTexture(LLViewerShaderMgr::TERRAIN_DETAIL3);
gGL.getTexUnit(alpha_ramp)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(4)->disable();
gGL.getTexUnit(4)->activate();
gGL.getTexUnit(detail3)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(3)->disable();
gGL.getTexUnit(3)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(detail2)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(2)->disable();
gGL.getTexUnit(2)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(detail1)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->disable();
gGL.getTexUnit(1)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
//----------------------------------------------------------------------------
// Restore Texture Unit 0 defaults
gGL.getTexUnit(detail0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
void LLDrawPoolTerrain::renderFull4TU()
{
// Hack! Get the region that this draw pool is rendering from!
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
LLVLComposition *compp = regionp->getComposition();
LLViewerTexture *detail_texture0p = compp->mDetailTextures[0];
LLViewerTexture *detail_texture1p = compp->mDetailTextures[1];
LLViewerTexture *detail_texture2p = compp->mDetailTextures[2];
LLViewerTexture *detail_texture3p = compp->mDetailTextures[3];
LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal();
F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sDetailScale)*sDetailScale;
F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sDetailScale)*sDetailScale;
LLVector4 tp0, tp1;
tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x);
tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y);
gGL.blendFunc(LLRender::BF_ONE_MINUS_SOURCE_ALPHA, LLRender::BF_SOURCE_ALPHA);
//----------------------------------------------------------------------------
// Pass 1/1
//
// Stage 0: detail texture 0
//
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->bind(detail_texture0p);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
//
// Stage 1: Generate alpha ramp for detail0/detail1 transition
//
gGL.getTexUnit(1)->bind(m2DAlphaRampImagep.get());
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->activate();
// Care about alpha only
gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
//
// Stage 2: Interpolate detail1 with existing based on ramp
//
gGL.getTexUnit(2)->bind(detail_texture1p);
gGL.getTexUnit(2)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(2)->activate();
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
gGL.getTexUnit(2)->setTextureColorBlend(LLTexUnit::TBO_LERP_PREV_ALPHA, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_TEX_COLOR);
//
// Stage 3: Modulate with primary (vertex) color for lighting
//
gGL.getTexUnit(3)->bind(detail_texture1p);
gGL.getTexUnit(3)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(3)->activate();
// Set alpha texture and do lighting modulation
gGL.getTexUnit(3)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_VERT_COLOR);
gGL.getTexUnit(0)->activate();
// GL_BLEND disabled by default
drawLoop();
//----------------------------------------------------------------------------
// Second pass
// Stage 0: Write detail3 into base
//
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->bind(detail_texture3p);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
//
// Stage 1: Generate alpha ramp for detail2/detail3 transition
//
gGL.getTexUnit(1)->bind(m2DAlphaRampImagep);
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->activate();
// Set the texture matrix
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.translatef(-2.f, 0.f, 0.f);
// Care about alpha only
gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
//
// Stage 2: Interpolate detail2 with existing based on ramp
//
gGL.getTexUnit(2)->bind(detail_texture2p);
gGL.getTexUnit(2)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(2)->activate();
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
gGL.getTexUnit(2)->setTextureColorBlend(LLTexUnit::TBO_LERP_PREV_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
//
// Stage 3: Generate alpha ramp for detail1/detail2 transition
//
gGL.getTexUnit(3)->bind(m2DAlphaRampImagep);
gGL.getTexUnit(3)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(3)->activate();
// Set the texture matrix
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.translatef(-1.f, 0.f, 0.f);
gGL.matrixMode(LLRender::MM_MODELVIEW);
// Set alpha texture and do lighting modulation
gGL.getTexUnit(3)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_VERT_COLOR);
gGL.getTexUnit(3)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
gGL.getTexUnit(0)->activate();
{
LLGLEnable blend(GL_BLEND);
drawLoop();
}
LLVertexBuffer::unbind();
// Disable multitexture
gGL.getTexUnit(3)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(3)->disable();
gGL.getTexUnit(3)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(2)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(2)->disable();
gGL.getTexUnit(2)->activate();
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->disable();
gGL.getTexUnit(1)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
// Restore blend state
gGL.setSceneBlendType(LLRender::BT_ALPHA);
//----------------------------------------------------------------------------
// Restore Texture Unit 0 defaults
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
void LLDrawPoolTerrain::renderFull2TU()
{
// Hack! Get the region that this draw pool is rendering from!
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
LLVLComposition *compp = regionp->getComposition();
LLViewerTexture *detail_texture0p = compp->mDetailTextures[0];
LLViewerTexture *detail_texture1p = compp->mDetailTextures[1];
LLViewerTexture *detail_texture2p = compp->mDetailTextures[2];
LLViewerTexture *detail_texture3p = compp->mDetailTextures[3];
LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal();
F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sDetailScale)*sDetailScale;
F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sDetailScale)*sDetailScale;
LLVector4 tp0, tp1;
tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x);
tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y);
gGL.blendFunc(LLRender::BF_ONE_MINUS_SOURCE_ALPHA, LLRender::BF_SOURCE_ALPHA);
//----------------------------------------------------------------------------
// Pass 1/4
//
// Stage 0: Render detail 0 into base
//
gGL.getTexUnit(0)->bind(detail_texture0p);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
drawLoop();
//----------------------------------------------------------------------------
// Pass 2/4
//
// Stage 0: Generate alpha ramp for detail0/detail1 transition
//
gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
// Care about alpha only
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
//
// Stage 1: Write detail1
//
gGL.getTexUnit(1)->bind(detail_texture1p);
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->activate();
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
gGL.getTexUnit(0)->activate();
{
LLGLEnable blend(GL_BLEND);
drawLoop();
}
//----------------------------------------------------------------------------
// Pass 3/4
//
// Stage 0: Generate alpha ramp for detail1/detail2 transition
//
gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
// Set the texture matrix
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.translatef(-1.f, 0.f, 0.f);
gGL.matrixMode(LLRender::MM_MODELVIEW);
// Care about alpha only
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
//
// Stage 1: Write detail2
//
gGL.getTexUnit(1)->bind(detail_texture2p);
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->activate();
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
{
LLGLEnable blend(GL_BLEND);
drawLoop();
}
//----------------------------------------------------------------------------
// Pass 4/4
//
// Stage 0: Generate alpha ramp for detail2/detail3 transition
//
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->bind(m2DAlphaRampImagep);
// Set the texture matrix
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.translatef(-2.f, 0.f, 0.f);
gGL.matrixMode(LLRender::MM_MODELVIEW);
// Care about alpha only
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
// Stage 1: Write detail3
gGL.getTexUnit(1)->bind(detail_texture3p);
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->activate();
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
gGL.getTexUnit(0)->activate();
{
LLGLEnable blend(GL_BLEND);
drawLoop();
}
// Restore blend state
gGL.setSceneBlendType(LLRender::BT_ALPHA);
// Disable multitexture
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->disable();
gGL.getTexUnit(1)->activate();
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
//----------------------------------------------------------------------------
// Restore Texture Unit 0 defaults
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
void LLDrawPoolTerrain::renderSimple()
{
LLVector4 tp0, tp1;
//----------------------------------------------------------------------------
// Pass 1/1
// Stage 0: Base terrain texture pass
mTexturep->addTextureStats(1024.f*1024.f);
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->bind(mTexturep);
LLVector3 origin_agent = mDrawFace[0]->getDrawable()->getVObj()->getRegion()->getOriginAgent();
F32 tscale = 1.f/256.f;
tp0.setVec(tscale, 0.f, 0.0f, -1.f*(origin_agent.mV[0]/256.f));
tp1.setVec(0.f, tscale, 0.0f, -1.f*(origin_agent.mV[1]/256.f));
if (LLGLSLShader::sNoFixedFunction)
{
sShader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV);
sShader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV);
}
else
{
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
}
gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
drawLoop();
//----------------------------------------------------------------------------
// Restore Texture Unit 0 defaults
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
if (!LLGLSLShader::sNoFixedFunction)
{
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
}
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
//============================================================================
void LLDrawPoolTerrain::renderOwnership()
{
LLGLSPipelineAlpha gls_pipeline_alpha;
llassert(!mDrawFace.empty());
// Each terrain pool is associated with a single region.
// We need to peek back into the viewer's data to find out
// which ownership overlay texture to use.
LLFace *facep = mDrawFace[0];
LLDrawable *drawablep = facep->getDrawable();
const LLViewerObject *objectp = drawablep->getVObj();
const LLVOSurfacePatch *vo_surface_patchp = (LLVOSurfacePatch *)objectp;
LLSurfacePatch *surface_patchp = vo_surface_patchp->getPatch();
LLSurface *surfacep = surface_patchp->getSurface();
LLViewerRegion *regionp = surfacep->getRegion();
LLViewerParcelOverlay *overlayp = regionp->getParcelOverlay();
LLViewerTexture *texturep = overlayp->getTexture();
gGL.getTexUnit(0)->bind(texturep);
// *NOTE: Because the region is 256 meters wide, but has 257 pixels, the
// texture coordinates for pixel 256x256 is not 1,1. This makes the
// ownership map not line up with the selection. We address this with
// a texture matrix multiply.
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.pushMatrix();
const F32 TEXTURE_FUDGE = 257.f / 256.f;
gGL.scalef( TEXTURE_FUDGE, TEXTURE_FUDGE, 1.f );
for (std::vector::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *facep = *iter;
facep->renderIndexed(LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_TEXCOORD0);
}
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.popMatrix();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
void LLDrawPoolTerrain::dirtyTextures(const std::set& textures)
{
LLViewerFetchedTexture* tex = LLViewerTextureManager::staticCastToFetchedTexture(mTexturep) ;
if (tex && textures.find(tex) != textures.end())
{
for (std::vector::iterator iter = mReferences.begin();
iter != mReferences.end(); iter++)
{
LLFace *facep = *iter;
gPipeline.markTextured(facep->getDrawable());
}
}
}
LLViewerTexture *LLDrawPoolTerrain::getTexture()
{
return mTexturep;
}
LLViewerTexture *LLDrawPoolTerrain::getDebugTexture()
{
return mTexturep;
}
LLColor3 LLDrawPoolTerrain::getDebugColor() const
{
return LLColor3(0.f, 0.f, 1.f);
}
// Fumi.Iseki
void LLDrawPoolTerrain::renderTiledShader(S32 corner)
{
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
LLVLComposition *compp = regionp->getComposition();
LLViewerTexture *detail_texture = compp->getTiledTexture(corner);
if (detail_texture==NULL) return;
LLVector4 tp0, tp1;
F32 mapScale = 1.0f/regionp->getWidth();
tp0.setVec(mapScale, 0.0f, 0.0f, 0.0f);
tp1.setVec(0.0f, mapScale, 0.0f, 0.0f);
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->bind(detail_texture);
gGL.getTexUnit(1)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
if (shader==NULL) return;
shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV);
shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV);
drawLoop();
gGL.getTexUnit(1)->disable();
gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->activate();
gGL.matrixMode(LLRender::MM_TEXTURE);
gGL.loadIdentity();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}