Imported existing code
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106
indra/newview/lldrawpoolclouds.cpp
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106
indra/newview/lldrawpoolclouds.cpp
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/**
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* @file lldrawpoolclouds.cpp
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* @brief LLDrawPoolClouds class implementation
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*
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* $LicenseInfo:firstyear=2006&license=viewergpl$
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*
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* Copyright (c) 2006-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "lldrawpoolclouds.h"
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#include "llface.h"
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#include "llsky.h"
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#include "llviewercamera.h"
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#include "llvoclouds.h"
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#include "pipeline.h"
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LLDrawPoolClouds::LLDrawPoolClouds() :
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LLDrawPool(POOL_CLOUDS)
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{
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}
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LLDrawPool *LLDrawPoolClouds::instancePool()
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{
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return new LLDrawPoolClouds();
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}
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BOOL LLDrawPoolClouds::addFace(LLFace* face)
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{
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llerrs << "WTF?" << llendl;
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return FALSE;
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}
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void LLDrawPoolClouds::enqueue(LLFace *facep)
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{
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mDrawFace.push_back(facep);
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facep->mDistance = (facep->mCenterAgent - gCamera->getOrigin()) * gCamera->getAtAxis();
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}
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void LLDrawPoolClouds::beginRenderPass(S32 pass)
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{
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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}
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void LLDrawPoolClouds::prerender()
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{
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mVertexShaderLevel = gPipeline.getVertexShaderLevel(LLPipeline::SHADER_ENVIRONMENT);
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}
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void LLDrawPoolClouds::render(S32 pass)
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{
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LLFastTimer ftm(LLFastTimer::FTM_RENDER_CLOUDS);
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if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS)))
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{
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return;
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}
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if (mDrawFace.empty())
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{
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return;
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}
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LLGLSPipelineAlpha gls_pipeline_alpha;
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LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
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glAlphaFunc(GL_GREATER,0.01f);
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gPipeline.enableLightsFullbright(LLColor4(1.f,1.f,1.f));
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mDrawFace[0]->bindTexture();
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std::sort(mDrawFace.begin(), mDrawFace.end(), LLFace::CompareDistanceGreater());
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drawLoop();
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}
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void LLDrawPoolClouds::renderForSelect()
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{
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}
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