Imported existing code
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155
indra/newview/lldrawpoolsky.cpp
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155
indra/newview/lldrawpoolsky.cpp
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/**
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* @file lldrawpoolsky.cpp
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* @brief LLDrawPoolSky class implementation
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*
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* $LicenseInfo:firstyear=2002&license=viewergpl$
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*
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* Copyright (c) 2002-2009, 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 "lldrawpoolsky.h"
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#include "imageids.h"
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#include "llagent.h"
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#include "lldrawable.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 "llviewerimagelist.h"
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#include "llviewerregion.h"
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#include "llviewerwindow.h"
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#include "llvosky.h"
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#include "llworld.h" // To get water height
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#include "pipeline.h"
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#include "llviewershadermgr.h"
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LLDrawPoolSky::LLDrawPoolSky() :
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LLFacePool(POOL_SKY), mShader(NULL)
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{
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}
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LLDrawPool *LLDrawPoolSky::instancePool()
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{
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return new LLDrawPoolSky();
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}
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void LLDrawPoolSky::prerender()
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{
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mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
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gSky.mVOSkyp->updateGeometry(gSky.mVOSkyp->mDrawable);
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}
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void LLDrawPoolSky::render(S32 pass)
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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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// Don't draw the sky box if we can and are rendering the WL sky dome.
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if (gPipeline.canUseWindLightShaders())
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{
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return;
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}
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// use a shader only underwater
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if(mVertexShaderLevel > 0 && LLPipeline::sUnderWaterRender)
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{
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mShader = &gObjectFullbrightWaterProgram;
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mShader->bind();
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}
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else
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{
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// don't use shaders!
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if (gGLManager.mHasShaderObjects)
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{
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// Ironically, we must support shader objects to be
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// able to use this call.
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LLGLSLShader::bindNoShader();
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}
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mShader = NULL;
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}
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LLGLSPipelineSkyBox gls_skybox;
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LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
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LLGLSquashToFarClip far_clip(glh_get_current_projection());
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LLGLEnable fog_enable( (mVertexShaderLevel < 1 && LLViewerCamera::getInstance()->cameraUnderWater()) ? GL_FOG : 0);
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gPipeline.disableLights();
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LLGLDisable clip(GL_CLIP_PLANE0);
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glPushMatrix();
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LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
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glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
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S32 face_count = (S32)mDrawFace.size();
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for (S32 i = 0; i < llmin(6, face_count); ++i)
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{
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renderSkyCubeFace(i);
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}
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LLGLEnable blend(GL_BLEND);
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glPopMatrix();
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}
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void LLDrawPoolSky::renderSkyCubeFace(U8 side)
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{
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LLFace &face = *mDrawFace[LLVOSky::FACE_SIDE0 + side];
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if (!face.getGeomCount())
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{
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return;
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}
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mSkyTex[side].bindTexture(TRUE);
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face.renderIndexed();
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if (LLSkyTex::doInterpolate())
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{
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LLGLEnable blend(GL_BLEND);
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mSkyTex[side].bindTexture(FALSE);
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glColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled
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face.renderIndexed();
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}
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}
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void LLDrawPoolSky::renderForSelect()
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{
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}
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void LLDrawPoolSky::endRenderPass( S32 pass )
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{
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}
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