Imported existing code
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77
indra/newview/lldrawpoolsky.h
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77
indra/newview/lldrawpoolsky.h
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/**
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* @file lldrawpoolsky.h
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* @brief LLDrawPoolSky class definition
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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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#ifndef LL_LLDRAWPOOLSKY_H
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#define LL_LLDRAWPOOLSKY_H
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#include "lldrawpool.h"
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class LLSkyTex;
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class LLGLSLShader;
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class LLDrawPoolSky : public LLFacePool
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{
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private:
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LLSkyTex *mSkyTex;
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LLGLSLShader *mShader;
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public:
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enum
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{
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VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX |
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LLVertexBuffer::MAP_TEXCOORD0
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};
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virtual U32 getVertexDataMask() { return VERTEX_DATA_MASK; }
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LLDrawPoolSky();
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/*virtual*/ LLDrawPool *instancePool();
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/*virtual*/ S32 getNumPostDeferredPasses() { return getNumPasses(); }
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/*virtual*/ void beginPostDeferredPass(S32 pass) { beginRenderPass(pass); }
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/*virtual*/ void endPostDeferredPass(S32 pass) { endRenderPass(pass); }
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/*virtual*/ void renderPostDeferred(S32 pass) { render(pass); }
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/*virtual*/ void prerender();
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/*virtual*/ void render(S32 pass = 0);
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/*virtual*/ void renderForSelect();
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/*virtual*/ void endRenderPass(S32 pass);
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void setSkyTex(LLSkyTex* const st) { mSkyTex = st; }
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void renderSkyCubeFace(U8 side);
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void renderHeavenlyBody(U8 hb, LLFace* face);
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void renderSunHalo(LLFace* face);
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};
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#endif // LL_LLDRAWPOOLSKY_H
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