-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges... -VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
99 lines
2.9 KiB
C++
99 lines
2.9 KiB
C++
/**
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* @file lldrawpoolwater.h
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* @brief LLDrawPoolWater 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_LLDRAWPOOLWATER_H
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#define LL_LLDRAWPOOLWATER_H
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#include "lldrawpool.h"
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class LLFace;
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class LLHeavenBody;
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class LLWaterSurface;
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class LLDrawPoolWater: public LLFacePool
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{
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protected:
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LLPointer<LLViewerTexture> mHBTex[2];
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LLPointer<LLViewerTexture> mWaterImagep;
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LLPointer<LLViewerTexture> mOpaqueWaterImagep;
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LLPointer<LLViewerTexture> mWaterNormp;
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public:
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static BOOL sSkipScreenCopy;
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static BOOL sNeedsReflectionUpdate;
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static BOOL sNeedsDistortionUpdate;
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static LLVector3 sLightDir;
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static LLColor4 sWaterFogColor;
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static F32 sWaterFogEnd;
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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_NORMAL |
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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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LLDrawPoolWater();
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/*virtual*/ ~LLDrawPoolWater();
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/*virtual*/ LLDrawPool *instancePool();
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static void restoreGL();
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/*virtual*/ S32 getNumPostDeferredPasses() { return 0; } //getNumPasses(); }
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/*virtual*/ void beginPostDeferredPass(S32 pass);
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/*virtual*/ void endPostDeferredPass(S32 pass);
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/*virtual*/ void renderPostDeferred(S32 pass) { render(pass); }
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/*virtual*/ S32 getNumDeferredPasses() { return 1; }
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/*virtual*/ void renderDeferred(S32 pass = 0);
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/*virtual*/ S32 getNumPasses();
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/*virtual*/ void render(S32 pass = 0);
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/*virtual*/ void prerender();
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/*virtual*/ LLViewerTexture *getDebugTexture();
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/*virtual*/ LLColor3 getDebugColor() const; // For AGP debug display
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void renderReflection(LLFace* face);
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void shade();
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protected:
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void renderOpaqueLegacyWater();
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};
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void cgErrorCallback();
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#endif // LL_LLDRAWPOOLWATER_H
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