Plus renamed setupViewport to setup[2|3]DViewport. Migrated mWindowRect to mWindowRectRaw, mVirtualWindowRect to mWindowRectScaled. Slowly updating getwindow/getworldview calls to new v2 variants as I run across them. Cleaned up ascent-related code in llmanip.cpp. Impostor update tweaks. Edgepatch water occlusion changes. (no patch flickering on edges of screen while moving camera)
91 lines
3.2 KiB
C++
91 lines
3.2 KiB
C++
/**
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* @file lldrawpoolwlsky.h
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* @brief LLDrawPoolWLSky class definition
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*
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* $LicenseInfo:firstyear=2007&license=viewergpl$
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*
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* Copyright (c) 2007-2009, 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_DRAWPOOLWLSKY_H
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#define LL_DRAWPOOLWLSKY_H
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#include "lldrawpool.h"
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class LLGLSLShader;
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class LLDrawPoolWLSky : public LLDrawPool {
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public:
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static const U32 SKY_VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX |
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LLVertexBuffer::MAP_TEXCOORD0;
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static const U32 STAR_VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX |
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LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXCOORD0;
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LLDrawPoolWLSky(void);
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/*virtual*/ ~LLDrawPoolWLSky();
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/*virtual*/ BOOL isDead() { return FALSE; }
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/*virtual*/ S32 getNumDeferredPasses() { return 1; }
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/*virtual*/ void beginDeferredPass(S32 pass);
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/*virtual*/ void endDeferredPass(S32 pass);
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/*virtual*/ void renderDeferred(S32 pass);
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/*virtual*/ LLViewerTexture *getDebugTexture();
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/*virtual*/ void beginRenderPass( S32 pass );
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/*virtual*/ void endRenderPass( S32 pass );
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/*virtual*/ S32 getNumPasses() { return 1; }
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/*virtual*/ void render(S32 pass = 0);
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/*virtual*/ void prerender();
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/*virtual*/ U32 getVertexDataMask() { return SKY_VERTEX_DATA_MASK; }
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/*virtual*/ BOOL verify() const { return TRUE; } // Verify that all data in the draw pool is correct!
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/*virtual*/ S32 getVertexShaderLevel() const { return mVertexShaderLevel; }
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//static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL);
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// Create an empty new instance of the pool.
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/*virtual*/ LLDrawPoolWLSky *instancePool(); ///< covariant override
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/*virtual*/ LLViewerTexture* getTexture();
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/*virtual*/ BOOL isFacePool() { return FALSE; }
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/*virtual*/ void resetDrawOrders();
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static void cleanupGL();
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static void restoreGL();
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private:
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void renderDome(F32 camHeightLocal, LLGLSLShader * shader) const;
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void renderSkyHaze(F32 camHeightLocal) const;
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void renderStars(void) const;
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void renderSkyClouds(F32 camHeightLocal) const;
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void renderHeavenlyBodies();
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private:
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static LLPointer<LLViewerTexture> sCloudNoiseTexture;
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static LLPointer<LLImageRaw> sCloudNoiseRawImage;
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};
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#endif // LL_DRAWPOOLWLSKY_H
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