Need to test: localassetbrowser preview related floaters hgfloatertexteditor maps media textures! Currently very hacky web browser alpha masks on avatars bumpmaps Are all sky components appearing? LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc) Snapshot related features Customize avatar vfs floater UI textures in general Texture priority issues
97 lines
3.0 KiB
C++
97 lines
3.0 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> 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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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 renderFaceSelected(LLFace *facep, LLViewerTexture *image, const LLColor4 &color,
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const S32 index_offset = 0, const S32 index_count = 0);
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/*virtual*/ void prerender();
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/*virtual*/ void renderForSelect();
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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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};
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void cgErrorCallback();
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#endif // LL_LLDRAWPOOLWATER_H
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