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
91 lines
3.3 KiB
C++
91 lines
3.3 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 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*/ 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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