Files
SingularityViewer/indra/newview/lldrawpoolsky.cpp
Shyotl e756140e1d Innitial commit of experimental v2 texture system port work. Compiles and runs on windows, at least. Fixing bugs as they come.
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
2011-03-31 03:22:01 -05:00

159 lines
3.8 KiB
C++

/**
* @file lldrawpoolsky.cpp
* @brief LLDrawPoolSky class implementation
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2009, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at
* http://secondlifegrid.net/programs/open_source/licensing/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "lldrawpoolsky.h"
#include "imageids.h"
#include "llagent.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "llviewercamera.h"
#include "llviewertexturelist.h"
#include "llviewerregion.h"
#include "llviewerwindow.h"
#include "llvosky.h"
#include "llworld.h" // To get water height
#include "pipeline.h"
#include "llviewershadermgr.h"
LLDrawPoolSky::LLDrawPoolSky()
: LLFacePool(POOL_SKY),
mSkyTex(NULL),
mShader(NULL)
{
}
LLDrawPool *LLDrawPoolSky::instancePool()
{
return new LLDrawPoolSky();
}
void LLDrawPoolSky::prerender()
{
mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
gSky.mVOSkyp->updateGeometry(gSky.mVOSkyp->mDrawable);
}
void LLDrawPoolSky::render(S32 pass)
{
if (mDrawFace.empty())
{
return;
}
// Don't draw the sky box if we can and are rendering the WL sky dome.
if (gPipeline.canUseWindLightShaders())
{
return;
}
// use a shader only underwater
if(mVertexShaderLevel > 0 && LLPipeline::sUnderWaterRender)
{
mShader = &gObjectFullbrightWaterProgram;
mShader->bind();
}
else
{
// don't use shaders!
if (gGLManager.mHasShaderObjects)
{
// Ironically, we must support shader objects to be
// able to use this call.
LLGLSLShader::bindNoShader();
}
mShader = NULL;
}
LLGLSPipelineSkyBox gls_skybox;
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
LLGLSquashToFarClip far_clip(glh_get_current_projection());
LLGLEnable fog_enable( (mVertexShaderLevel < 1 && LLViewerCamera::getInstance()->cameraUnderWater()) ? GL_FOG : 0);
gPipeline.disableLights();
LLGLDisable clip(GL_CLIP_PLANE0);
glPushMatrix();
LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
S32 face_count = (S32)mDrawFace.size();
for (S32 i = 0; i < llmin(6, face_count); ++i)
{
renderSkyCubeFace(i);
}
LLGLEnable blend(GL_BLEND);
glPopMatrix();
}
void LLDrawPoolSky::renderSkyCubeFace(U8 side)
{
LLFace &face = *mDrawFace[LLVOSky::FACE_SIDE0 + side];
if (!face.getGeomCount())
{
return;
}
mSkyTex[side].bindTexture(TRUE);
face.renderIndexed();
if (LLSkyTex::doInterpolate())
{
LLGLEnable blend(GL_BLEND);
mSkyTex[side].bindTexture(FALSE);
glColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled
face.renderIndexed();
}
}
void LLDrawPoolSky::renderForSelect()
{
}
void LLDrawPoolSky::endRenderPass( S32 pass )
{
}