Files
SingularityViewer/indra/newview/llvowater.h
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

102 lines
3.2 KiB
C++

/**
* @file llvowater.h
* @brief Description of LLVOWater class
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2009, 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.
* $/LicenseInfo$
*/
#ifndef LL_VOWATER_H
#define LL_VOWATER_H
#include "llviewerobject.h"
#include "llviewertexture.h"
#include "pipeline.h"
#include "v2math.h"
const U32 N_RES = 16; //32 // number of subdivisions of wave tile
const U8 WAVE_STEP = 8;
class LLSurface;
class LLHeavenBody;
class LLVOSky;
class LLFace;
class LLVOWater : public LLStaticViewerObject
{
public:
enum
{
VERTEX_DATA_MASK = (1 << LLVertexBuffer::TYPE_VERTEX) |
(1 << LLVertexBuffer::TYPE_NORMAL) |
(1 << LLVertexBuffer::TYPE_TEXCOORD0)
};
LLVOWater(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);
/*virtual*/ void markDead();
// Initialize data that's only inited once per class.
static void initClass();
static void cleanupClass();
/*virtual*/ BOOL idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time);
/*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
/*virtual*/ BOOL updateGeometry(LLDrawable *drawable);
/*virtual*/ void updateSpatialExtents(LLVector3& newMin, LLVector3& newMax);
/*virtual*/ void updateTextures();
/*virtual*/ void setPixelAreaAndAngle(LLAgent &agent); // generate accurate apparent angle and area
virtual U32 getPartitionType() const;
/*virtual*/ BOOL isActive() const; // Whether this object needs to do an idleUpdate.
void setUseTexture(const BOOL use_texture);
void setIsEdgePatch(const BOOL edge_patch);
BOOL getUseTexture() const { return mUseTexture; }
BOOL getIsEdgePatch() const { return mIsEdgePatch; }
protected:
BOOL mUseTexture;
BOOL mIsEdgePatch;
LLPipeline::LLRenderTypeMask mRenderType;
};
class LLVOVoidWater : public LLVOWater
{
public:
LLVOVoidWater(LLUUID const& id, LLPCode pcode, LLViewerRegion* regionp) : LLVOWater(id, pcode, regionp)
{
mRenderType = LLPipeline::RENDER_TYPE_VOIDWATER;
}
/*virtual*/ U32 getPartitionType() const;
};
#endif // LL_VOSURFACEPATCH_H