Files
SingularityViewer/indra/newview/lldrawpoolsky.cpp
Shyotl 736696ac36 Track glEnable states via static refs instead of map lookups.
Sync light state, bound shader, and various gl context states similarly to render matrices.
Texture handles now refcounted, as multiple viewer textures could ref the same handle (cubemaps do this)
Clean up gl extension loading a bit. Not necessary, but only look for ARB variants if not included in current core version. Removed unused extensions.
Use core shader api if supported, else use ARB. (FN signatures are identical. Just doing some pointer substitution to ARB if not core.)
Attempt at improving VBO update batching. Subdata updates better batched to gether per-frame.
There's probably other stuff I forgot that is in this changeset, too.

Todo: Fix lightstate assertion when toggling fullscreen with shaders off.
2018-11-19 00:37:48 -06:00

163 lines
3.9 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 "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)
{
gGL.flush();
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)
{
return;
//mShader = &gObjectFullbrightWaterProgram;
//mShader->bind();
}
if (LLGLSLShader::sNoFixedFunction)
{ //just use the UI shader (generic single texture no lighting)
gOneTextureNoColorProgram.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<GL_FOG> fog_enable(mVertexShaderLevel < 1 && LLViewerCamera::getInstance()->cameraUnderWater());
LLGLDisable<GL_CLIP_PLANE0> clip;
gGL.pushMatrix();
LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
S32 face_count = (S32)mDrawFace.size();
LLVertexBuffer::unbind();
gGL.diffuseColor4f(1,1,1,1);
for (S32 i = 0; i < llmin(6, face_count); ++i)
{
renderSkyCubeFace(i);
}
gGL.popMatrix();
}
void LLDrawPoolSky::renderSkyCubeFace(U8 side)
{
LLFace &face = *mDrawFace[LLVOSky::FACE_SIDE0 + side];
if (!face.getGeomCount())
{
return;
}
llassert(mSkyTex);
mSkyTex[side].bindTexture(TRUE);
face.renderIndexed();
if (LLSkyTex::doInterpolate())
{
LLGLEnable<GL_BLEND> blend;
mSkyTex[side].bindTexture(FALSE);
gGL.diffuseColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled
face.renderIndexed();
}
}
void LLDrawPoolSky::endRenderPass( S32 pass )
{
}