80 lines
2.5 KiB
C++
80 lines
2.5 KiB
C++
/**
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* @file lldrawpool.cpp
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* @brief LLDrawPoolMaterials class implementation
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* @author Jonathan "Geenz" Goodman
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*
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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2013, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "lldrawpoolwaterexclusion.h"
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#include "llviewershadermgr.h"
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#include "pipeline.h"
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#include "llglcommonfunc.h"
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#include "llvoavatar.h"
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#include "lldrawpoolwater.h"
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LLDrawPoolWaterExclusion::LLDrawPoolWaterExclusion() : LLRenderPass(LLDrawPool::POOL_WATEREXCLUSION)
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{
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LL_INFOS("DPInvisible") << "Creating water exclusion draw pool" << LL_ENDL;
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}
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void LLDrawPoolWaterExclusion::render(S32 pass)
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{ // render invisiprims
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LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; // LL_RECORD_BLOCK_TIME(FTM_RENDER_INVISIBLE);
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if (gPipeline.shadersLoaded())
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{
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gDrawColorProgram.bind();
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}
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LLGLDepthTest depth(GL_TRUE);
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gDrawColorProgram.uniform4f(LLShaderMgr::DIFFUSE_COLOR, 1, 1, 1, 1);
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LLDrawPoolWater* pwaterpool = (LLDrawPoolWater*)gPipeline.getPool(LLDrawPool::POOL_WATER);
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if (pwaterpool)
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{
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// Just treat our water planes as double sided for the purposes of generating the exclusion mask.
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LLGLDisable cullface(GL_CULL_FACE);
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pwaterpool->pushWaterPlanes(0);
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// Take care of the edge water tiles.
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pwaterpool->pushWaterPlanes(1);
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}
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gDrawColorProgram.uniform4f(LLShaderMgr::DIFFUSE_COLOR, 0, 0, 0, 1);
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static LLStaticHashedString waterSign("waterSign");
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gDrawColorProgram.uniform1f(waterSign, 1.f);
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pushBatches(LLRenderPass::PASS_INVISIBLE, false, false);
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if (gPipeline.shadersLoaded())
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{
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gDrawColorProgram.unbind();
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}
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}
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