77 lines
2.9 KiB
C++
77 lines
2.9 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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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, 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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#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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static const U32 ADV_ATMO_SKY_VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX
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| 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 getNumDeferredPasses() { return 1; }
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/*virtual*/ void beginDeferredPass(S32 pass);
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/*virtual*/ void endDeferredPass(S32 pass);
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/*virtual*/ void renderDeferred(S32 pass);
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/*virtual*/ LLViewerTexture *getDebugTexture();
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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 getShaderLevel() const { return mShaderLevel; }
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//static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL);
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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(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const;
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void renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const;
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void renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const;
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void renderStarsDeferred(const LLVector3& camPosLocal) const;
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void renderHeavenlyBodies();
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};
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#endif // LL_DRAWPOOLWLSKY_H
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