phoenix-firestorm/indra/newview/lldrawpoolsky.cpp

219 lines
5.0 KiB
C++

/**
* @file lldrawpoolsky.cpp
* @brief LLDrawPoolSky class implementation
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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 "llviewerimagelist.h"
#include "llviewerregion.h"
#include "llviewerwindow.h"
#include "llvosky.h"
#include "llworld.h" // To get water height
#include "pipeline.h"
#include "llglslshader.h"
LLDrawPoolSky::LLDrawPoolSky() :
LLFacePool(POOL_SKY), mShader(NULL)
{
}
LLDrawPool *LLDrawPoolSky::instancePool()
{
return new LLDrawPoolSky();
}
void LLDrawPoolSky::prerender()
{
mVertexShaderLevel = LLShaderMgr::getVertexShaderLevel(LLShaderMgr::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.
glUseProgramObjectARB(0);
}
mShader = NULL;
}
LLVOSky *voskyp = gSky.mVOSkyp;
LLGLSPipelineSkyBox gls_skybox;
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
LLGLClampToFarClip 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);
}
LLFace *hbfaces[3];
hbfaces[0] = NULL;
hbfaces[1] = NULL;
hbfaces[2] = NULL;
for (S32 curr_face = 0; curr_face < face_count; curr_face++)
{
LLFace* facep = mDrawFace[curr_face];
if (voskyp->isSameFace(LLVOSky::FACE_SUN, facep))
{
hbfaces[0] = facep;
}
if (voskyp->isSameFace(LLVOSky::FACE_MOON, facep))
{
hbfaces[1] = facep;
}
if (voskyp->isSameFace(LLVOSky::FACE_BLOOM, facep))
{
hbfaces[2] = facep;
}
}
LLGLEnable blend(GL_BLEND);
if (hbfaces[2])
{
// renderSunHalo(hbfaces[2]);
}
if (hbfaces[0])
{
// renderHeavenlyBody(0, hbfaces[0]);
}
if (hbfaces[1])
{
// renderHeavenlyBody(1, hbfaces[1]);
}
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::renderHeavenlyBody(U8 hb, LLFace* face)
{
if ( !mHB[hb]->getDraw() ) return;
if (! face->getGeomCount()) return;
LLImageGL* tex = face->getTexture();
tex->bind();
LLColor4 color(mHB[hb]->getInterpColor());
LLOverrideFaceColor override(this, color);
face->renderIndexed();
}
void LLDrawPoolSky::renderSunHalo(LLFace* face)
{
if (! mHB[0]->getDraw()) return;
if (! face->getGeomCount()) return;
LLImageGL* tex = face->getTexture();
tex->bind();
LLColor4 color(mHB[0]->getInterpColor());
color.mV[3] = llclamp(mHB[0]->getHaloBrighness(), 0.f, 1.f);
LLOverrideFaceColor override(this, color);
face->renderIndexed();
}
void LLDrawPoolSky::renderForSelect()
{
}
void LLDrawPoolSky::endRenderPass( S32 pass )
{
}