phoenix-firestorm/indra/newview/lldrawpoolwaterexclusion.cpp

80 lines
2.5 KiB
C++

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