139 lines
3.3 KiB
C++
139 lines
3.3 KiB
C++
/**
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* @file lldrawpoolsky.cpp
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* @brief LLDrawPoolSky class implementation
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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) 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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#include "llviewerprecompiledheaders.h"
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#include "lldrawpoolsky.h"
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#include "llagent.h"
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#include "lldrawable.h"
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#include "llface.h"
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#include "llsky.h"
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#include "llviewercamera.h"
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#include "llviewertexturelist.h"
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#include "llviewerregion.h"
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#include "llvosky.h"
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#include "llworld.h" // To get water height
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#include "pipeline.h"
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#include "llviewershadermgr.h"
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LLDrawPoolSky::LLDrawPoolSky()
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: LLFacePool(POOL_SKY),
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mSkyTex(NULL),
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mShader(NULL)
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{
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}
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void LLDrawPoolSky::prerender()
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{
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mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
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if (gSky.mVOSkyp->mDrawable)
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{
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gSky.mVOSkyp->updateGeometry(gSky.mVOSkyp->mDrawable);
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}
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}
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void LLDrawPoolSky::render(S32 pass)
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{
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gGL.flush();
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if (mDrawFace.empty())
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{
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return;
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}
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// Don't draw the sky box if we can and are rendering the WL sky dome.
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if (gPipeline.canUseWindLightShaders())
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{
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return;
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}
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// don't render sky under water (background just gets cleared to fog color)
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if(mShaderLevel > 0 && LLPipeline::sUnderWaterRender)
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{
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return;
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}
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//just use the UI shader (generic single texture no lighting)
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gOneTextureNoColorProgram.bind();
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LLGLSPipelineDepthTestSkyBox gls_skybox(true, false);
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LLGLEnable fog_enable( (mShaderLevel < 1 && LLViewerCamera::getInstance()->cameraUnderWater()) ? GL_FOG : 0);
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gGL.pushMatrix();
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LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
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gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
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S32 face_count = (S32)mDrawFace.size();
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LLVertexBuffer::unbind();
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gGL.diffuseColor4f(1,1,1,1);
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for (S32 i = 0; i < face_count; ++i)
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{
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renderSkyFace(i);
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}
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gGL.popMatrix();
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}
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void LLDrawPoolSky::renderSkyFace(U8 index)
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{
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LLFace* face = mDrawFace[index];
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if (!face || !face->getGeomCount())
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{
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return;
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}
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if (index < 6) // sky tex...interp
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{
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llassert(mSkyTex);
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mSkyTex[index].bindTexture(true); // bind the current tex
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face->renderIndexed();
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}
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else // heavenly body faces, no interp...
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{
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LLGLEnable blend(GL_BLEND);
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LLViewerTexture* tex = face->getTexture(LLRender::DIFFUSE_MAP);
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if (tex)
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{
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gGL.getTexUnit(0)->bind(tex, true);
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face->renderIndexed();
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}
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}
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}
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void LLDrawPoolSky::endRenderPass( S32 pass )
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{
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}
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