phoenix-firestorm/indra/newview/lldrawpoolwater.cpp

661 lines
17 KiB
C++

/**
* @file lldrawpoolwater.cpp
* @brief LLDrawPoolWater class implementation
*
* Copyright (c) 2002-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#include "llviewerprecompiledheaders.h"
#include "llfeaturemanager.h"
#include "lldrawpoolwater.h"
#include "llviewercontrol.h"
#include "lldir.h"
#include "llerror.h"
#include "m3math.h"
#include "llagent.h" // for gAgent for getRegion for getWaterHeight
#include "llcubemap.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "llviewercamera.h" // to get OGL_TO_CFR_ROTATION
#include "llviewerimagelist.h"
#include "llviewerregion.h"
#include "llvosky.h"
#include "llvowater.h"
#include "llworld.h"
#include "pipeline.h"
#include "viewer.h" // gSunTextureID, gMoonTextureID
#include "llglslshader.h"
const LLUUID WATER_TEST("2bfd3884-7e27-69b9-ba3a-3e673f680004");
static float sTime;
BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE;
LLDrawPoolWater::LLDrawPoolWater() :
LLFacePool(POOL_WATER)
{
mHBTex[0] = gImageList.getImage(gSunTextureID, TRUE, TRUE);
mHBTex[0]->bind();
mHBTex[0]->setClamp(TRUE, TRUE);
mHBTex[1] = gImageList.getImage(gMoonTextureID, TRUE, TRUE);
mHBTex[1]->bind();
mHBTex[1]->setClamp(TRUE, TRUE);
mWaterImagep = gImageList.getImage(WATER_TEST);
mWaterNormp = gImageList.getImage(LLUUID(gViewerArt.getString("water_normal.tga")));
restoreGL();
}
LLDrawPoolWater::~LLDrawPoolWater()
{
}
//static
void LLDrawPoolWater::restoreGL()
{
}
LLDrawPool *LLDrawPoolWater::instancePool()
{
llerrs << "Should never be calling instancePool on a water pool!" << llendl;
return NULL;
}
void LLDrawPoolWater::prerender()
{
mVertexShaderLevel = (gSavedSettings.getBOOL("RenderRippleWater") && gGLManager.mHasCubeMap && gFeatureManagerp->isFeatureAvailable("RenderCubeMap")) ?
LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_ENVIRONMENT) : 0;
}
extern LLColor4U MAX_WATER_COLOR;
void LLDrawPoolWater::render(S32 pass)
{
LLFastTimer ftm(LLFastTimer::FTM_RENDER_WATER);
if (mDrawFace.empty() || LLDrawable::getCurrentFrame() <= 1)
{
return;
}
//do a quick 'n dirty depth sort
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace* facep = *iter;
facep->mDistance = -facep->mCenterLocal.mV[2];
}
std::sort(mDrawFace.begin(), mDrawFace.end(), LLFace::CompareDistanceGreater());
LLGLEnable blend(GL_BLEND);
if ((mVertexShaderLevel >= SHADER_LEVEL_RIPPLE))
{
shade();
return;
}
if ((mVertexShaderLevel > 0))
{
renderShaderSimple();
return;
}
LLVOSky *voskyp = gSky.mVOSkyp;
stop_glerror();
if (!gGLManager.mHasMultitexture)
{
// Ack! No multitexture! Bail!
return;
}
LLFace* refl_face = voskyp->getReflFace();
gPipeline.disableLights();
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
LLGLDisable cullFace(GL_CULL_FACE);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
// Set up second pass first
glActiveTextureARB(GL_TEXTURE1_ARB);
mWaterImagep->addTextureStats(1024.f*1024.f);
mWaterImagep->bind(1);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_TEXTURE_2D); // Texture unit 1
LLVector3 camera_up = gCamera->getUpAxis();
F32 up_dot = camera_up * LLVector3::z_axis;
LLColor4 water_color;
if (gCamera->cameraUnderWater())
{
water_color.setVec(1.f, 1.f, 1.f, 0.4f);
}
else
{
water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
}
glColor4fv(water_color.mV);
// Automatically generate texture coords for detail map
glEnable(GL_TEXTURE_GEN_S); //texture unit 1
glEnable(GL_TEXTURE_GEN_T); //texture unit 1
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
// Slowly move over time.
F32 offset = fmod(gFrameTimeSeconds*2.f, 100.f);
F32 tp0[4] = {16.f/256.f, 0.0f, 0.0f, offset*0.01f};
F32 tp1[4] = {0.0f, 16.f/256.f, 0.0f, offset*0.01f};
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glActiveTextureARB(GL_TEXTURE0_ARB);
glClearStencil(1);
glClear(GL_STENCIL_BUFFER_BIT);
LLGLEnable gls_stencil(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
if (voskyp->isReflFace(face))
{
continue;
}
face->bindTexture();
face->renderIndexed();
mIndicesDrawn += face->getIndicesCount();
}
// Now, disable texture coord generation on texture state 1
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D); // Texture unit 1
LLImageGL::unbindTexture(1, GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S); //texture unit 1
glDisable(GL_TEXTURE_GEN_T); //texture unit 1
// Disable texture coordinate and color arrays
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glActiveTextureARB(GL_TEXTURE0_ARB);
LLImageGL::unbindTexture(0, GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
stop_glerror();
if (gSky.mVOSkyp->getCubeMap())
{
gSky.mVOSkyp->getCubeMap()->enable(0);
gSky.mVOSkyp->getCubeMap()->bind();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
LLMatrix4 camera_mat = gCamera->getModelview();
LLMatrix4 camera_rot(camera_mat.getMat3());
camera_rot.invert();
glLoadMatrixf((F32 *)camera_rot.mMatrix);
glMatrixMode(GL_MODELVIEW);
LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f, 0.5f*up_dot);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
/*glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);*/
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
if (voskyp->isReflFace(face))
{
//refl_face = face;
continue;
}
if (face->getGeomCount() > 0)
{
face->renderIndexed();
mIndicesDrawn += face->getIndicesCount();
}
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (gSky.mVOSkyp->getCubeMap())
{
gSky.mVOSkyp->getCubeMap()->disable();
}
LLImageGL::unbindTexture(0, GL_TEXTURE_2D);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
if (refl_face)
{
glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
renderReflection(refl_face);
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void LLDrawPoolWater::renderShaderSimple()
{
LLVOSky *voskyp = gSky.mVOSkyp;
stop_glerror();
if (!gGLManager.mHasMultitexture)
{
// Ack! No multitexture! Bail!
return;
}
LLFace* refl_face = voskyp->getReflFace();
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
LLGLDisable cullFace(GL_CULL_FACE);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
// Set up second pass first
S32 bumpTex = gWaterProgram.enableTexture(LLShaderMgr::BUMP_MAP);
mWaterImagep->addTextureStats(1024.f*1024.f);
mWaterImagep->bind(bumpTex);
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
LLVector3 camera_up = gCamera->getUpAxis();
F32 up_dot = camera_up * LLVector3::z_axis;
LLColor4 water_color;
if (gCamera->cameraUnderWater())
{
water_color.setVec(1.f, 1.f, 1.f, 0.4f);
}
else
{
water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
}
glColor4fv(water_color.mV);
// Automatically generate texture coords for detail map
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_GEN_S); //texture unit 1
glEnable(GL_TEXTURE_GEN_T); //texture unit 1
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
// Slowly move over time.
F32 offset = fmod(gFrameTimeSeconds*2.f, 100.f);
F32 tp0[4] = {16.f/256.f, 0.0f, 0.0f, offset*0.01f};
F32 tp1[4] = {0.0f, 16.f/256.f, 0.0f, offset*0.01f};
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glActiveTextureARB(GL_TEXTURE0_ARB);
glClearStencil(1);
glClear(GL_STENCIL_BUFFER_BIT);
LLGLEnable gls_stencil(GL_STENCIL_TEST);
glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP);
glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF);
S32 envTex = -1;
if (gSky.mVOSkyp->getCubeMap())
{
envTex = gWaterProgram.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB);
gSky.mVOSkyp->getCubeMap()->bind();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
LLMatrix4 camera_mat = gCamera->getModelview();
LLMatrix4 camera_rot(camera_mat.getMat3());
camera_rot.invert();
glLoadMatrixf((F32 *)camera_rot.mMatrix);
glMatrixMode(GL_MODELVIEW);
}
S32 diffTex = gWaterProgram.enableTexture(LLShaderMgr::DIFFUSE_MAP);
gWaterProgram.bind();
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
if (voskyp->isReflFace(face))
{
continue;
}
face->bindTexture(diffTex);
face->renderIndexed();
mIndicesDrawn += face->getIndicesCount();
}
if (gSky.mVOSkyp->getCubeMap())
{
gWaterProgram.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
}
// Now, disable texture coord generation on texture state 1
gWaterProgram.disableTexture(LLShaderMgr::BUMP_MAP);
LLImageGL::unbindTexture(bumpTex, GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_GEN_S); //texture unit 1
glDisable(GL_TEXTURE_GEN_T); //texture unit 1
gWaterProgram.disableTexture(LLShaderMgr::DIFFUSE_MAP);
// Disable texture coordinate and color arrays
LLImageGL::unbindTexture(diffTex, GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
stop_glerror();
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glUseProgramObjectARB(0);
gPipeline.disableLights();
glActiveTextureARB(GL_TEXTURE0_ARB);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
if (refl_face)
{
glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF);
renderReflection(refl_face);
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
void LLDrawPoolWater::renderReflection(LLFace* face)
{
LLVOSky *voskyp = gSky.mVOSkyp;
if (!voskyp)
{
return;
}
if (!face->getGeomCount())
{
return;
}
S8 dr = voskyp->getDrawRefl();
if (dr < 0)
{
return;
}
LLGLSNoFog noFog;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
LLViewerImage::bindTexture(mHBTex[dr]);
LLOverrideFaceColor override(this, face->getFaceColor().mV);
face->renderIndexed();
mIndicesDrawn += face->getIndicesCount();
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
void LLDrawPoolWater::shade()
{
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
static LLVector2 d1( 0.5f, -0.17f );
static LLVector2 d2( 0.58f, -0.67f );
static LLVector2 d3( 0.5f, 0.25f );
static LLVector3 wave1(1,0.42f,1);
static LLVector3 wave2(0.58f,0.42f,0.17f);
static LLVector3 wave3(0.42f,0.67f,0.33f);
/*static LLVector2 d1( 0.83f, -1 );
static LLVector2 d2( 0.58f, 1 );
static LLVector2 d3( 1, -0.88f );
static LLVector4 wave1(0.75f,0.08f,0.5f,0.67f);
static LLVector4 wave2(0.17f,0.33f,0.53f,0.62f);
static LLVector4 wave3(0.17f,0.6f,0.67f,1);*/
/*LLDebugVarMessageBox::show("Wave Direction 1", &d1, LLVector2(1,1), LLVector2(0.01f, 0.01f));
LLDebugVarMessageBox::show("Wave Direction 2", &d2, LLVector2(1,1), LLVector2(0.01f, 0.01f));
LLDebugVarMessageBox::show("Wave Direction 3", &d3, LLVector2(1,1), LLVector2(0.01f, 0.01f));
LLDebugVarMessageBox::show("Wave 1", &wave1, LLVector3(2,1,4), LLVector3(0.01f, 0.01f, 0.01f));
LLDebugVarMessageBox::show("Wave 2", &wave2, LLVector3(2,1,4), LLVector3(0.01f, 0.01f, 0.01f));
LLDebugVarMessageBox::show("Wave 3", &wave3, LLVector3(2,1,4), LLVector3(0.01f, 0.01f, 0.01f));*/
LLVOSky *voskyp = gSky.mVOSkyp;
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
LLGLDisable blend(GL_BLEND);
LLColor3 light_diffuse(0,0,0);
F32 light_exp = 0.0f;
LLVector3 light_dir;
if (gSky.getSunDirection().mV[2] > NIGHTTIME_ELEVATION_COS)
{
light_dir = gSky.getSunDirection();
light_dir.normVec();
light_diffuse = gSky.mVOSkyp->getSun().getColorCached();
light_diffuse.normVec();
light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0);
light_diffuse *= light_exp + 0.25f;
}
else
{
light_dir = gSky.getMoonDirection();
light_dir.normVec();
light_diffuse = gSky.mVOSkyp->getMoon().getColorCached();
light_diffuse.normVec();
light_diffuse *= 0.5f;
light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0);
}
light_exp *= light_exp;
light_exp *= light_exp;
light_exp *= light_exp;
light_exp *= light_exp;
light_exp *= light_exp;
light_exp *= 512.f;
light_exp = light_exp > 32.f ? light_exp : 32.f;
sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f;
LLCubeMap* skyMap = gSky.mVOSkyp->getCubeMap();
gWaterProgram.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB);
skyMap->bind();
//bind normal map
S32 bumpTex = gWaterProgram.enableTexture(LLShaderMgr::BUMP_MAP);
mWaterNormp->addTextureStats(1024.f*1024.f);
mWaterNormp->bind(bumpTex);
gWaterProgram.enableTexture(LLShaderMgr::WATER_SCREENTEX);
gWaterProgram.bind();
if (!sSkipScreenCopy)
{
gPipeline.bindScreenToTexture();
}
else
{
glBindTexture(GL_TEXTURE_2D, 0);
}
glUniform2fvARB(gWaterProgram.mUniform[LLShaderMgr::WATER_FBSCALE], 1,
gPipeline.mScreenScale.mV);
S32 diffTex = gWaterProgram.enableTexture(LLShaderMgr::DIFFUSE_MAP);
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
glUniform1fARB(gWaterProgram.mUniform[LLShaderMgr::WATER_TIME], sTime);
glUniform3fvARB(gWaterProgram.mUniform[LLShaderMgr::WATER_SPECULAR], 1, light_diffuse.mV);
glUniform1fARB(gWaterProgram.mUniform[LLShaderMgr::WATER_SPECULAR_EXP], light_exp);
glUniform3fvARB(gWaterProgram.mUniform[LLShaderMgr::WATER_EYEVEC], 1, (GLfloat *)(gCamera->getOrigin().mV));
glUniform2fvARB(gWaterProgram.mUniform[LLShaderMgr::WATER_WAVE_DIR1], 1, d1.mV);
glUniform2fvARB(gWaterProgram.mUniform[LLShaderMgr::WATER_WAVE_DIR2], 1, d2.mV);
glUniform3fvARB(gWaterProgram.mUniform[LLShaderMgr::WATER_LIGHT_DIR], 1, light_dir.mV);
LLColor4 water_color;
LLVector3 camera_up = gCamera->getUpAxis();
F32 up_dot = camera_up * LLVector3::z_axis;
if (gCamera->cameraUnderWater())
{
water_color.setVec(1.f, 1.f, 1.f, 0.4f);
glUniform1fARB(gWaterProgram.mUniform[LLShaderMgr::WATER_REFSCALE], 0.25f);
}
else
{
water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot));
glUniform1fARB(gWaterProgram.mUniform[LLShaderMgr::WATER_REFSCALE], 0.01f);
}
if (water_color.mV[3] > 0.9f)
{
water_color.mV[3] = 0.9f;
}
glColor4fv(water_color.mV);
{
LLGLDisable cullface(GL_CULL_FACE);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
if (voskyp->isReflFace(face))
{
continue;
}
face->bindTexture(diffTex);
face->renderIndexed();
mIndicesDrawn += face->getIndicesCount();
}
}
gWaterProgram.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB);
gWaterProgram.disableTexture(LLShaderMgr::WATER_SCREENTEX);
gWaterProgram.disableTexture(LLShaderMgr::BUMP_MAP);
gWaterProgram.disableTexture(LLShaderMgr::DIFFUSE_MAP);
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glUseProgramObjectARB(0);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_FALSE);
}
void LLDrawPoolWater::renderForSelect()
{
// Can't select water!
return;
}
void LLDrawPoolWater::renderFaceSelected(LLFace *facep,
LLImageGL *image,
const LLColor4 &color,
const S32 index_offset, const S32 index_count)
{
// Can't select water
return;
}
LLViewerImage *LLDrawPoolWater::getDebugTexture()
{
return LLViewerImage::sSmokeImagep;
}
LLColor3 LLDrawPoolWater::getDebugColor() const
{
return LLColor3(0.f, 1.f, 1.f);
}