phoenix-firestorm/indra/newview/lldrawpoolsimple.cpp

184 lines
5.1 KiB
C++

/**
* @file lldrawpoolsimple.cpp
* @brief LLDrawPoolSimple 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 "lldrawpoolsimple.h"
#include "lldrawpoolbump.h"
#include "llviewercamera.h"
#include "llagent.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "pipeline.h"
#include "llglslshader.h"
class LLRenderShinyGlow : public LLDrawPoolBump
{
public:
LLRenderShinyGlow() { }
void render(S32 pass = 0)
{
LLCubeMap* cube_map = gSky.mVOSkyp->getCubeMap();
if( cube_map )
{
cube_map->enable(0);
cube_map->setMatrix(0);
cube_map->bind();
glEnableClientState(GL_NORMAL_ARRAY);
glColor4f(1,1,1,1);
U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL;
renderStatic(LLRenderPass::PASS_SHINY, mask);
renderActive(LLRenderPass::PASS_SHINY, mask);
glDisableClientState(GL_NORMAL_ARRAY);
cube_map->disable();
cube_map->restoreMatrix();
}
}
};
void LLDrawPoolGlow::render(S32 pass)
{
LLGLEnable blend(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask());
renderActive(LLRenderPass::PASS_GLOW, getVertexDataMask());
if (gSky.mVOSkyp)
{
glPushMatrix();
LLVector3 origin = gCamera->getOrigin();
glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
LLFace* facep = gSky.mVOSkyp->mFace[LLVOSky::FACE_BLOOM];
if (facep)
{
LLGLDisable cull(GL_CULL_FACE);
facep->getTexture()->bind();
glColor4f(1,1,1,1);
facep->renderIndexed(getVertexDataMask());
}
glPopMatrix();
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (LLPipeline::sDynamicReflections)
{
LLRenderShinyGlow glow;
glow.render();
}
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture)
{
glColor4ubv(params.mGlowColor.mV);
LLRenderPass::pushBatch(params, mask, texture);
}
LLDrawPoolSimple::LLDrawPoolSimple() :
LLRenderPass(POOL_SIMPLE)
{
}
void LLDrawPoolSimple::prerender()
{
mVertexShaderLevel = LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_OBJECT);
}
void LLDrawPoolSimple::beginRenderPass(S32 pass)
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
}
void LLDrawPoolSimple::render(S32 pass)
{
LLGLDisable blend(GL_BLEND);
LLGLDisable alpha_test(GL_ALPHA_TEST);
{
LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
gPipeline.enableLightsDynamic(1.f);
renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
renderActive(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
}
{
LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
LLGLEnable blend(GL_BLEND);
LLGLEnable alpha_test(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//render grass
LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
glAlphaFunc(GL_GREATER, 0.01f);
}
{
LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT);
U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD | LLVertexBuffer::MAP_COLOR;
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
glDisableClientState(GL_NORMAL_ARRAY);
renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
renderActive(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
}
{
LLFastTimer t(LLFastTimer::FTM_RENDER_INVISIBLE);
U32 invisi_mask = LLVertexBuffer::MAP_VERTEX;
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
renderInvisible(invisi_mask);
renderActive(LLRenderPass::PASS_INVISIBLE, invisi_mask);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
}
}