184 lines
5.1 KiB
C++
184 lines
5.1 KiB
C++
/**
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* @file lldrawpoolsimple.cpp
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* @brief LLDrawPoolSimple class implementation
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*
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* $LicenseInfo:firstyear=2002&license=viewergpl$
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*
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* Copyright (c) 2002-2007, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlife.com/developers/opensource/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at http://secondlife.com/developers/opensource/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "lldrawpoolsimple.h"
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#include "lldrawpoolbump.h"
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#include "llviewercamera.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 "pipeline.h"
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#include "llglslshader.h"
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class LLRenderShinyGlow : public LLDrawPoolBump
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{
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public:
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LLRenderShinyGlow() { }
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void render(S32 pass = 0)
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{
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LLCubeMap* cube_map = gSky.mVOSkyp->getCubeMap();
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if( cube_map )
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{
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cube_map->enable(0);
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cube_map->setMatrix(0);
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cube_map->bind();
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glEnableClientState(GL_NORMAL_ARRAY);
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glColor4f(1,1,1,1);
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U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_NORMAL;
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renderStatic(LLRenderPass::PASS_SHINY, mask);
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renderActive(LLRenderPass::PASS_SHINY, mask);
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glDisableClientState(GL_NORMAL_ARRAY);
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cube_map->disable();
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cube_map->restoreMatrix();
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}
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}
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};
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void LLDrawPoolGlow::render(S32 pass)
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{
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LLGLEnable blend(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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renderTexture(LLRenderPass::PASS_GLOW, getVertexDataMask());
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renderActive(LLRenderPass::PASS_GLOW, getVertexDataMask());
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if (gSky.mVOSkyp)
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{
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glPushMatrix();
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LLVector3 origin = gCamera->getOrigin();
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glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]);
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LLFace* facep = gSky.mVOSkyp->mFace[LLVOSky::FACE_BLOOM];
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if (facep)
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{
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LLGLDisable cull(GL_CULL_FACE);
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facep->getTexture()->bind();
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glColor4f(1,1,1,1);
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facep->renderIndexed(getVertexDataMask());
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}
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glPopMatrix();
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}
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if (LLPipeline::sDynamicReflections)
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{
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LLRenderShinyGlow glow;
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glow.render();
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}
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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void LLDrawPoolGlow::pushBatch(LLDrawInfo& params, U32 mask, BOOL texture)
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{
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glColor4ubv(params.mGlowColor.mV);
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LLRenderPass::pushBatch(params, mask, texture);
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}
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LLDrawPoolSimple::LLDrawPoolSimple() :
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LLRenderPass(POOL_SIMPLE)
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{
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}
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void LLDrawPoolSimple::prerender()
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{
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mVertexShaderLevel = LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_OBJECT);
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}
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void LLDrawPoolSimple::beginRenderPass(S32 pass)
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{
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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}
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void LLDrawPoolSimple::render(S32 pass)
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{
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LLGLDisable blend(GL_BLEND);
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LLGLDisable alpha_test(GL_ALPHA_TEST);
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
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gPipeline.enableLightsDynamic(1.f);
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renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
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renderActive(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
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}
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
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LLGLEnable blend(GL_BLEND);
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LLGLEnable alpha_test(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.5f);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//render grass
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LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
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glAlphaFunc(GL_GREATER, 0.01f);
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}
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT);
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U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD | LLVertexBuffer::MAP_COLOR;
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gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
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glDisableClientState(GL_NORMAL_ARRAY);
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renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
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renderActive(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
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}
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{
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LLFastTimer t(LLFastTimer::FTM_RENDER_INVISIBLE);
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U32 invisi_mask = LLVertexBuffer::MAP_VERTEX;
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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renderInvisible(invisi_mask);
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renderActive(LLRenderPass::PASS_INVISIBLE, invisi_mask);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
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}
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}
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