summaryrefslogtreecommitdiff
path: root/indra/newview/lldrawpoolterrain.cpp
diff options
context:
space:
mode:
authorSteven Bennetts <steve@lindenlab.com>2008-06-06 22:43:38 +0000
committerSteven Bennetts <steve@lindenlab.com>2008-06-06 22:43:38 +0000
commitad332810078a0bbb8fa08fcbfdf3d756de6914f6 (patch)
tree1608b2db5d620d323673607ea7ddadfba9d58bda /indra/newview/lldrawpoolterrain.cpp
parenta7d9a543e587ffe84b355db7a2e8193bfe6c68b6 (diff)
QAR-650 - Viewer RC 9 merge -> release (post cmake)
merge release@88802 Branch_1-20-Viewer-2-merge-1@89178 -> release
Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
-rw-r--r--indra/newview/lldrawpoolterrain.cpp279
1 files changed, 90 insertions, 189 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index c60ddbc517..854067a32d 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -52,7 +52,7 @@
#include "llworld.h"
#include "pipeline.h"
#include "llglslshader.h"
-#include "llglimmediate.h"
+#include "llrender.h"
const F32 DETAIL_SCALE = 1.f/16.f;
int DebugDetailMap = 0;
@@ -69,14 +69,16 @@ LLDrawPoolTerrain::LLDrawPoolTerrain(LLViewerImage *texturep) :
sDetailScale = 1.f/gSavedSettings.getF32("RenderTerrainScale");
sDetailMode = gSavedSettings.getS32("RenderTerrainDetail");
mAlphaRampImagep = gImageList.getImageFromFile("alpha_gradient.tga",
- TRUE, TRUE, GL_ALPHA8, GL_ALPHA,
- LLUUID("e97cf410-8e61-7005-ec06-629eba4cd1fb"));
+ TRUE, TRUE, GL_ALPHA8, GL_ALPHA,
+ LLUUID("e97cf410-8e61-7005-ec06-629eba4cd1fb"));
+
mAlphaRampImagep->bind(0);
mAlphaRampImagep->setClamp(TRUE, TRUE);
m2DAlphaRampImagep = gImageList.getImageFromFile("alpha_gradient_2d.j2c",
TRUE, TRUE, GL_ALPHA8, GL_ALPHA,
LLUUID("38b86f85-2575-52a9-a531-23108d8da837"));
+
m2DAlphaRampImagep->bind(0);
m2DAlphaRampImagep->setClamp(TRUE, TRUE);
@@ -239,7 +241,7 @@ void LLDrawPoolTerrain::renderFullShader()
//
S32 detail0 = sShader->enableTexture(LLShaderMgr::TERRAIN_DETAIL0);
LLViewerImage::bindTexture(detail_texture0p,detail0);
- glActiveTextureARB(GL_TEXTURE0_ARB);
+ gGL.getTexUnit(0)->activate();
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
@@ -259,7 +261,7 @@ void LLDrawPoolTerrain::renderFullShader()
LLViewerImage::bindTexture(detail_texture1p,detail1);
/// ALPHA TEXTURE COORDS 0:
- glActiveTextureARB(GL_TEXTURE1_ARB);
+ gGL.getTexUnit(1)->activate();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
@@ -271,7 +273,7 @@ void LLDrawPoolTerrain::renderFullShader()
glEnable(GL_TEXTURE_2D);
/// ALPHA TEXTURE COORDS 1:
- glActiveTextureARB(GL_TEXTURE2_ARB);
+ gGL.getTexUnit(2)->activate();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(-2.f, 0.f, 0.f);
@@ -284,7 +286,7 @@ void LLDrawPoolTerrain::renderFullShader()
LLViewerImage::bindTexture(detail_texture3p,detail3);
/// ALPHA TEXTURE COORDS 2:
- glActiveTextureARB(GL_TEXTURE3_ARB);
+ gGL.getTexUnit(3)->activate();
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(-1.f, 0.f, 0.f);
@@ -307,7 +309,7 @@ void LLDrawPoolTerrain::renderFullShader()
sShader->disableTexture(LLShaderMgr::TERRAIN_DETAIL3);
LLImageGL::unbindTexture(alpha_ramp, GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE4_ARB);
+ gGL.getTexUnit(4)->activate();
glDisable(GL_TEXTURE_2D); // Texture unit 4
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
@@ -316,7 +318,7 @@ void LLDrawPoolTerrain::renderFullShader()
glMatrixMode(GL_MODELVIEW);
LLImageGL::unbindTexture(detail3, GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE3_ARB);
+ gGL.getTexUnit(3)->activate();
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
@@ -325,7 +327,7 @@ void LLDrawPoolTerrain::renderFullShader()
glMatrixMode(GL_MODELVIEW);
LLImageGL::unbindTexture(detail2, GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE2_ARB);
+ gGL.getTexUnit(2)->activate();
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
@@ -334,7 +336,7 @@ void LLDrawPoolTerrain::renderFullShader()
glMatrixMode(GL_MODELVIEW);
LLImageGL::unbindTexture(detail1, GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE1_ARB);
+ gGL.getTexUnit(1)->activate();
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
@@ -346,7 +348,7 @@ void LLDrawPoolTerrain::renderFullShader()
// Restore Texture Unit 0 defaults
LLImageGL::unbindTexture(detail0, GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE0_ARB);
+ gGL.getTexUnit(0)->activate();
glEnable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
@@ -377,7 +379,7 @@ void LLDrawPoolTerrain::renderFull4TU()
tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x);
tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y);
- gGL.blendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
+ gGL.blendFunc(LLRender::BF_ONE_MINUS_SOURCE_ALPHA, LLRender::BF_SOURCE_ALPHA);
//----------------------------------------------------------------------------
// Pass 1/1
@@ -385,7 +387,7 @@ void LLDrawPoolTerrain::renderFull4TU()
//
// Stage 0: detail texture 0
//
- glActiveTextureARB(GL_TEXTURE0_ARB);
+ gGL.getTexUnit(0)->activate();
LLViewerImage::bindTexture(detail_texture0p,0);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
@@ -397,36 +399,27 @@ void LLDrawPoolTerrain::renderFull4TU()
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
-
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
+ gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
//
// Stage 1: Generate alpha ramp for detail0/detail1 transition
//
+
LLViewerImage::bindTexture(m2DAlphaRampImagep,1);
- glActiveTextureARB(GL_TEXTURE1_ARB);
+ gGL.getTexUnit(1)->activate();
glEnable(GL_TEXTURE_2D); // Texture unit 1
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Care about alpha only
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
-
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
+ gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
//
// Stage 2: Interpolate detail1 with existing based on ramp
//
LLViewerImage::bindTexture(detail_texture1p,2);
- glActiveTextureARB(GL_TEXTURE2_ARB);
+ gGL.getTexUnit(2)->activate();
glEnable(GL_TEXTURE_2D); // Texture unit 2
glClientActiveTextureARB(GL_TEXTURE2_ARB);
@@ -438,34 +431,20 @@ void LLDrawPoolTerrain::renderFull4TU()
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
-
- 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_SOURCE2_RGB_ARB, GL_PREVIOUS_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
+ gGL.getTexUnit(2)->setTextureColorBlend(LLTexUnit::TBO_LERP_PREV_ALPHA, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_TEX_COLOR);
//
// Stage 3: Modulate with primary (vertex) color for lighting
//
LLViewerImage::bindTexture(detail_texture1p,3); // bind any texture
- glActiveTextureARB(GL_TEXTURE3_ARB);
+ gGL.getTexUnit(3)->activate();
glEnable(GL_TEXTURE_2D); // Texture unit 3
glClientActiveTextureARB(GL_TEXTURE3_ARB);
// Set alpha texture and do lighting modulation
- 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_SOURCE0_RGB_ARB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ gGL.getTexUnit(3)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_VERT_COLOR);
- glActiveTextureARB(GL_TEXTURE0_ARB);
+ gGL.getTexUnit(0)->activate();
glClientActiveTextureARB(GL_TEXTURE0_ARB);
// GL_BLEND disabled by default
@@ -476,7 +455,7 @@ void LLDrawPoolTerrain::renderFull4TU()
// Stage 0: Write detail3 into base
//
- glActiveTextureARB(GL_TEXTURE0_ARB);
+ gGL.getTexUnit(0)->activate();
LLViewerImage::bindTexture(detail_texture3p,0);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
@@ -488,18 +467,13 @@ void LLDrawPoolTerrain::renderFull4TU()
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
-
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
-
+ gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_COLOR);
//
// Stage 1: Generate alpha ramp for detail2/detail3 transition
//
LLViewerImage::bindTexture(m2DAlphaRampImagep,1);
- glActiveTextureARB(GL_TEXTURE1_ARB);
+ gGL.getTexUnit(1)->activate();
glEnable(GL_TEXTURE_2D); // Texture unit 1
glClientActiveTextureARB(GL_TEXTURE1_ARB);
@@ -511,25 +485,20 @@ void LLDrawPoolTerrain::renderFull4TU()
glTranslatef(-2.f, 0.f, 0.f);
// Care about alpha only
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
-
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
+ gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
//
// Stage 2: Interpolate detail2 with existing based on ramp
//
LLViewerImage::bindTexture(detail_texture2p,2);
- glActiveTextureARB(GL_TEXTURE2_ARB);
+ gGL.getTexUnit(2)->activate();
glEnable(GL_TEXTURE_2D); // Texture unit 2
- glClientActiveTextureARB(GL_TEXTURE2_ARB);
+ glClientActiveTextureARB(GL_TEXTURE2_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
@@ -537,26 +506,16 @@ void LLDrawPoolTerrain::renderFull4TU()
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
-
- 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_SOURCE2_RGB_ARB, GL_PREVIOUS_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_ONE_MINUS_SRC_ALPHA);
-
+ gGL.getTexUnit(2)->setTextureColorBlend(LLTexUnit::TBO_LERP_PREV_ALPHA, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
//
// Stage 3: Generate alpha ramp for detail1/detail2 transition
//
LLViewerImage::bindTexture(m2DAlphaRampImagep,3);
- glActiveTextureARB(GL_TEXTURE3_ARB);
-
+ gGL.getTexUnit(3)->activate();
glEnable(GL_TEXTURE_2D); // Texture unit 3
- glClientActiveTextureARB(GL_TEXTURE3_ARB);
+ glClientActiveTextureARB(GL_TEXTURE3_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Set the texture matrix
@@ -565,18 +524,10 @@ void LLDrawPoolTerrain::renderFull4TU()
glTranslatef(-1.f, 0.f, 0.f);
// Set alpha texture and do lighting modulation
- 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);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
-
- glActiveTextureARB(GL_TEXTURE0_ARB);
+ gGL.getTexUnit(3)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_PREV_COLOR, LLTexUnit::TBS_VERT_COLOR);
+ gGL.getTexUnit(3)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
+
+ gGL.getTexUnit(0)->activate();
glClientActiveTextureARB(GL_TEXTURE0_ARB);
{
LLGLEnable blend(GL_BLEND);
@@ -586,19 +537,21 @@ void LLDrawPoolTerrain::renderFull4TU()
LLVertexBuffer::unbind();
// Disable multitexture
LLImageGL::unbindTexture(3, GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE3_ARB);
+ gGL.getTexUnit(3)->activate();
glClientActiveTextureARB(GL_TEXTURE3_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D); // Texture unit 3
+
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
LLImageGL::unbindTexture(2, GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE2_ARB);
+ gGL.getTexUnit(2)->activate();
glClientActiveTextureARB(GL_TEXTURE2_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D); // Texture unit 2
+
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glMatrixMode(GL_TEXTURE);
@@ -606,33 +559,34 @@ void LLDrawPoolTerrain::renderFull4TU()
glMatrixMode(GL_MODELVIEW);
LLImageGL::unbindTexture(1, GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE1_ARB);
- glClientActiveTextureARB(GL_TEXTURE1_ARB);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ gGL.getTexUnit(1)->activate();
+ glClientActiveTextureARB(GL_TEXTURE1_ARB);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D); // Texture unit 1
+
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
// Restore blend state
- gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
//----------------------------------------------------------------------------
// Restore Texture Unit 0 defaults
- glActiveTextureARB(GL_TEXTURE0_ARB);
+ gGL.getTexUnit(0)->activate();
LLImageGL::unbindTexture(0, GL_TEXTURE_2D);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
- glActiveTextureARB(GL_TEXTURE0_ARB);
+ gGL.getTexUnit(0)->activate();
+ glDisableClientState(GL_NORMAL_ARRAY);
+
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
- // Restore non Texture Unit specific defaults
- glDisableClientState(GL_NORMAL_ARRAY);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
void LLDrawPoolTerrain::renderFull2TU()
@@ -654,7 +608,7 @@ void LLDrawPoolTerrain::renderFull2TU()
tp0.setVec(sDetailScale, 0.0f, 0.0f, offset_x);
tp1.setVec(0.0f, sDetailScale, 0.0f, offset_y);
- gGL.blendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
+ gGL.blendFunc(LLRender::BF_ONE_MINUS_SOURCE_ALPHA, LLRender::BF_SOURCE_ALPHA);
//----------------------------------------------------------------------------
// Pass 1/4
@@ -671,13 +625,7 @@ void LLDrawPoolTerrain::renderFull2TU()
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
- 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_SOURCE0_RGB_ARB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
drawLoop();
@@ -693,22 +641,17 @@ void LLDrawPoolTerrain::renderFull2TU()
glDisable(GL_TEXTURE_GEN_T);
// Care about alpha only
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
-
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
+ gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
//
// Stage 1: Write detail1
//
LLViewerImage::bindTexture(detail_texture1p,1); // Texture unit 1
- glActiveTextureARB(GL_TEXTURE1_ARB);
+ gGL.getTexUnit(1)->activate();
glEnable(GL_TEXTURE_2D); // Texture unit 1
+
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
@@ -716,18 +659,10 @@ void LLDrawPoolTerrain::renderFull2TU()
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
- 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_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
+ gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
- glActiveTextureARB(GL_TEXTURE0_ARB);
+ gGL.getTexUnit(0)->activate();
{
LLGLEnable blend(GL_BLEND);
drawLoop();
@@ -739,26 +674,21 @@ void LLDrawPoolTerrain::renderFull2TU()
// Stage 0: Generate alpha ramp for detail1/detail2 transition
//
LLViewerImage::bindTexture(m2DAlphaRampImagep,0);
+
// Set the texture matrix
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(-1.f, 0.f, 0.f);
// Care about alpha only
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
-
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
+ gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
//
// Stage 1: Write detail2
//
-
LLViewerImage::bindTexture(detail_texture2p,1);
+ gGL.getTexUnit(1)->activate();
glEnable(GL_TEXTURE_2D); // Texture unit 1
glEnable(GL_TEXTURE_GEN_S);
@@ -768,16 +698,8 @@ void LLDrawPoolTerrain::renderFull2TU()
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
- 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_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
+ gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
{
LLGLEnable blend(GL_BLEND);
@@ -790,27 +712,22 @@ void LLDrawPoolTerrain::renderFull2TU()
//
// Stage 0: Generate alpha ramp for detail2/detail3 transition
//
- LLViewerImage::bindTexture(m2DAlphaRampImagep,0);
+ gGL.getTexUnit(0)->activate();
+ LLViewerImage::bindTexture(m2DAlphaRampImagep,0);
// Set the texture matrix
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(-2.f, 0.f, 0.f);
// Care about alpha only
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
- glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
-
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_COLOR);
+ gGL.getTexUnit(0)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_TEX_ALPHA);
// Stage 1: Write detail3
-
LLViewerImage::bindTexture(detail_texture3p,1);
- glActiveTextureARB(GL_TEXTURE1_ARB);
+ gGL.getTexUnit(1)->activate();
glEnable(GL_TEXTURE_2D); // Texture unit 1
+
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
@@ -818,30 +735,24 @@ void LLDrawPoolTerrain::renderFull2TU()
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
- 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_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
+ gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
- glActiveTextureARB(GL_TEXTURE0_ARB);
+ gGL.getTexUnit(0)->activate();
{
LLGLEnable blend(GL_BLEND);
drawLoop();
}
// Restore blend state
- gGL.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
// Disable multitexture
+
LLImageGL::unbindTexture(1, GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE1_ARB);
+ gGL.getTexUnit(1)->activate();
glDisable(GL_TEXTURE_2D); // Texture unit 1
+
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glMatrixMode(GL_TEXTURE);
@@ -851,18 +762,16 @@ void LLDrawPoolTerrain::renderFull2TU()
//----------------------------------------------------------------------------
// Restore Texture Unit 0 defaults
- glActiveTextureARB(GL_TEXTURE0_ARB);
+ gGL.getTexUnit(0)->activate();
LLImageGL::unbindTexture(0, GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE0_ARB);
+ gGL.getTexUnit(0)->activate();
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
-
- // Restore non Texture Unit specific defaults
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
@@ -877,7 +786,7 @@ void LLDrawPoolTerrain::renderSimple()
mTexturep->addTextureStats(1024.f*1024.f);
mTexturep->bind(0);
- glActiveTextureARB(GL_TEXTURE0_ARB);
+ gGL.getTexUnit(0)->activate();
glEnable(GL_TEXTURE_2D); // Texture unit 2
LLVector3 origin_agent = mDrawFace[0]->getDrawable()->getVObj()->getRegion()->getOriginAgent();
@@ -892,13 +801,7 @@ void LLDrawPoolTerrain::renderSimple()
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0.mV);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1.mV);
- 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_SOURCE0_RGB_ARB, GL_TEXTURE);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR);
- glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
- glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ gGL.getTexUnit(0)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_VERT_COLOR);
drawLoop();
@@ -906,15 +809,13 @@ void LLDrawPoolTerrain::renderSimple()
// Restore Texture Unit 0 defaults
LLImageGL::unbindTexture(0, GL_TEXTURE_2D);
- glActiveTextureARB(GL_TEXTURE0_ARB);
+ gGL.getTexUnit(0)->activate();
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
-
- // Restore non Texture Unit specific defaults
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
//============================================================================