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authorSteven Bennetts <steve@lindenlab.com>2008-04-28 23:29:46 +0000
committerSteven Bennetts <steve@lindenlab.com>2008-04-28 23:29:46 +0000
commit16baf6c9d43fc29e697b5a460439ca664897450c (patch)
tree6c3ae45c538cbc90408ab72f3a02564cf5dce754 /indra/newview/lldrawpoolterrain.cpp
parent75ee8558abb662b6a0a6b559c61a9549818d2962 (diff)
merge release-QAR-499 Viewer 1.20 RC 3
merge release-QAR-508 Viewer 1.20 RC 4 merge Branch_1-20-Viewer -r 85278 : 85828 -> release
Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
-rw-r--r--indra/newview/lldrawpoolterrain.cpp108
1 files changed, 24 insertions, 84 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index 634b502057..4747043c78 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -217,14 +217,6 @@ void LLDrawPoolTerrain::render(S32 pass)
void LLDrawPoolTerrain::renderFullShader()
{
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
-
- if (gPipeline.getLightingDetail() >= 2)
- {
- glEnableClientState(GL_COLOR_ARRAY);
- }
-
// Hack! Get the region that this draw pool is rendering from!
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
LLVLComposition *compp = regionp->getComposition();
@@ -247,10 +239,8 @@ void LLDrawPoolTerrain::renderFullShader()
//
S32 detail0 = sShader->enableTexture(LLShaderMgr::TERRAIN_DETAIL0);
LLViewerImage::bindTexture(detail_texture0p,detail0);
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
glActiveTextureARB(GL_TEXTURE0_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);
@@ -269,9 +259,7 @@ void LLDrawPoolTerrain::renderFullShader()
LLViewerImage::bindTexture(detail_texture1p,detail1);
/// ALPHA TEXTURE COORDS 0:
- glClientActiveTextureARB(GL_TEXTURE1_ARB);
glActiveTextureARB(GL_TEXTURE1_ARB);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
@@ -283,9 +271,7 @@ void LLDrawPoolTerrain::renderFullShader()
glEnable(GL_TEXTURE_2D);
/// ALPHA TEXTURE COORDS 1:
- glClientActiveTextureARB(GL_TEXTURE2_ARB);
glActiveTextureARB(GL_TEXTURE2_ARB);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(-2.f, 0.f, 0.f);
@@ -298,9 +284,7 @@ void LLDrawPoolTerrain::renderFullShader()
LLViewerImage::bindTexture(detail_texture3p,detail3);
/// ALPHA TEXTURE COORDS 2:
- glClientActiveTextureARB(GL_TEXTURE3_ARB);
glActiveTextureARB(GL_TEXTURE3_ARB);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(-1.f, 0.f, 0.f);
@@ -323,7 +307,6 @@ void LLDrawPoolTerrain::renderFullShader()
sShader->disableTexture(LLShaderMgr::TERRAIN_DETAIL3);
LLImageGL::unbindTexture(alpha_ramp, GL_TEXTURE_2D);
- glClientActiveTextureARB(GL_TEXTURE4_ARB);
glActiveTextureARB(GL_TEXTURE4_ARB);
glDisable(GL_TEXTURE_2D); // Texture unit 4
glDisable(GL_TEXTURE_GEN_S);
@@ -333,10 +316,8 @@ void LLDrawPoolTerrain::renderFullShader()
glMatrixMode(GL_MODELVIEW);
LLImageGL::unbindTexture(detail3, GL_TEXTURE_2D);
- glClientActiveTextureARB(GL_TEXTURE3_ARB);
glActiveTextureARB(GL_TEXTURE3_ARB);
glDisable(GL_TEXTURE_2D);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glMatrixMode(GL_TEXTURE);
@@ -344,10 +325,8 @@ void LLDrawPoolTerrain::renderFullShader()
glMatrixMode(GL_MODELVIEW);
LLImageGL::unbindTexture(detail2, GL_TEXTURE_2D);
- glClientActiveTextureARB(GL_TEXTURE2_ARB);
glActiveTextureARB(GL_TEXTURE2_ARB);
glDisable(GL_TEXTURE_2D);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glMatrixMode(GL_TEXTURE);
@@ -355,10 +334,8 @@ void LLDrawPoolTerrain::renderFullShader()
glMatrixMode(GL_MODELVIEW);
LLImageGL::unbindTexture(detail1, GL_TEXTURE_2D);
- glClientActiveTextureARB(GL_TEXTURE1_ARB);
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glMatrixMode(GL_TEXTURE);
@@ -369,7 +346,6 @@ void LLDrawPoolTerrain::renderFullShader()
// Restore Texture Unit 0 defaults
LLImageGL::unbindTexture(detail0, GL_TEXTURE_2D);
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
@@ -377,14 +353,11 @@ void LLDrawPoolTerrain::renderFullShader()
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
-
- // Restore non Texture Unit specific defaults
- glDisableClientState(GL_NORMAL_ARRAY);
}
void LLDrawPoolTerrain::renderFull4TU()
{
- glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
// Hack! Get the region that this draw pool is rendering from!
@@ -434,9 +407,8 @@ void LLDrawPoolTerrain::renderFull4TU()
//
// Stage 1: Generate alpha ramp for detail0/detail1 transition
//
- glActiveTextureARB(GL_TEXTURE1_ARB);
LLViewerImage::bindTexture(m2DAlphaRampImagep,1);
-
+ glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D); // Texture unit 1
glClientActiveTextureARB(GL_TEXTURE1_ARB);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
@@ -454,8 +426,8 @@ void LLDrawPoolTerrain::renderFull4TU()
//
// Stage 2: Interpolate detail1 with existing based on ramp
//
- glActiveTextureARB(GL_TEXTURE2_ARB);
LLViewerImage::bindTexture(detail_texture1p,2);
+ glActiveTextureARB(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D); // Texture unit 2
glClientActiveTextureARB(GL_TEXTURE2_ARB);
@@ -480,8 +452,8 @@ void LLDrawPoolTerrain::renderFull4TU()
//
// Stage 3: Modulate with primary (vertex) color for lighting
//
- glActiveTextureARB(GL_TEXTURE3_ARB);
LLViewerImage::bindTexture(detail_texture1p,3); // bind any texture
+ glActiveTextureARB(GL_TEXTURE3_ARB);
glEnable(GL_TEXTURE_2D); // Texture unit 3
glClientActiveTextureARB(GL_TEXTURE3_ARB);
@@ -494,6 +466,7 @@ void LLDrawPoolTerrain::renderFull4TU()
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR);
+ glActiveTextureARB(GL_TEXTURE0_ARB);
// GL_BLEND disabled by default
drawLoop();
@@ -524,9 +497,8 @@ void LLDrawPoolTerrain::renderFull4TU()
//
// Stage 1: Generate alpha ramp for detail2/detail3 transition
//
- glActiveTextureARB(GL_TEXTURE1_ARB);
LLViewerImage::bindTexture(m2DAlphaRampImagep,1);
-
+ glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D); // Texture unit 1
glClientActiveTextureARB(GL_TEXTURE1_ARB);
@@ -551,8 +523,8 @@ void LLDrawPoolTerrain::renderFull4TU()
//
// Stage 2: Interpolate detail2 with existing based on ramp
//
- glActiveTextureARB(GL_TEXTURE2_ARB);
LLViewerImage::bindTexture(detail_texture2p,2);
+ glActiveTextureARB(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D); // Texture unit 2
glClientActiveTextureARB(GL_TEXTURE2_ARB);
@@ -578,9 +550,9 @@ void LLDrawPoolTerrain::renderFull4TU()
//
// Stage 3: Generate alpha ramp for detail1/detail2 transition
//
- glActiveTextureARB(GL_TEXTURE3_ARB);
LLViewerImage::bindTexture(m2DAlphaRampImagep,3);
-
+ glActiveTextureARB(GL_TEXTURE3_ARB);
+
glEnable(GL_TEXTURE_2D); // Texture unit 3
glClientActiveTextureARB(GL_TEXTURE3_ARB);
@@ -603,7 +575,7 @@ void LLDrawPoolTerrain::renderFull4TU()
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);
{
LLGLEnable blend(GL_BLEND);
drawLoop();
@@ -611,6 +583,7 @@ void LLDrawPoolTerrain::renderFull4TU()
// Disable multitexture
LLImageGL::unbindTexture(3, GL_TEXTURE_2D);
+ glActiveTextureARB(GL_TEXTURE3_ARB);
glClientActiveTextureARB(GL_TEXTURE3_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D); // Texture unit 3
@@ -619,6 +592,7 @@ void LLDrawPoolTerrain::renderFull4TU()
glMatrixMode(GL_MODELVIEW);
LLImageGL::unbindTexture(2, GL_TEXTURE_2D);
+ glActiveTextureARB(GL_TEXTURE2_ARB);
glClientActiveTextureARB(GL_TEXTURE2_ARB);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D); // Texture unit 2
@@ -629,6 +603,7 @@ 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);
glDisable(GL_TEXTURE_2D); // Texture unit 1
@@ -642,6 +617,7 @@ void LLDrawPoolTerrain::renderFull4TU()
//----------------------------------------------------------------------------
// Restore Texture Unit 0 defaults
+ glActiveTextureARB(GL_TEXTURE0_ARB);
LLImageGL::unbindTexture(0, GL_TEXTURE_2D);
glClientActiveTextureARB(GL_TEXTURE0_ARB);
glActiveTextureARB(GL_TEXTURE0_ARB);
@@ -658,9 +634,6 @@ void LLDrawPoolTerrain::renderFull4TU()
void LLDrawPoolTerrain::renderFull2TU()
{
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
-
// Hack! Get the region that this draw pool is rendering from!
LLViewerRegion *regionp = mDrawFace[0]->getDrawable()->getVObj()->getRegion();
LLVLComposition *compp = regionp->getComposition();
@@ -687,9 +660,6 @@ void LLDrawPoolTerrain::renderFull2TU()
// Stage 0: Render detail 0 into base
//
LLViewerImage::bindTexture(detail_texture0p,0);
- glClientActiveTextureARB(GL_TEXTURE0_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);
@@ -715,12 +685,10 @@ void LLDrawPoolTerrain::renderFull2TU()
// Stage 0: Generate alpha ramp for detail0/detail1 transition
//
LLViewerImage::bindTexture(m2DAlphaRampImagep,0);
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
-
+
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
- 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);
@@ -736,10 +704,8 @@ void LLDrawPoolTerrain::renderFull2TU()
// Stage 1: Write detail1
//
LLViewerImage::bindTexture(detail_texture1p,1); // Texture unit 1
+ glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D); // Texture unit 1
- glClientActiveTextureARB(GL_TEXTURE1_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);
@@ -758,6 +724,7 @@ void LLDrawPoolTerrain::renderFull2TU()
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ glActiveTextureARB(GL_TEXTURE0_ARB);
{
LLGLEnable blend(GL_BLEND);
drawLoop();
@@ -769,14 +736,11 @@ void LLDrawPoolTerrain::renderFull2TU()
// Stage 0: Generate alpha ramp for detail1/detail2 transition
//
LLViewerImage::bindTexture(m2DAlphaRampImagep,0);
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
// Set the texture matrix
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(-1.f, 0.f, 0.f);
- 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);
@@ -793,9 +757,7 @@ void LLDrawPoolTerrain::renderFull2TU()
LLViewerImage::bindTexture(detail_texture2p,1);
glEnable(GL_TEXTURE_2D); // Texture unit 1
- glClientActiveTextureARB(GL_TEXTURE1_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);
@@ -826,14 +788,11 @@ void LLDrawPoolTerrain::renderFull2TU()
// Stage 0: Generate alpha ramp for detail2/detail3 transition
//
LLViewerImage::bindTexture(m2DAlphaRampImagep,0);
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
// Set the texture matrix
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(-2.f, 0.f, 0.f);
- 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);
@@ -847,10 +806,8 @@ void LLDrawPoolTerrain::renderFull2TU()
// Stage 1: Write detail3
LLViewerImage::bindTexture(detail_texture3p,1);
+ glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D); // Texture unit 1
- glClientActiveTextureARB(GL_TEXTURE1_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);
@@ -869,6 +826,7 @@ void LLDrawPoolTerrain::renderFull2TU()
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);
+ glActiveTextureARB(GL_TEXTURE0_ARB);
{
LLGLEnable blend(GL_BLEND);
drawLoop();
@@ -879,8 +837,7 @@ void LLDrawPoolTerrain::renderFull2TU()
// Disable multitexture
LLImageGL::unbindTexture(1, GL_TEXTURE_2D);
- glClientActiveTextureARB(GL_TEXTURE1_ARB);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D); // Texture unit 1
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
@@ -891,9 +848,9 @@ void LLDrawPoolTerrain::renderFull2TU()
//----------------------------------------------------------------------------
// Restore Texture Unit 0 defaults
+ glActiveTextureARB(GL_TEXTURE0_ARB);
LLImageGL::unbindTexture(0, GL_TEXTURE_2D);
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
glActiveTextureARB(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
@@ -902,16 +859,12 @@ void LLDrawPoolTerrain::renderFull2TU()
glMatrixMode(GL_MODELVIEW);
// Restore non Texture Unit specific defaults
- glDisableClientState(GL_NORMAL_ARRAY);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void LLDrawPoolTerrain::renderSimple()
{
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
-
LLVector4 tp0, tp1;
//----------------------------------------------------------------------------
@@ -923,14 +876,12 @@ void LLDrawPoolTerrain::renderSimple()
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D); // Texture unit 2
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
-
+
LLVector3 origin_agent = mDrawFace[0]->getDrawable()->getVObj()->getRegion()->getOriginAgent();
F32 tscale = 1.f/256.f;
tp0.setVec(tscale, 0.f, 0.0f, -1.f*(origin_agent.mV[0]/256.f));
tp1.setVec(0.f, tscale, 0.0f, -1.f*(origin_agent.mV[1]/256.f));
- 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);
@@ -952,7 +903,6 @@ void LLDrawPoolTerrain::renderSimple()
// Restore Texture Unit 0 defaults
LLImageGL::unbindTexture(0, GL_TEXTURE_2D);
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
glActiveTextureARB(GL_TEXTURE0_ARB);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
@@ -961,7 +911,6 @@ void LLDrawPoolTerrain::renderSimple()
glMatrixMode(GL_MODELVIEW);
// Restore non Texture Unit specific defaults
- glDisableClientState(GL_NORMAL_ARRAY);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
@@ -986,14 +935,8 @@ void LLDrawPoolTerrain::renderOwnership()
LLViewerParcelOverlay *overlayp = regionp->getParcelOverlay();
LLImageGL *texturep = overlayp->getTexture();
- glEnableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
-
LLViewerImage::bindTexture(texturep);
- glClientActiveTextureARB(GL_TEXTURE0_ARB);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-
// *NOTE: Because the region is 256 meters wide, but has 257 pixels, the
// texture coordinates for pixel 256x256 is not 1,1. This makes the
// ownership map not line up with the selection. We address this with
@@ -1014,9 +957,6 @@ void LLDrawPoolTerrain::renderOwnership()
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
-
- // Restore non Texture Unit specific defaults
- glDisableClientState(GL_NORMAL_ARRAY);
}