diff options
author | Steven Bennetts <steve@lindenlab.com> | 2008-04-28 23:29:46 +0000 |
---|---|---|
committer | Steven Bennetts <steve@lindenlab.com> | 2008-04-28 23:29:46 +0000 |
commit | 16baf6c9d43fc29e697b5a460439ca664897450c (patch) | |
tree | 6c3ae45c538cbc90408ab72f3a02564cf5dce754 /indra/newview/lldrawpoolterrain.cpp | |
parent | 75ee8558abb662b6a0a6b559c61a9549818d2962 (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.cpp | 108 |
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); } |