diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-04-29 07:43:28 +0300 |
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committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-04-29 07:56:09 +0300 |
commit | 1b68f71348ecf3983b76b40d7940da8377f049b7 (patch) | |
tree | 2974eddaef130a067c26033d60a59fc790365b3d /indra/newview/lldrawpoolwlsky.cpp | |
parent | af4ea94efc1999f3b19fd8d643d0331f0b77e265 (diff) |
#824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed
Diffstat (limited to 'indra/newview/lldrawpoolwlsky.cpp')
-rw-r--r-- | indra/newview/lldrawpoolwlsky.cpp | 162 |
1 files changed, 81 insertions, 81 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index b14235f25c..11c47e0d3b 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -1,25 +1,25 @@ -/** +/** * @file lldrawpoolwlsky.cpp * @brief LLDrawPoolWLSky class implementation * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -33,7 +33,7 @@ #include "llimage.h" #include "llrender.h" #include "llatmosphere.h" -#include "llenvironment.h" +#include "llenvironment.h" #include "llglslshader.h" #include "llgl.h" @@ -58,7 +58,7 @@ static LLGLSLShader* moon_shader = NULL; static float sStarTime; LLDrawPoolWLSky::LLDrawPoolWLSky(void) : - LLDrawPool(POOL_WL_SKY) + LLDrawPool(POOL_WL_SKY) { } @@ -68,13 +68,13 @@ LLDrawPoolWLSky::~LLDrawPoolWLSky() LLViewerTexture *LLDrawPoolWLSky::getDebugTexture() { - return NULL; + return NULL; } void LLDrawPoolWLSky::beginDeferredPass(S32 pass) { - sky_shader = &gDeferredWLSkyProgram; - cloud_shader = &gDeferredWLCloudProgram; + sky_shader = &gDeferredWLSkyProgram; + cloud_shader = &gDeferredWLCloudProgram; sun_shader = &gDeferredWLSunProgram; @@ -97,34 +97,34 @@ void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLoca llassert_always(NULL != shader); gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.pushMatrix(); - - //chop off translation - if (LLPipeline::sReflectionRender && camPosLocal.mV[2] > 256.f) - { - gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], 256.f-camPosLocal.mV[2]*0.5f); - } - else - { - gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]); - } - - - // the windlight sky dome works most conveniently in a coordinate system - // where Y is up, so permute our basis vectors accordingly. - gGL.rotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3); - - gGL.scalef(0.333f, 0.333f, 0.333f); - - gGL.translatef(0.f,-camHeightLocal, 0.f); - - // Draw WL Sky - shader->uniform3f(sCamPosLocal, 0.f, camHeightLocal, 0.f); + gGL.pushMatrix(); + + //chop off translation + if (LLPipeline::sReflectionRender && camPosLocal.mV[2] > 256.f) + { + gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], 256.f-camPosLocal.mV[2]*0.5f); + } + else + { + gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]); + } + + + // the windlight sky dome works most conveniently in a coordinate system + // where Y is up, so permute our basis vectors accordingly. + gGL.rotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3); + + gGL.scalef(0.333f, 0.333f, 0.333f); + + gGL.translatef(0.f,-camHeightLocal, 0.f); + + // Draw WL Sky + shader->uniform3f(sCamPosLocal, 0.f, camHeightLocal, 0.f); gSky.mVOWLSkyp->drawDome(); gGL.matrixMode(LLRender::MM_MODELVIEW); - gGL.popMatrix(); + gGL.popMatrix(); } void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const @@ -136,8 +136,8 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); - if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) - { + if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)) + { LLGLSPipelineDepthTestSkyBox sky(true, true); sky_shader->bind(); @@ -172,9 +172,9 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca sky_shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, psky->getIsSunUp() ? 1 : 0); /// Render the skydome - renderDome(origin, camHeightLocal, sky_shader); + renderDome(origin, camHeightLocal, sky_shader); - sky_shader->unbind(); + sky_shader->unbind(); } } @@ -185,30 +185,30 @@ void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const return; } - LLGLSPipelineBlendSkyBox gls_sky(true, false); + LLGLSPipelineBlendSkyBox gls_sky(true, false); - gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); + gGL.setSceneBlendType(LLRender::BT_ADD_WITH_ALPHA); F32 star_alpha = LLEnvironment::instance().getCurrentSky()->getStarBrightness() / 500.0f; - // If start_brightness is not set, exit - if(star_alpha < 0.001f) - { - LL_DEBUGS("SKY") << "star_brightness below threshold." << LL_ENDL; - return; - } + // If start_brightness is not set, exit + if(star_alpha < 0.001f) + { + LL_DEBUGS("SKY") << "star_brightness below threshold." << LL_ENDL; + return; + } - gDeferredStarProgram.bind(); + gDeferredStarProgram.bind(); LLViewerTexture* tex_a = gSky.mVOSkyp->getBloomTex(); LLViewerTexture* tex_b = gSky.mVOSkyp->getBloomTexNext(); F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor(); - + if (tex_a && (!tex_b || (tex_a == tex_b))) { // Bind current and next sun textures - gGL.getTexUnit(0)->bind(tex_a); + gGL.getTexUnit(0)->bind(tex_a); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); blend_factor = 0; } @@ -224,40 +224,40 @@ void LLDrawPoolWLSky::renderStarsDeferred(const LLVector3& camPosLocal) const gGL.getTexUnit(1)->bind(tex_b); } - gGL.pushMatrix(); - gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]); - gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f); + gGL.pushMatrix(); + gGL.translatef(camPosLocal.mV[0], camPosLocal.mV[1], camPosLocal.mV[2]); + gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f); gDeferredStarProgram.uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); if (LLPipeline::sReflectionRender) { star_alpha = 1.0f; } - gDeferredStarProgram.uniform1f(sCustomAlpha, star_alpha); + gDeferredStarProgram.uniform1f(sCustomAlpha, star_alpha); sStarTime = (F32)LLFrameTimer::getElapsedSeconds() * 0.5f; gDeferredStarProgram.uniform1f(LLShaderMgr::WATER_TIME, sStarTime); - gSky.mVOWLSkyp->drawStars(); + gSky.mVOWLSkyp->drawStars(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); gDeferredStarProgram.unbind(); - gGL.popMatrix(); + gGL.popMatrix(); } void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const { - if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp && gSky.mVOSkyp->getCloudNoiseTex()) - { + if (gPipeline.canUseWindLightShaders() && gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS) && gSky.mVOSkyp && gSky.mVOSkyp->getCloudNoiseTex()) + { LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); - LLGLSPipelineBlendSkyBox pipeline(true, true); - - cloudshader->bind(); + LLGLSPipelineBlendSkyBox pipeline(true, true); + + cloudshader->bind(); LLPointer<LLViewerTexture> cloud_noise = gSky.mVOSkyp->getCloudNoiseTex(); LLPointer<LLViewerTexture> cloud_noise_next = gSky.mVOSkyp->getCloudNoiseTexNext(); @@ -298,14 +298,14 @@ void LLDrawPoolWLSky::renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 cloudshader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance); cloudshader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, psky->getSunMoonGlowFactor()); - /// Render the skydome + /// Render the skydome renderDome(camPosLocal, camHeightLocal, cloudshader); - cloudshader->unbind(); + cloudshader->unbind(); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); gGL.getTexUnit(1)->unbind(LLTexUnit::TT_TEXTURE); - } + } } void LLDrawPoolWLSky::renderHeavenlyBodies() @@ -315,19 +315,19 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() LLGLSPipelineBlendSkyBox gls_skybox(true, true); // SL-14113 we need moon to write to depth to clip stars behind LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); - gGL.pushMatrix(); - gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); + gGL.pushMatrix(); + gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); - LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_SUN]; + LLFace * face = gSky.mVOSkyp->mFace[LLVOSky::FACE_SUN]; F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor(); bool can_use_vertex_shaders = gPipeline.shadersLoaded(); bool can_use_windlight_shaders = gPipeline.canUseWindLightShaders(); - if (gSky.mVOSkyp->getSun().getDraw() && face && face->getGeomCount()) - { - LLPointer<LLViewerTexture> tex_a = face->getTexture(LLRender::DIFFUSE_MAP); + if (gSky.mVOSkyp->getSun().getDraw() && face && face->getGeomCount()) + { + LLPointer<LLViewerTexture> tex_a = face->getTexture(LLRender::DIFFUSE_MAP); LLPointer<LLViewerTexture> tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP); gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); @@ -371,17 +371,17 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() sun_shader->unbind(); } } - } + } - face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]; + face = gSky.mVOSkyp->mFace[LLVOSky::FACE_MOON]; - if (gSky.mVOSkyp->getMoon().getDraw() && face && face->getTexture(LLRender::DIFFUSE_MAP) && face->getGeomCount() && moon_shader) - { + if (gSky.mVOSkyp->getMoon().getDraw() && face && face->getTexture(LLRender::DIFFUSE_MAP) && face->getGeomCount() && moon_shader) + { LLViewerTexture* tex_a = face->getTexture(LLRender::DIFFUSE_MAP); LLViewerTexture* tex_b = face->getTexture(LLRender::ALTERNATE_DIFFUSE_MAP); - LLColor4 color(gSky.mVOSkyp->getMoon().getInterpColor()); - + LLColor4 color(gSky.mVOSkyp->getMoon().getInterpColor()); + if (can_use_vertex_shaders && can_use_windlight_shaders && (tex_a || tex_b)) { moon_shader->bind(); @@ -428,17 +428,17 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() void LLDrawPoolWLSky::renderDeferred(S32 pass) { LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_WL_SKY); - if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY) || gSky.mVOSkyp.isNull()) - { - return; - } + if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY) || gSky.mVOSkyp.isNull()) + { + return; + } // TODO: remove gSky.mVOSkyp and fold sun/moon into LLVOWLSky gSky.mVOSkyp->updateGeometry(gSky.mVOSkyp->mDrawable); const F32 camHeightLocal = LLEnvironment::instance().getCamHeight(); - gGL.setColorMask(true, false); + gGL.setColorMask(true, false); LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); @@ -463,7 +463,7 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass) LLViewerTexture* LLDrawPoolWLSky::getTexture() { - return NULL; + return NULL; } void LLDrawPoolWLSky::resetDrawOrders() |