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authorAndreyL ProductEngine <alihatskiy@productengine.com>2019-04-02 22:20:59 +0300
committerAndreyL ProductEngine <alihatskiy@productengine.com>2019-04-02 22:20:59 +0300
commitc6e310c7c2debb87e17d529e4d69b90049ad156f (patch)
treee6ab7d14b0bb7ec30115fcbc17311a25390532b8 /indra/newview/llface.cpp
parent580b35c8ea59187d5197e712022b706df3655f86 (diff)
parent5cf18cb867be567bf921f0b94a78fd822e4112ad (diff)
Merged in lindenlab/viewer-release
Diffstat (limited to 'indra/newview/llface.cpp')
-rw-r--r--indra/newview/llface.cpp125
1 files changed, 125 insertions, 0 deletions
diff --git a/indra/newview/llface.cpp b/indra/newview/llface.cpp
index 4f18cda92f..b2da5bb9f8 100644
--- a/indra/newview/llface.cpp
+++ b/indra/newview/llface.cpp
@@ -36,6 +36,8 @@
#include "llmatrix4a.h"
#include "v3color.h"
+#include "lldefs.h"
+
#include "lldrawpoolavatar.h"
#include "lldrawpoolbump.h"
#include "llgl.h"
@@ -601,6 +603,129 @@ void LLFace::renderSelected(LLViewerTexture *imagep, const LLColor4& color)
}
+void renderFace(LLDrawable* drawable, LLFace *face)
+{
+ LLVOVolume* vobj = drawable->getVOVolume();
+ if (vobj)
+ {
+ LLVertexBuffer::unbind();
+ gGL.pushMatrix();
+ gGL.multMatrix((F32*)vobj->getRelativeXform().mMatrix);
+
+ LLVolume* volume = NULL;
+
+ if (drawable->isState(LLDrawable::RIGGED))
+ {
+ vobj->updateRiggedVolume();
+ volume = vobj->getRiggedVolume();
+ }
+ else
+ {
+ volume = vobj->getVolume();
+ }
+
+ if (volume)
+ {
+ const LLVolumeFace& vol_face = volume->getVolumeFace(face->getTEOffset());
+ LLVertexBuffer::drawElements(LLRender::TRIANGLES, vol_face.mPositions, NULL, vol_face.mNumIndices, vol_face.mIndices);
+ }
+
+ gGL.popMatrix();
+ }
+}
+
+void LLFace::renderOneWireframe(const LLColor4 &color, F32 fogCfx, bool wireframe_selection, bool bRenderHiddenSelections)
+{
+ //Need to because crash on ATI 3800 (and similar cards) MAINT-5018
+ LLGLDisable multisample(LLPipeline::RenderFSAASamples > 0 ? GL_MULTISAMPLE_ARB : 0);
+
+ LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
+
+ if (shader)
+ {
+ gDebugProgram.bind();
+ }
+
+ gGL.matrixMode(LLRender::MM_MODELVIEW);
+ gGL.pushMatrix();
+
+ BOOL is_hud_object = mVObjp->isHUDAttachment();
+
+ if (mDrawablep->isActive())
+ {
+ gGL.loadMatrix(gGLModelView);
+ gGL.multMatrix((F32*)mVObjp->getRenderMatrix().mMatrix);
+ }
+ else if (!is_hud_object)
+ {
+ gGL.loadIdentity();
+ gGL.multMatrix(gGLModelView);
+ LLVector3 trans = mVObjp->getRegion()->getOriginAgent();
+ gGL.translatef(trans.mV[0], trans.mV[1], trans.mV[2]);
+ }
+
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+
+
+ if (bRenderHiddenSelections)
+ {
+ gGL.blendFunc(LLRender::BF_SOURCE_COLOR, LLRender::BF_ONE);
+ LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE, GL_GEQUAL);
+ if (shader)
+ {
+ gGL.diffuseColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
+ renderFace(mDrawablep, this);
+ }
+ else
+ {
+ LLGLEnable fog(GL_FOG);
+ glFogi(GL_FOG_MODE, GL_LINEAR);
+ float d = (LLViewerCamera::getInstance()->getPointOfInterest() - LLViewerCamera::getInstance()->getOrigin()).magVec();
+ LLColor4 fogCol = color * fogCfx;
+ glFogf(GL_FOG_START, d);
+ glFogf(GL_FOG_END, d*(1 + (LLViewerCamera::getInstance()->getView() / LLViewerCamera::getInstance()->getDefaultFOV())));
+ glFogfv(GL_FOG_COLOR, fogCol.mV);
+
+ gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
+ {
+ gGL.diffuseColor4f(color.mV[VRED], color.mV[VGREEN], color.mV[VBLUE], 0.4f);
+ renderFace(mDrawablep, this);
+ }
+ }
+ }
+
+ gGL.flush();
+ gGL.setSceneBlendType(LLRender::BT_ALPHA);
+
+ gGL.diffuseColor4f(color.mV[VRED] * 2, color.mV[VGREEN] * 2, color.mV[VBLUE] * 2, color.mV[VALPHA]);
+
+ {
+ LLGLDisable depth(wireframe_selection ? 0 : GL_BLEND);
+ LLGLEnable stencil(wireframe_selection ? 0 : GL_STENCIL_TEST);
+
+ if (!wireframe_selection)
+ { //modify wireframe into outline selection mode
+ glStencilFunc(GL_NOTEQUAL, 2, 0xffff);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+ }
+
+ LLGLEnable offset(GL_POLYGON_OFFSET_LINE);
+ glPolygonOffset(3.f, 3.f);
+ glLineWidth(5.f);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ renderFace(mDrawablep, this);
+ }
+
+ glLineWidth(1.f);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ gGL.popMatrix();
+
+ if (shader)
+ {
+ shader->bind();
+ }
+}
+
/* removed in lieu of raycast uv detection
void LLFace::renderSelectedUV()
{