diff options
author | AndreyL ProductEngine <alihatskiy@productengine.com> | 2019-04-02 22:20:59 +0300 |
---|---|---|
committer | AndreyL ProductEngine <alihatskiy@productengine.com> | 2019-04-02 22:20:59 +0300 |
commit | c6e310c7c2debb87e17d529e4d69b90049ad156f (patch) | |
tree | e6ab7d14b0bb7ec30115fcbc17311a25390532b8 /indra/newview/llface.cpp | |
parent | 580b35c8ea59187d5197e712022b706df3655f86 (diff) | |
parent | 5cf18cb867be567bf921f0b94a78fd822e4112ad (diff) |
Merged in lindenlab/viewer-release
Diffstat (limited to 'indra/newview/llface.cpp')
-rw-r--r-- | indra/newview/llface.cpp | 125 |
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() { |