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-rw-r--r--indra/llrender/llglstates.h180
1 files changed, 90 insertions, 90 deletions
diff --git a/indra/llrender/llglstates.h b/indra/llrender/llglstates.h
index bef8556348..68d4df8e90 100644
--- a/indra/llrender/llglstates.h
+++ b/indra/llrender/llglstates.h
@@ -1,25 +1,25 @@
-/**
+/**
* @file llglstates.h
* @brief LLGL states definitions
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
@@ -34,21 +34,21 @@
class LLGLDepthTest
{
- // Enabled by default
+ // Enabled by default
public:
- LLGLDepthTest(GLboolean depth_enabled, GLboolean write_enabled = GL_TRUE, GLenum depth_func = GL_LEQUAL);
-
- ~LLGLDepthTest();
-
- void checkState();
-
- GLboolean mPrevDepthEnabled;
- GLenum mPrevDepthFunc;
- GLboolean mPrevWriteEnabled;
+ LLGLDepthTest(GLboolean depth_enabled, GLboolean write_enabled = GL_TRUE, GLenum depth_func = GL_LEQUAL);
+
+ ~LLGLDepthTest();
+
+ void checkState();
+
+ GLboolean mPrevDepthEnabled;
+ GLenum mPrevDepthFunc;
+ GLboolean mPrevWriteEnabled;
private:
- static GLboolean sDepthEnabled; // defaults to GL_FALSE
- static GLenum sDepthFunc; // defaults to GL_LESS
- static GLboolean sWriteEnabled; // defaults to GL_TRUE
+ static GLboolean sDepthEnabled; // defaults to GL_FALSE
+ static GLenum sDepthFunc; // defaults to GL_LESS
+ static GLboolean sWriteEnabled; // defaults to GL_TRUE
};
//----------------------------------------------------------------------------
@@ -58,110 +58,110 @@ class LLGLSDefault
protected:
LLGLDisable mBlend, mCullFace;
public:
- LLGLSDefault()
- :
- // Disable
- mBlend(GL_BLEND),
- mCullFace(GL_CULL_FACE)
- { }
+ LLGLSDefault()
+ :
+ // Disable
+ mBlend(GL_BLEND),
+ mCullFace(GL_CULL_FACE)
+ { }
};
class LLGLSObjectSelect
-{
+{
protected:
- LLGLDisable mBlend;
- LLGLEnable mCullFace;
+ LLGLDisable mBlend;
+ LLGLEnable mCullFace;
public:
- LLGLSObjectSelect()
- : mBlend(GL_BLEND),
- mCullFace(GL_CULL_FACE)
- { }
+ LLGLSObjectSelect()
+ : mBlend(GL_BLEND),
+ mCullFace(GL_CULL_FACE)
+ { }
};
//----------------------------------------------------------------------------
class LLGLSUIDefault
-{
+{
protected:
- LLGLEnable mBlend;
- LLGLDisable mCullFace;
- LLGLDepthTest mDepthTest;
+ LLGLEnable mBlend;
+ LLGLDisable mCullFace;
+ LLGLDepthTest mDepthTest;
public:
- LLGLSUIDefault()
- : mBlend(GL_BLEND),
- mCullFace(GL_CULL_FACE),
- mDepthTest(GL_FALSE, GL_TRUE, GL_LEQUAL)
- {}
+ LLGLSUIDefault()
+ : mBlend(GL_BLEND),
+ mCullFace(GL_CULL_FACE),
+ mDepthTest(GL_FALSE, GL_TRUE, GL_LEQUAL)
+ {}
};
//----------------------------------------------------------------------------
class LLGLSPipeline
-{
+{
protected:
- LLGLEnable mCullFace;
- LLGLDepthTest mDepthTest;
+ LLGLEnable mCullFace;
+ LLGLDepthTest mDepthTest;
public:
- LLGLSPipeline()
- : mCullFace(GL_CULL_FACE),
- mDepthTest(GL_TRUE, GL_TRUE, GL_LEQUAL)
- { }
+ LLGLSPipeline()
+ : mCullFace(GL_CULL_FACE),
+ mDepthTest(GL_TRUE, GL_TRUE, GL_LEQUAL)
+ { }
};
class LLGLSPipelineAlpha // : public LLGLSPipeline
-{
+{
protected:
- LLGLEnable mBlend;
+ LLGLEnable mBlend;
public:
- LLGLSPipelineAlpha()
- : mBlend(GL_BLEND)
- { }
+ LLGLSPipelineAlpha()
+ : mBlend(GL_BLEND)
+ { }
};
class LLGLSPipelineSelection
-{
+{
protected:
- LLGLDisable mCullFace;
+ LLGLDisable mCullFace;
public:
- LLGLSPipelineSelection()
- : mCullFace(GL_CULL_FACE)
- {}
+ LLGLSPipelineSelection()
+ : mCullFace(GL_CULL_FACE)
+ {}
};
class LLGLSPipelineSkyBox
-{
+{
protected:
LLGLDisable mCullFace;
LLGLSquashToFarClip mSquashClip;
public:
- LLGLSPipelineSkyBox();
+ LLGLSPipelineSkyBox();
~LLGLSPipelineSkyBox();
};
class LLGLSPipelineDepthTestSkyBox : public LLGLSPipelineSkyBox
-{
+{
public:
- LLGLSPipelineDepthTestSkyBox(bool depth_test, bool depth_write);
+ LLGLSPipelineDepthTestSkyBox(bool depth_test, bool depth_write);
LLGLDepthTest mDepth;
};
-class LLGLSPipelineBlendSkyBox : public LLGLSPipelineDepthTestSkyBox
-{
+class LLGLSPipelineBlendSkyBox : public LLGLSPipelineDepthTestSkyBox
+{
public:
- LLGLSPipelineBlendSkyBox(bool depth_test, bool depth_write);
- LLGLEnable mBlend;
+ LLGLSPipelineBlendSkyBox(bool depth_test, bool depth_write);
+ LLGLEnable mBlend;
};
class LLGLSTracker
{
protected:
- LLGLEnable mCullFace, mBlend;
+ LLGLEnable mCullFace, mBlend;
public:
- LLGLSTracker() :
- mCullFace(GL_CULL_FACE),
- mBlend(GL_BLEND)
- { }
+ LLGLSTracker() :
+ mCullFace(GL_CULL_FACE),
+ mBlend(GL_BLEND)
+ { }
};
//----------------------------------------------------------------------------
@@ -170,26 +170,26 @@ public:
class LLGLSSpecular
{
public:
- F32 mShininess;
- LLGLSSpecular(const LLColor4& color, F32 shininess)
- {
- mShininess = shininess;
- if (mShininess > 0.0f)
- {
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color.mV);
- S32 shiny = (S32)(shininess*128.f);
- shiny = llclamp(shiny,0,128);
- glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, shiny);
- }
- }
- ~LLGLSSpecular()
- {
- if (mShininess > 0.f)
- {
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, LLColor4(0.f,0.f,0.f,0.f).mV);
- glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
- }
- }
+ F32 mShininess;
+ LLGLSSpecular(const LLColor4& color, F32 shininess)
+ {
+ mShininess = shininess;
+ if (mShininess > 0.0f)
+ {
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color.mV);
+ S32 shiny = (S32)(shininess*128.f);
+ shiny = llclamp(shiny,0,128);
+ glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, shiny);
+ }
+ }
+ ~LLGLSSpecular()
+ {
+ if (mShininess > 0.f)
+ {
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, LLColor4(0.f,0.f,0.f,0.f).mV);
+ glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
+ }
+ }
};
#endif