diff options
Diffstat (limited to 'indra/newview/lldrawpoolwlsky.cpp')
-rw-r--r-- | indra/newview/lldrawpoolwlsky.cpp | 44 |
1 files changed, 23 insertions, 21 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 79a835fd14..caf15fe1cb 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -100,12 +100,12 @@ void LLDrawPoolWLSky::beginRenderPass( S32 pass ) { sky_shader = LLPipeline::sUnderWaterRender ? - &gObjectSimpleWaterProgram : + &gObjectFullbrightNoColorWaterProgram : &gWLSkyProgram; cloud_shader = LLPipeline::sUnderWaterRender ? - &gObjectSimpleWaterProgram : + &gObjectFullbrightNoColorWaterProgram : &gWLCloudProgram; } @@ -130,33 +130,33 @@ void LLDrawPoolWLSky::renderDome(F32 camHeightLocal, LLGLSLShader * shader) cons llassert_always(NULL != shader); - glPushMatrix(); + gGL.pushMatrix(); //chop off translation if (LLPipeline::sReflectionRender && origin.mV[2] > 256.f) { - glTranslatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f); + gGL.translatef(origin.mV[0], origin.mV[1], 256.f-origin.mV[2]*0.5f); } else { - glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); + gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); } // the windlight sky dome works most conveniently in a coordinate system // where Y is up, so permute our basis vectors accordingly. - glRotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3); + gGL.rotatef(120.f, 1.f / F_SQRT3, 1.f / F_SQRT3, 1.f / F_SQRT3); - glScalef(0.333f, 0.333f, 0.333f); + gGL.scalef(0.333f, 0.333f, 0.333f); - glTranslatef(0.f,-camHeightLocal, 0.f); + gGL.translatef(0.f,-camHeightLocal, 0.f); // Draw WL Sky shader->uniform3f("camPosLocal", 0.f, camHeightLocal, 0.f); gSky.mVOWLSkyp->drawDome(); - glPopMatrix(); + gGL.popMatrix(); } void LLDrawPoolWLSky::renderSkyHaze(F32 camHeightLocal) const @@ -197,7 +197,7 @@ void LLDrawPoolWLSky::renderStars(void) const gGL.getTexUnit(0)->bind(gSky.mVOSkyp->getBloomTex()); gGL.pushMatrix(); - glRotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f); + gGL.rotatef(gFrameTimeSeconds*0.01f, 0.f, 0.f, 1.f); // gl_FragColor.rgb = gl_Color.rgb; // gl_FragColor.a = gl_Color.a * star_alpha.a; if (LLGLSLShader::sNoFixedFunction) @@ -267,10 +267,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() if (gSky.mVOSkyp->getMoon().getDraw() && face->getGeomCount()) { - if (gPipeline.canUseVertexShaders()) - { - gUIProgram.bind(); - } // *NOTE: even though we already bound this texture above for the // stars register combiners, we bind again here for defensive reasons, // since LLImageGL::bind detects that it's a noop, and optimizes it out. @@ -284,12 +280,18 @@ void LLDrawPoolWLSky::renderHeavenlyBodies() color.mV[3] = llclamp(a, 0.f, 1.f); + if (gPipeline.canUseVertexShaders()) + { + gHighlightProgram.bind(); + } + LLFacePool::LLOverrideFaceColor color_override(this, color); + face->renderIndexed(); if (gPipeline.canUseVertexShaders()) { - gUIProgram.unbind(); + gHighlightProgram.unbind(); } } } @@ -315,10 +317,10 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass) renderSkyHaze(camHeightLocal); LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); - glPushMatrix(); + gGL.pushMatrix(); - glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); + gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); gDeferredStarProgram.bind(); // *NOTE: have to bind a texture here since register combiners blending in @@ -332,7 +334,7 @@ void LLDrawPoolWLSky::renderDeferred(S32 pass) gDeferredStarProgram.unbind(); - glPopMatrix(); + gGL.popMatrix(); renderSkyClouds(camHeightLocal); @@ -360,9 +362,9 @@ void LLDrawPoolWLSky::render(S32 pass) renderSkyHaze(camHeightLocal); LLVector3 const & origin = LLViewerCamera::getInstance()->getOrigin(); - glPushMatrix(); + gGL.pushMatrix(); - glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); + gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); // *NOTE: have to bind a texture here since register combiners blending in // renderStars() requires something to be bound and we might as well only @@ -374,7 +376,7 @@ void LLDrawPoolWLSky::render(S32 pass) renderStars(); - glPopMatrix(); + gGL.popMatrix(); renderSkyClouds(camHeightLocal); |