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-rw-r--r--indra/newview/llviewerdisplay.cpp35
1 files changed, 17 insertions, 18 deletions
diff --git a/indra/newview/llviewerdisplay.cpp b/indra/newview/llviewerdisplay.cpp
index 86a9e7e2ad..82120db53e 100644
--- a/indra/newview/llviewerdisplay.cpp
+++ b/indra/newview/llviewerdisplay.cpp
@@ -74,11 +74,11 @@
#include "llviewerregion.h"
#include "lldrawpoolwater.h"
#include "lldrawpoolbump.h"
-#include "llwlparammanager.h"
-#include "llwaterparammanager.h"
#include "llpostprocess.h"
#include "llscenemonitor.h"
+#include "llenvironment.h"
+
extern LLPointer<LLViewerTexture> gStartTexture;
extern bool gShiftFrame;
@@ -200,8 +200,7 @@ void display_update_camera()
gViewerWindow->setup3DRender();
// update all the sky/atmospheric/water settings
- LLWLParamManager::getInstance()->update(LLViewerCamera::getInstance());
- LLWaterParamManager::getInstance()->update(LLViewerCamera::getInstance());
+ LLEnvironment::instance().update(LLViewerCamera::getInstance());
// Update land visibility too
LLWorld::getInstance()->setLandFarClip(final_far);
@@ -730,8 +729,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLGLState::checkTextureChannels();
LLGLState::checkClientArrays();
- glh::matrix4f proj = glh_get_current_projection();
- glh::matrix4f mod = glh_get_current_modelview();
+ glh::matrix4f proj = get_current_projection();
+ glh::matrix4f mod = get_current_modelview();
glViewport(0,0,512,512);
LLVOAvatar::updateFreezeCounter() ;
@@ -740,8 +739,8 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
LLVOAvatar::updateImpostors();
}
- glh_set_current_projection(proj);
- glh_set_current_modelview(mod);
+ set_current_projection(proj);
+ set_current_modelview(mod);
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.loadMatrix(proj.m);
gGL.matrixMode(LLRender::MM_MODELVIEW);
@@ -921,7 +920,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
gPipeline.mScreen.bindTarget();
if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders())
{
- const LLColor4 &col = LLDrawPoolWater::sWaterFogColor;
+ const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor();
glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
}
gPipeline.mScreen.clear();
@@ -1079,8 +1078,8 @@ void render_hud_attachments()
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
- glh::matrix4f current_proj = glh_get_current_projection();
- glh::matrix4f current_mod = glh_get_current_modelview();
+ glh::matrix4f current_proj = get_current_projection();
+ glh::matrix4f current_mod = get_current_modelview();
// clamp target zoom level to reasonable values
gAgentCamera.mHUDTargetZoom = llclamp(gAgentCamera.mHUDTargetZoom, 0.1f, 1.f);
@@ -1172,8 +1171,8 @@ void render_hud_attachments()
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.popMatrix();
- glh_set_current_projection(current_proj);
- glh_set_current_modelview(current_mod);
+ set_current_projection(current_proj);
+ set_current_modelview(current_mod);
}
LLRect get_whole_screen_region()
@@ -1255,11 +1254,11 @@ bool setup_hud_matrices(const LLRect& screen_region)
// set up transform to keep HUD objects in front of camera
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.loadMatrix(proj.m);
- glh_set_current_projection(proj);
+ set_current_projection(proj);
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.loadMatrix(model.m);
- glh_set_current_modelview(model);
+ set_current_modelview(model);
return TRUE;
}
@@ -1267,13 +1266,13 @@ void render_ui(F32 zoom_factor, int subfield)
{
LLGLState::checkStates();
- glh::matrix4f saved_view = glh_get_current_modelview();
+ glh::matrix4f saved_view = get_current_modelview();
if (!gSnapshot)
{
gGL.pushMatrix();
gGL.loadMatrix(gGLLastModelView);
- glh_set_current_modelview(glh_copy_matrix(gGLLastModelView));
+ set_current_modelview(copy_matrix(gGLLastModelView));
}
if(LLSceneMonitor::getInstance()->needsUpdate())
@@ -1336,7 +1335,7 @@ void render_ui(F32 zoom_factor, int subfield)
if (!gSnapshot)
{
- glh_set_current_modelview(saved_view);
+ set_current_modelview(saved_view);
gGL.popMatrix();
}
}