diff options
Diffstat (limited to 'indra/newview/llvosky.cpp')
-rw-r--r-- | indra/newview/llvosky.cpp | 92 |
1 files changed, 49 insertions, 43 deletions
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index 80f43e51d2..66ba6249d3 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -304,7 +304,7 @@ void LLSkyTex::createGLImage(S32 which) void LLSkyTex::bindTexture(BOOL curr) { - gGL.getTexUnit(0)->bind(mTexture[getWhich(curr)]); + gGL.getTexUnit(0)->bind(mTexture[getWhich(curr)], true); } /*************************************** @@ -370,7 +370,7 @@ LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp) mAtmHeight = ATM_HEIGHT; mEarthCenter = LLVector3(mCameraPosAgent.mV[0], mCameraPosAgent.mV[1], -EARTH_RADIUS); - mSunDefaultPosition = LLVector3(LLWLParamManager::instance()->mCurParams.getVector("lightnorm", error)); + mSunDefaultPosition = LLVector3(LLWLParamManager::getInstance()->mCurParams.getVector("lightnorm", error)); if (gSavedSettings.getBOOL("SkyOverrideSimSunPosition")) { initSunDirection(mSunDefaultPosition, LLVector3(0, 0, 0)); @@ -646,24 +646,24 @@ void LLVOSky::initAtmospherics(void) bool error; // uniform parameters for convenience - dome_radius = LLWLParamManager::instance()->getDomeRadius(); - dome_offset_ratio = LLWLParamManager::instance()->getDomeOffset(); - sunlight_color = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("sunlight_color", error)); - ambient = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("ambient", error)); - //lightnorm = LLWLParamManager::instance()->mCurParams.getVector("lightnorm", error); - gamma = LLWLParamManager::instance()->mCurParams.getVector("gamma", error)[0]; - blue_density = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("blue_density", error)); - blue_horizon = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("blue_horizon", error)); - haze_density = LLWLParamManager::instance()->mCurParams.getVector("haze_density", error)[0]; - haze_horizon = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("haze_horizon", error)); - density_multiplier = LLWLParamManager::instance()->mCurParams.getVector("density_multiplier", error)[0]; - max_y = LLWLParamManager::instance()->mCurParams.getVector("max_y", error)[0]; - glow = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("glow", error)); - cloud_shadow = LLWLParamManager::instance()->mCurParams.getVector("cloud_shadow", error)[0]; - cloud_color = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("cloud_color", error)); - cloud_scale = LLWLParamManager::instance()->mCurParams.getVector("cloud_scale", error)[0]; - cloud_pos_density1 = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("cloud_pos_density1", error)); - cloud_pos_density2 = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("cloud_pos_density2", error)); + dome_radius = LLWLParamManager::getInstance()->getDomeRadius(); + dome_offset_ratio = LLWLParamManager::getInstance()->getDomeOffset(); + sunlight_color = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("sunlight_color", error)); + ambient = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("ambient", error)); + //lightnorm = LLWLParamManager::getInstance()->mCurParams.getVector("lightnorm", error); + gamma = LLWLParamManager::getInstance()->mCurParams.getVector("gamma", error)[0]; + blue_density = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("blue_density", error)); + blue_horizon = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("blue_horizon", error)); + haze_density = LLWLParamManager::getInstance()->mCurParams.getVector("haze_density", error)[0]; + haze_horizon = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("haze_horizon", error)); + density_multiplier = LLWLParamManager::getInstance()->mCurParams.getVector("density_multiplier", error)[0]; + max_y = LLWLParamManager::getInstance()->mCurParams.getVector("max_y", error)[0]; + glow = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("glow", error)); + cloud_shadow = LLWLParamManager::getInstance()->mCurParams.getVector("cloud_shadow", error)[0]; + cloud_color = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_color", error)); + cloud_scale = LLWLParamManager::getInstance()->mCurParams.getVector("cloud_scale", error)[0]; + cloud_pos_density1 = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_pos_density1", error)); + cloud_pos_density2 = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_pos_density2", error)); // light norm is different. We need the sun's direction, not the light direction // which could be from the moon. And we need to clamp it @@ -1033,7 +1033,7 @@ void LLVOSky::calcAtmospherics(void) // Since WL scales everything by 2, there should always be at least a 2:1 brightness ratio // between sunlight and point lights in windlight to normalize point lights. F32 sun_dynamic_range = llmax(gSavedSettings.getF32("RenderSunDynamicRange"), 0.0001f); - LLWLParamManager::instance()->mSceneLightStrength = 2.0f * (1.0f + sun_dynamic_range * dp); + LLWLParamManager::getInstance()->mSceneLightStrength = 2.0f * (1.0f + sun_dynamic_range * dp); mSunDiffuse = vary_SunlightColor; mSunAmbient = vary_AmbientColor; @@ -1182,7 +1182,7 @@ BOOL LLVOSky::updateSky() } } - if (mDrawable.notNull() && mDrawable->getFace(0) && mDrawable->getFace(0)->mVertexBuffer.isNull()) + if (mDrawable.notNull() && mDrawable->getFace(0) && !mDrawable->getFace(0)->getVertexBuffer()) { gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE); } @@ -1233,10 +1233,11 @@ void LLVOSky::createDummyVertexBuffer() mFace[FACE_DUMMY] = mDrawable->addFace(poolp, NULL); } - if(mFace[FACE_DUMMY]->mVertexBuffer.isNull()) + if(!mFace[FACE_DUMMY]->getVertexBuffer()) { - mFace[FACE_DUMMY]->mVertexBuffer = new LLVertexBuffer(LLDrawPoolSky::VERTEX_DATA_MASK, GL_DYNAMIC_DRAW_ARB); - mFace[FACE_DUMMY]->mVertexBuffer->allocateBuffer(1, 1, TRUE); + LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolSky::VERTEX_DATA_MASK, GL_DYNAMIC_DRAW_ARB); + buff->allocateBuffer(1, 1, TRUE); + mFace[FACE_DUMMY]->setVertexBuffer(buff); } } @@ -1255,13 +1256,13 @@ void LLVOSky::updateDummyVertexBuffer() LLFastTimer t(FTM_RENDER_FAKE_VBO_UPDATE) ; - if(!mFace[FACE_DUMMY] || mFace[FACE_DUMMY]->mVertexBuffer.isNull()) + if(!mFace[FACE_DUMMY] || !mFace[FACE_DUMMY]->getVertexBuffer()) createDummyVertexBuffer() ; LLStrider<LLVector3> vertices ; - mFace[FACE_DUMMY]->mVertexBuffer->getVertexStrider(vertices, 0); + mFace[FACE_DUMMY]->getVertexBuffer()->getVertexStrider(vertices, 0); *vertices = mCameraPosAgent ; - mFace[FACE_DUMMY]->mVertexBuffer->setBuffer(0) ; + mFace[FACE_DUMMY]->getVertexBuffer()->setBuffer(0) ; } //---------------------------------- //end of fake vertex buffer updating @@ -1304,14 +1305,15 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable) { face = mFace[FACE_SIDE0 + side]; - if (face->mVertexBuffer.isNull()) + if (!face->getVertexBuffer()) { face->setSize(4, 6); face->setGeomIndex(0); face->setIndicesIndex(0); - face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolSky::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB); - face->mVertexBuffer->allocateBuffer(4, 6, TRUE); - + LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolSky::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB); + buff->allocateBuffer(4, 6, TRUE); + face->setVertexBuffer(buff); + index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp); S32 vtx = 0; @@ -1344,7 +1346,7 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable) *indicesp++ = index_offset + 3; *indicesp++ = index_offset + 2; - face->mVertexBuffer->setBuffer(0); + buff->setBuffer(0); } } @@ -1471,15 +1473,18 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons facep = mFace[f]; - if (facep->mVertexBuffer.isNull()) + if (!facep->getVertexBuffer()) { - facep->setSize(4, 6); - facep->mVertexBuffer = new LLVertexBuffer(LLDrawPoolSky::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB); - facep->mVertexBuffer->allocateBuffer(facep->getGeomCount(), facep->getIndicesCount(), TRUE); + facep->setSize(4, 6); + LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolSky::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB); + buff->allocateBuffer(facep->getGeomCount(), facep->getIndicesCount(), TRUE); facep->setGeomIndex(0); facep->setIndicesIndex(0); + facep->setVertexBuffer(buff); } + llassert(facep->getVertexBuffer()->getNumIndices() == 6); + index_offset = facep->getGeometry(verticesp,normalsp,texCoordsp, indicesp); if (-1 == index_offset) @@ -1506,7 +1511,7 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons *indicesp++ = index_offset + 2; *indicesp++ = index_offset + 3; - facep->mVertexBuffer->setBuffer(0); + facep->getVertexBuffer()->setBuffer(0); if (is_sun) { @@ -1875,13 +1880,14 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, LLFace *face = mFace[FACE_REFLECTION]; - if (face->mVertexBuffer.isNull() || quads*4 != face->getGeomCount()) + if (!face->getVertexBuffer() || quads*4 != face->getGeomCount()) { face->setSize(quads * 4, quads * 6); - face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB); - face->mVertexBuffer->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE); + LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB); + buff->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE); face->setIndicesIndex(0); face->setGeomIndex(0); + face->setVertexBuffer(buff); } LLStrider<LLVector3> verticesp; @@ -2019,7 +2025,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, } } - face->mVertexBuffer->setBuffer(0); + face->getVertexBuffer()->setBuffer(0); } @@ -2123,7 +2129,7 @@ void LLVOSky::updateFog(const F32 distance) F32 depth = water_height - camera_height; // get the water param manager variables - float water_fog_density = LLWaterParamManager::instance()->getFogDensity(); + float water_fog_density = LLWaterParamManager::getInstance()->getFogDensity(); LLColor4 water_fog_color = LLDrawPoolWater::sWaterFogColor.mV; // adjust the color based on depth. We're doing linear approximations |