/** * @file lldrawpoolground.cpp * @brief LLDrawPoolGround class implementation * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "lldrawpoolground.h" #include "llviewercontrol.h" #include "lldrawable.h" #include "llface.h" #include "llsky.h" #include "llviewercamera.h" #include "llviewerwindow.h" #include "llworld.h" #include "pipeline.h" #include "llagent.h" #include "llviewerregion.h" #include "llglslshader.h" LLDrawPoolGround::LLDrawPoolGround() : LLFacePool(POOL_GROUND) { } LLDrawPool *LLDrawPoolGround::instancePool() { return new LLDrawPoolGround(); } void LLDrawPoolGround::prerender() { mVertexShaderLevel = LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_ENVIRONMENT); } void LLDrawPoolGround::render(S32 pass) { if (mDrawFace.empty()) { return; } glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); LLGLSPipelineSkyBox gls_skybox; LLImageGL::unbindTexture(0, GL_TEXTURE_2D); LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); LLGLClampToFarClip far_clip(glh_get_current_projection()); F32 water_height = gAgent.getRegion()->getWaterHeight(); glPushMatrix(); LLVector3 origin = LLViewerCamera::getInstance()->getOrigin(); glTranslatef(origin.mV[0], origin.mV[1], llmax(origin.mV[2], water_height)); LLFace *facep = mDrawFace[0]; gPipeline.disableLights(); LLOverrideFaceColor col(this, gSky.mVOSkyp->getGLFogColor()); facep->renderIndexed(); glPopMatrix(); } void LLDrawPoolGround::renderForSelect() { }