/** * @file lldrawpoolsky.cpp * @brief LLDrawPoolSky class implementation * * $LicenseInfo:firstyear=2002&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "lldrawpoolsky.h" #include "llagent.h" #include "lldrawable.h" #include "llface.h" #include "llsky.h" #include "llviewercamera.h" #include "llviewertexturelist.h" #include "llviewerregion.h" #include "llvosky.h" #include "llworld.h" // To get water height #include "pipeline.h" #include "llviewershadermgr.h" LLDrawPoolSky::LLDrawPoolSky() : LLFacePool(POOL_SKY), mSkyTex(NULL), mShader(NULL) { } void LLDrawPoolSky::prerender() { mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT); gSky.mVOSkyp->updateGeometry(gSky.mVOSkyp->mDrawable); } void LLDrawPoolSky::render(S32 pass) { gGL.flush(); if (mDrawFace.empty()) { return; } // Don't draw the sky box if we can and are rendering the WL sky dome. if (gPipeline.canUseWindLightShaders()) { return; } // don't render sky under water (background just gets cleared to fog color) if(mShaderLevel > 0 && LLPipeline::sUnderWaterRender) { return; } if (LLGLSLShader::sNoFixedFunction) { //just use the UI shader (generic single texture no lighting) gOneTextureNoColorProgram.bind(); } else { // don't use shaders! if (gGLManager.mHasShaderObjects) { // Ironically, we must support shader objects to be // able to use this call. LLGLSLShader::bindNoShader(); } mShader = NULL; } LLGLSPipelineDepthTestSkyBox gls_skybox(true, false); LLGLEnable fog_enable( (mShaderLevel < 1 && LLViewerCamera::getInstance()->cameraUnderWater()) ? GL_FOG : 0); gGL.pushMatrix(); LLVector3 origin = LLViewerCamera::getInstance()->getOrigin(); gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); S32 face_count = (S32)mDrawFace.size(); LLVertexBuffer::unbind(); gGL.diffuseColor4f(1,1,1,1); for (S32 i = 0; i < face_count; ++i) { renderSkyFace(i); } gGL.popMatrix(); } void LLDrawPoolSky::renderSkyFace(U8 index) { LLFace* face = mDrawFace[index]; if (!face || !face->getGeomCount()) { return; } if (index < LLVOSky::FACE_SUN) // sky tex...interp { llassert(mSkyTex); mSkyTex[index].bindTexture(true); // bind the current tex face->renderIndexed(); } else // Moon if (index == LLVOSky::FACE_MOON) { LLGLSPipelineDepthTestSkyBox gls_skybox(true, true); // SL-14113 Write depth for moon so stars can test if behind it LLGLEnable blend(GL_BLEND); // if (LLGLSLShader::sNoFixedFunction) // TODO: Necessary? is this always true? We already bailed on gPipeline.canUseWindLightShaders ... above LLViewerTexture* tex = face->getTexture(LLRender::DIFFUSE_MAP); if (tex) { gMoonProgram.bind(); // SL-14113 was gOneTextureNoColorProgram gGL.getTexUnit(0)->bind(tex, true); face->renderIndexed(); } } else // heavenly body faces, no interp... { LLGLSPipelineDepthTestSkyBox gls_skybox(true, false); // reset to previous LLGLEnable blend(GL_BLEND); LLViewerTexture* tex = face->getTexture(LLRender::DIFFUSE_MAP); if (tex) { gOneTextureNoColorProgram.bind(); gGL.getTexUnit(0)->bind(tex, true); face->renderIndexed(); } } } void LLDrawPoolSky::endRenderPass( S32 pass ) { }