/** * @file lldrawpoolsky.cpp * @brief LLDrawPoolSky class implementation * * $LicenseInfo:firstyear=2002&license=viewergpl$ * * Copyright (c) 2002-2009, 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://secondlifegrid.net/programs/open_source/licensing/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://secondlifegrid.net/programs/open_source/licensing/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 "lldrawpoolsky.h" #include "imageids.h" #include "llagent.h" #include "lldrawable.h" #include "llface.h" #include "llsky.h" #include "llviewercamera.h" #include "llviewerimagelist.h" #include "llviewerregion.h" #include "llviewerwindow.h" #include "llvosky.h" #include "llworld.h" // To get water height #include "pipeline.h" #include "llviewershadermgr.h" LLDrawPoolSky::LLDrawPoolSky() : LLFacePool(POOL_SKY), mShader(NULL) { } LLDrawPool *LLDrawPoolSky::instancePool() { return new LLDrawPoolSky(); } void LLDrawPoolSky::prerender() { mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT); // gSky.mVOSkyp->updateGeometry(gSky.mVOSkyp->mDrawable); } void LLDrawPoolSky::render(S32 pass) { if (mDrawFace.empty()) { return; } // Don't draw the sky box if we can and are rendering the WL sky dome. if (gPipeline.canUseWindLightShaders()) { return; } // use a shader only underwater if(mVertexShaderLevel > 0 && LLPipeline::sUnderWaterRender) { mShader = &gObjectFullbrightWaterProgram; mShader->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; } LLVOSky *voskyp = gSky.mVOSkyp; LLGLSPipelineSkyBox gls_skybox; LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); LLGLClampToFarClip far_clip(glh_get_current_projection()); LLGLEnable fog_enable( (mVertexShaderLevel < 1 && LLViewerCamera::getInstance()->cameraUnderWater()) ? GL_FOG : 0); gPipeline.disableLights(); LLGLDisable clip(GL_CLIP_PLANE0); glPushMatrix(); LLVector3 origin = LLViewerCamera::getInstance()->getOrigin(); glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); S32 face_count = (S32)mDrawFace.size(); for (S32 i = 0; i < llmin(6, face_count); ++i) { renderSkyCubeFace(i); } LLFace *hbfaces[3]; hbfaces[0] = NULL; hbfaces[1] = NULL; hbfaces[2] = NULL; for (S32 curr_face = 0; curr_face < face_count; curr_face++) { LLFace* facep = mDrawFace[curr_face]; if (voskyp->isSameFace(LLVOSky::FACE_SUN, facep)) { hbfaces[0] = facep; } if (voskyp->isSameFace(LLVOSky::FACE_MOON, facep)) { hbfaces[1] = facep; } if (voskyp->isSameFace(LLVOSky::FACE_BLOOM, facep)) { hbfaces[2] = facep; } } LLGLEnable blend(GL_BLEND); if (hbfaces[2]) { // renderSunHalo(hbfaces[2]); } if (hbfaces[0]) { // renderHeavenlyBody(0, hbfaces[0]); } if (hbfaces[1]) { // renderHeavenlyBody(1, hbfaces[1]); } glPopMatrix(); } void LLDrawPoolSky::renderSkyCubeFace(U8 side) { LLFace &face = *mDrawFace[LLVOSky::FACE_SIDE0 + side]; if (!face.getGeomCount()) { return; } mSkyTex[side].bindTexture(TRUE); face.renderIndexed(); if (LLSkyTex::doInterpolate()) { LLGLEnable blend(GL_BLEND); mSkyTex[side].bindTexture(FALSE); glColor4f(1, 1, 1, LLSkyTex::getInterpVal()); // lighting is disabled face.renderIndexed(); } } void LLDrawPoolSky::renderHeavenlyBody(U8 hb, LLFace* face) { if ( !mHB[hb]->getDraw() ) return; if (! face->getGeomCount()) return; LLImageGL* tex = face->getTexture(); gGL.getTexUnit(0)->bind(tex); LLColor4 color(mHB[hb]->getInterpColor()); LLOverrideFaceColor override(this, color); face->renderIndexed(); } void LLDrawPoolSky::renderSunHalo(LLFace* face) { if (! mHB[0]->getDraw()) return; if (! face->getGeomCount()) return; LLImageGL* tex = face->getTexture(); gGL.getTexUnit(0)->bind(tex); LLColor4 color(mHB[0]->getInterpColor()); color.mV[3] = llclamp(mHB[0]->getHaloBrighness(), 0.f, 1.f); LLOverrideFaceColor override(this, color); face->renderIndexed(); } void LLDrawPoolSky::renderForSelect() { } void LLDrawPoolSky::endRenderPass( S32 pass ) { }