/** * @file lldrawpoolsky.cpp * @brief LLDrawPoolSky class implementation * * Copyright (c) 2002-$CurrentYear$, Linden Research, Inc. * $License$ */ #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 "llglslshader.h" LLDrawPoolSky::LLDrawPoolSky() : LLFacePool(POOL_SKY) { } LLDrawPool *LLDrawPoolSky::instancePool() { return new LLDrawPoolSky(); } void LLDrawPoolSky::prerender() { mVertexShaderLevel = LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_ENVIRONMENT); } void LLDrawPoolSky::render(S32 pass) { if (mDrawFace.empty()) { return; } LLVOSky *voskyp = gSky.mVOSkyp; LLGLSPipelineSkyBox gls_skybox; LLGLDepthTest gls_depth(GL_FALSE, GL_FALSE); if (gCamera->getOrigin().mV[VZ] < gAgent.getRegion()->getWaterHeight()) //gWorldPointer->getWaterHeight()) { //gGLSFog.set(); } gPipeline.disableLights(); glMatrixMode( GL_PROJECTION ); glPushMatrix(); //gViewerWindow->setup3DRender(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); LLVector3 origin = gCamera->getOrigin(); glTranslatef(origin.mV[0], origin.mV[1], origin.mV[2]); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); 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]); } glMatrixMode( GL_PROJECTION ); glPopMatrix(); glMatrixMode( GL_MODELVIEW ); 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(); } mIndicesDrawn += face.getIndicesCount(); } void LLDrawPoolSky::renderHeavenlyBody(U8 hb, LLFace* face) { if ( !mHB[hb]->getDraw() ) return; if (! face->getGeomCount()) return; LLImageGL* tex = face->getTexture(); tex->bind(); LLColor4 color(mHB[hb]->getInterpColor()); LLOverrideFaceColor override(this, color); face->renderIndexed(); mIndicesDrawn += face->getIndicesCount(); } void LLDrawPoolSky::renderSunHalo(LLFace* face) { if (! mHB[0]->getDraw()) return; if (! face->getGeomCount()) return; LLImageGL* tex = face->getTexture(); tex->bind(); LLColor4 color(mHB[0]->getInterpColor()); color.mV[3] = llclamp(mHB[0]->getHaloBrighness(), 0.f, 1.f); LLOverrideFaceColor override(this, color); face->renderIndexed(); mIndicesDrawn += face->getIndicesCount(); } void LLDrawPoolSky::renderForSelect() { }