/** * @file lldrawpoolwlsky.h * @brief LLDrawPoolWLSky class definition * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #ifndef LL_DRAWPOOLWLSKY_H #define LL_DRAWPOOLWLSKY_H #include "lldrawpool.h" class LLGLSLShader; class LLDrawPoolWLSky : public LLDrawPool { public: static const U32 SKY_VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0; static const U32 STAR_VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXCOORD0; LLDrawPoolWLSky(void); /*virtual*/ ~LLDrawPoolWLSky(); /*virtual*/ BOOL isDead() { return FALSE; } /*virtual*/ S32 getNumDeferredPasses() { return 1; } /*virtual*/ void beginDeferredPass(S32 pass); /*virtual*/ void endDeferredPass(S32 pass); /*virtual*/ void renderDeferred(S32 pass); /*virtual*/ LLViewerTexture *getDebugTexture(); /*virtual*/ void beginRenderPass( S32 pass ); /*virtual*/ void endRenderPass( S32 pass ); /*virtual*/ S32 getNumPasses() { return 1; } /*virtual*/ void render(S32 pass = 0); /*virtual*/ void prerender(); /*virtual*/ U32 getVertexDataMask() { return SKY_VERTEX_DATA_MASK; } /*virtual*/ BOOL verify() const { return TRUE; } // Verify that all data in the draw pool is correct! /*virtual*/ S32 getVertexShaderLevel() const { return mVertexShaderLevel; } //static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL); // Create an empty new instance of the pool. /*virtual*/ LLDrawPoolWLSky *instancePool(); ///< covariant override /*virtual*/ LLViewerTexture* getTexture(); /*virtual*/ BOOL isFacePool() { return FALSE; } /*virtual*/ void resetDrawOrders(); static void cleanupGL(); static void restoreGL(); private: void renderDome(F32 camHeightLocal, LLGLSLShader * shader) const; void renderSkyHaze(F32 camHeightLocal) const; void renderStars(void) const; void renderSkyClouds(F32 camHeightLocal) const; void renderHeavenlyBodies(); private: static LLPointer sCloudNoiseTexture; static LLPointer sCloudNoiseRawImage; }; #endif // LL_DRAWPOOLWLSKY_H