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/**
* @file lldrawpoolclouds.cpp
* @brief LLDrawPoolClouds class implementation
*
* $LicenseInfo:firstyear=2006&license=viewerlgpl$
* 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 "lldrawpoolclouds.h"
#include "llface.h"
#include "llsky.h"
#include "llviewercamera.h"
#include "llvoclouds.h"
#include "pipeline.h"
LLDrawPoolClouds::LLDrawPoolClouds() :
LLDrawPool(POOL_CLOUDS)
{
}
LLDrawPool *LLDrawPoolClouds::instancePool()
{
return new LLDrawPoolClouds();
}
BOOL LLDrawPoolClouds::addFace(LLFace* face)
{
llerrs << "WTF?" << llendl;
return FALSE;
}
void LLDrawPoolClouds::enqueue(LLFace *facep)
{
mDrawFace.push_back(facep);
facep->mDistance = (facep->mCenterAgent - gCamera->getOrigin()) * gCamera->getAtAxis();
}
void LLDrawPoolClouds::beginRenderPass(S32 pass)
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
}
void LLDrawPoolClouds::prerender()
{
mVertexShaderLevel = gPipeline.getVertexShaderLevel(LLPipeline::SHADER_ENVIRONMENT);
}
void LLDrawPoolClouds::render(S32 pass)
{
LLFastTimer ftm(LLFastTimer::FTM_RENDER_CLOUDS);
if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_CLOUDS)))
{
return;
}
if (mDrawFace.empty())
{
return;
}
LLGLSPipelineAlpha gls_pipeline_alpha;
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
glAlphaFunc(GL_GREATER,0.01f);
gPipeline.enableLightsFullbright(LLColor4(1.f,1.f,1.f));
mDrawFace[0]->bindTexture();
std::sort(mDrawFace.begin(), mDrawFace.end(), LLFace::CompareDistanceGreater());
drawLoop();
}
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