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/**
* @file lldrawpoolground.cpp
* @brief LLDrawPoolGround class implementation
*
* $LicenseInfo:firstyear=2002&license=viewergpl$
*
* Copyright (c) 2002-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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 "lldrawpoolground.h"
#include "llviewercontrol.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "llviewercamera.h"
#include "llviewerwindow.h"
#include "llworld.h"
#include "pipeline.h"
#include "llagent.h"
#include "llviewerregion.h"
#include "llglslshader.h"
LLDrawPoolGround::LLDrawPoolGround() :
LLFacePool(POOL_GROUND)
{
}
LLDrawPool *LLDrawPoolGround::instancePool()
{
return new LLDrawPoolGround();
}
void LLDrawPoolGround::prerender()
{
mVertexShaderLevel = LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_ENVIRONMENT);
}
void LLDrawPoolGround::render(S32 pass)
{
if (mDrawFace.empty())
{
return;
}
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
LLGLSPipelineSkyBox gls_skybox;
LLImageGL::unbindTexture(0, GL_TEXTURE_2D);
LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
LLGLClampToFarClip far_clip(glh_get_current_projection());
F32 water_height = gAgent.getRegion()->getWaterHeight();
glPushMatrix();
LLVector3 origin = gCamera->getOrigin();
glTranslatef(origin.mV[0], origin.mV[1], llmax(origin.mV[2], water_height));
LLFace *facep = mDrawFace[0];
gPipeline.disableLights();
LLOverrideFaceColor col(this, gSky.mVOSkyp->getGLFogColor());
facep->renderIndexed();
glPopMatrix();
}
void LLDrawPoolGround::renderForSelect()
{
}
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