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/**
* @file lldrawpoolsimple.cpp
* @brief LLDrawPoolSimple class implementation
*
* Copyright (c) 2002-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#include "llviewerprecompiledheaders.h"
#include "lldrawpoolsimple.h"
#include "llagent.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "pipeline.h"
LLDrawPoolSimple::LLDrawPoolSimple() :
LLRenderPass(POOL_SIMPLE)
{
}
void LLDrawPoolSimple::prerender()
{
mVertexShaderLevel = gPipeline.getVertexShaderLevel(LLPipeline::SHADER_OBJECT);
}
void LLDrawPoolSimple::beginRenderPass(S32 pass)
{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
}
void LLDrawPoolSimple::render(S32 pass)
{
LLGLDisable blend(GL_BLEND);
LLGLDisable alpha_test(GL_ALPHA_TEST);
{
LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
gPipeline.enableLightsDynamic(1.f);
renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
renderActive(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
}
{
LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
LLGLEnable blend(GL_BLEND);
LLGLEnable alpha_test(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.5f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//render grass
LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
glAlphaFunc(GL_GREATER, 0.01f);
}
{
LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT);
U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD | LLVertexBuffer::MAP_COLOR;
gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
glDisableClientState(GL_NORMAL_ARRAY);
renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
renderActive(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
}
{
LLFastTimer t(LLFastTimer::FTM_RENDER_INVISIBLE);
U32 invisi_mask = LLVertexBuffer::MAP_VERTEX;
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
renderInvisible(invisi_mask);
renderActive(LLRenderPass::PASS_INVISIBLE, invisi_mask);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
}
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