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/**
* @file lldrawpoolsky.cpp
* @brief LLDrawPoolSky class implementation
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* 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 "lldrawpoolsky.h"
#include "llagent.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "llviewercamera.h"
#include "llviewertexturelist.h"
#include "llviewerregion.h"
#include "llvosky.h"
#include "llworld.h" // To get water height
#include "pipeline.h"
#include "llviewershadermgr.h"
LLDrawPoolSky::LLDrawPoolSky()
: LLFacePool(POOL_SKY),
mSkyTex(NULL),
mShader(NULL)
{
}
void LLDrawPoolSky::prerender()
{
mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT);
gSky.mVOSkyp->updateGeometry(gSky.mVOSkyp->mDrawable);
}
void LLDrawPoolSky::render(S32 pass)
{
gGL.flush();
if (mDrawFace.empty())
{
return;
}
// Don't draw the sky box if we can and are rendering the WL sky dome.
if (gPipeline.canUseWindLightShaders())
{
return;
}
// don't render sky under water (background just gets cleared to fog color)
if(mShaderLevel > 0 && LLPipeline::sUnderWaterRender)
{
return;
}
//just use the UI shader (generic single texture no lighting)
gOneTextureNoColorProgram.bind();
LLGLSPipelineDepthTestSkyBox gls_skybox(true, false);
LLGLEnable fog_enable( (mShaderLevel < 1 && LLViewerCamera::getInstance()->cameraUnderWater()) ? GL_FOG : 0);
gGL.pushMatrix();
LLVector3 origin = LLViewerCamera::getInstance()->getOrigin();
gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]);
S32 face_count = (S32)mDrawFace.size();
LLVertexBuffer::unbind();
gGL.diffuseColor4f(1,1,1,1);
for (S32 i = 0; i < face_count; ++i)
{
renderSkyFace(i);
}
gGL.popMatrix();
}
void LLDrawPoolSky::renderSkyFace(U8 index)
{
LLFace* face = mDrawFace[index];
if (!face || !face->getGeomCount())
{
return;
}
if (index < LLVOSky::FACE_SUN) // sky tex...interp
{
llassert(mSkyTex);
mSkyTex[index].bindTexture(true); // bind the current tex
face->renderIndexed();
}
else // Moon
if (index == LLVOSky::FACE_MOON)
{
LLGLSPipelineDepthTestSkyBox gls_skybox(true, true); // SL-14113 Write depth for moon so stars can test if behind it
LLGLEnable blend(GL_BLEND);
// if (LLGLSLShader::sNoFixedFunction) // TODO: Necessary? is this always true? We already bailed on gPipeline.canUseWindLightShaders ... above
LLViewerTexture* tex = face->getTexture(LLRender::DIFFUSE_MAP);
if (tex)
{
gMoonProgram.bind(); // SL-14113 was gOneTextureNoColorProgram
gGL.getTexUnit(0)->bind(tex, true);
face->renderIndexed();
}
}
else // heavenly body faces, no interp...
{
LLGLSPipelineDepthTestSkyBox gls_skybox(true, false); // reset to previous
LLGLEnable blend(GL_BLEND);
LLViewerTexture* tex = face->getTexture(LLRender::DIFFUSE_MAP);
if (tex)
{
gOneTextureNoColorProgram.bind();
gGL.getTexUnit(0)->bind(tex, true);
face->renderIndexed();
}
}
}
void LLDrawPoolSky::endRenderPass( S32 pass )
{
}
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