1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
|
/**
* @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;
static const U32 ADV_ATMO_SKY_VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX
| 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*/ S32 getNumPostDeferredPasses() { return 0; }
/*virtual*/ void beginPostDeferredPass(S32 pass) {}
/*virtual*/ void endPostDeferredPass(S32 pass) {}
/*virtual*/ void renderPostDeferred(S32 pass) {}
/*virtual*/ LLViewerTexture *getDebugTexture();
/*virtual*/ void beginRenderPass( S32 pass );
/*virtual*/ void endRenderPass( S32 pass );
/*virtual*/ S32 getNumPasses() { return 1; }
/*virtual*/ S32 getNumShadowPasses();
/*virtual*/ void beginShadowPass(S32 pass);
/*virtual*/ void endShadowPass(S32 pass);
/*virtual*/ void renderShadow(S32 pass);
/*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 getShaderLevel() const { return mShaderLevel; }
//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 renderFsSky(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const;
void renderDome(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader * shader) const;
void renderSkyHaze(const LLVector3& camPosLocal, F32 camHeightLocal) const;
void renderSkyClouds(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const;
void renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const;
void renderSkyCloudsDeferred(const LLVector3& camPosLocal, F32 camHeightLocal, LLGLSLShader* cloudshader) const;
void renderStarsDeferred(void) const;
void renderStars(void) const;
void renderHeavenlyBodies();
};
#endif // LL_DRAWPOOLWLSKY_H
|