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/**
* @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;
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*/ LLViewerTexture *getDebugTexture();
/*virtual*/ void beginRenderPass( S32 pass );
/*virtual*/ void endRenderPass( S32 pass );
/*virtual*/ S32 getNumPasses() { return 1; }
/*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 getVertexShaderLevel() const { return mVertexShaderLevel; }
//static LLDrawPool* createPool(const U32 type, LLViewerTexture *tex0 = NULL);
/*virtual*/ LLViewerTexture* getTexture();
/*virtual*/ BOOL isFacePool() { return FALSE; }
/*virtual*/ void resetDrawOrders();
static void cleanupGL();
static void restoreGL();
private:
void renderDome(F32 camHeightLocal, LLGLSLShader * shader) const;
void renderSkyHaze(F32 camHeightLocal) const;
void renderStars(void) const;
void renderSkyClouds(F32 camHeightLocal) const;
void renderHeavenlyBodies();
private:
static LLPointer<LLViewerTexture> sCloudNoiseTexture;
static LLPointer<LLImageRaw> sCloudNoiseRawImage;
};
#endif // LL_DRAWPOOLWLSKY_H
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