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/**
* @file lldrawpoolwlsky.h
* @brief LLDrawPoolWLSky class definition
*
* $LicenseInfo:firstyear=2007&license=viewergpl$
*
* Copyright (c) 2007-2007, 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.
* $/LicenseInfo$
*/
#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_TEXCOORD;
static const U32 STAR_VERTEX_DATA_MASK = LLVertexBuffer::MAP_VERTEX |
LLVertexBuffer::MAP_COLOR;
LLDrawPoolWLSky(void);
/*virtual*/ ~LLDrawPoolWLSky();
/*virtual*/ BOOL isDead() { return FALSE; }
/*virtual*/ LLViewerImage *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, LLViewerImage *tex0 = NULL);
// Create an empty new instance of the pool.
/*virtual*/ LLDrawPoolWLSky *instancePool(); ///< covariant override
/*virtual*/ LLViewerImage* 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<LLImageGL> sCloudNoiseTexture;
static LLPointer<LLImageRaw> sCloudNoiseRawImage;
};
#endif // LL_DRAWPOOLWLSKY_H
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