/** * @file lldrawpoolwater.cpp * @brief LLDrawPoolWater class implementation * * Copyright (c) 2002-2007, 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. */ #include "llviewerprecompiledheaders.h" #include "llfeaturemanager.h" #include "lldrawpoolwater.h" #include "llviewercontrol.h" #include "lldir.h" #include "llerror.h" #include "m3math.h" #include "llagent.h" // for gAgent for getRegion for getWaterHeight #include "llcubemap.h" #include "lldrawable.h" #include "llface.h" #include "llsky.h" #include "llviewercamera.h" // to get OGL_TO_CFR_ROTATION #include "llviewerimagelist.h" #include "llviewerregion.h" #include "llvosky.h" #include "llvowater.h" #include "llworld.h" #include "pipeline.h" #include "viewer.h" // gSunTextureID, gMoonTextureID #include "llglslshader.h" const LLUUID WATER_TEST("2bfd3884-7e27-69b9-ba3a-3e673f680004"); static float sTime; BOOL LLDrawPoolWater::sSkipScreenCopy = FALSE; LLDrawPoolWater::LLDrawPoolWater() : LLFacePool(POOL_WATER) { mHBTex[0] = gImageList.getImage(gSunTextureID, TRUE, TRUE); mHBTex[0]->bind(); mHBTex[0]->setClamp(TRUE, TRUE); mHBTex[1] = gImageList.getImage(gMoonTextureID, TRUE, TRUE); mHBTex[1]->bind(); mHBTex[1]->setClamp(TRUE, TRUE); mWaterImagep = gImageList.getImage(WATER_TEST); mWaterNormp = gImageList.getImage(LLUUID(gViewerArt.getString("water_normal.tga"))); restoreGL(); } LLDrawPoolWater::~LLDrawPoolWater() { } //static void LLDrawPoolWater::restoreGL() { } LLDrawPool *LLDrawPoolWater::instancePool() { llerrs << "Should never be calling instancePool on a water pool!" << llendl; return NULL; } void LLDrawPoolWater::prerender() { mVertexShaderLevel = gSavedSettings.getBOOL("RenderRippleWater") ? LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_ENVIRONMENT) : 0; } extern LLColor4U MAX_WATER_COLOR; void LLDrawPoolWater::render(S32 pass) { LLFastTimer ftm(LLFastTimer::FTM_RENDER_WATER); if (mDrawFace.empty() || LLDrawable::getCurrentFrame() <= 1) { return; } //do a quick 'n dirty depth sort for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace* facep = *iter; facep->mDistance = -facep->mCenterLocal.mV[2]; } std::sort(mDrawFace.begin(), mDrawFace.end(), LLFace::CompareDistanceGreater()); LLGLEnable blend(GL_BLEND); if ((mVertexShaderLevel >= SHADER_LEVEL_RIPPLE)) { shade(); return; } if ((mVertexShaderLevel > 0)) { renderShaderSimple(); return; } LLVOSky *voskyp = gSky.mVOSkyp; stop_glerror(); if (!gGLManager.mHasMultitexture) { // Ack! No multitexture! Bail! return; } LLFace* refl_face = voskyp->getReflFace(); gPipeline.disableLights(); LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); LLGLDisable cullFace(GL_CULL_FACE); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); // Set up second pass first glActiveTextureARB(GL_TEXTURE1_ARB); mWaterImagep->addTextureStats(1024.f*1024.f); mWaterImagep->bind(1); glClientActiveTextureARB(GL_TEXTURE1_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); // Texture unit 1 LLVector3 camera_up = gCamera->getUpAxis(); F32 up_dot = camera_up * LLVector3::z_axis; LLColor4 water_color; if (gCamera->cameraUnderWater()) { water_color.setVec(1.f, 1.f, 1.f, 0.4f); } else { water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot)); } glColor4fv(water_color.mV); // Automatically generate texture coords for detail map glEnable(GL_TEXTURE_GEN_S); //texture unit 1 glEnable(GL_TEXTURE_GEN_T); //texture unit 1 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); // Slowly move over time. F32 offset = fmod(gFrameTimeSeconds*2.f, 100.f); F32 tp0[4] = {16.f/256.f, 0.0f, 0.0f, offset*0.01f}; F32 tp1[4] = {0.0f, 16.f/256.f, 0.0f, offset*0.01f}; glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0); glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA); glClientActiveTextureARB(GL_TEXTURE0_ARB); glActiveTextureARB(GL_TEXTURE0_ARB); glClearStencil(1); glClear(GL_STENCIL_BUFFER_BIT); LLGLEnable gls_stencil(GL_STENCIL_TEST); glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP); glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; if (voskyp->isReflFace(face)) { continue; } face->bindTexture(); face->renderIndexed(); mIndicesDrawn += face->getIndicesCount(); } // Now, disable texture coord generation on texture state 1 glClientActiveTextureARB(GL_TEXTURE1_ARB); glActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_2D); // Texture unit 1 LLImageGL::unbindTexture(1, GL_TEXTURE_2D); glDisable(GL_TEXTURE_GEN_S); //texture unit 1 glDisable(GL_TEXTURE_GEN_T); //texture unit 1 // Disable texture coordinate and color arrays glClientActiveTextureARB(GL_TEXTURE0_ARB); glActiveTextureARB(GL_TEXTURE0_ARB); LLImageGL::unbindTexture(0, GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); stop_glerror(); if (gSky.mVOSkyp->getCubeMap()) { gSky.mVOSkyp->getCubeMap()->enable(0); gSky.mVOSkyp->getCubeMap()->bind(); glMatrixMode(GL_TEXTURE); glLoadIdentity(); LLMatrix4 camera_mat = gCamera->getModelview(); LLMatrix4 camera_rot(camera_mat.getMat3()); camera_rot.invert(); glLoadMatrixf((F32 *)camera_rot.mMatrix); glMatrixMode(GL_MODELVIEW); LLOverrideFaceColor overrid(this, 1.f, 1.f, 1.f, 0.5f*up_dot); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); /*glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD); glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB); glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB, GL_SRC_ALPHA);*/ for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; if (voskyp->isReflFace(face)) { //refl_face = face; continue; } if (face->getGeomCount() > 0) { face->renderIndexed(); mIndicesDrawn += face->getIndicesCount(); } } glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (gSky.mVOSkyp->getCubeMap()) { gSky.mVOSkyp->getCubeMap()->disable(); } LLImageGL::unbindTexture(0, GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); if (refl_face) { glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); renderReflection(refl_face); } glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } void LLDrawPoolWater::renderShaderSimple() { LLVOSky *voskyp = gSky.mVOSkyp; stop_glerror(); if (!gGLManager.mHasMultitexture) { // Ack! No multitexture! Bail! return; } LLFace* refl_face = voskyp->getReflFace(); LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); LLGLDisable cullFace(GL_CULL_FACE); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); // Set up second pass first S32 bumpTex = gWaterProgram.enableTexture(LLShaderMgr::BUMP_MAP); mWaterImagep->addTextureStats(1024.f*1024.f); mWaterImagep->bind(bumpTex); glClientActiveTextureARB(GL_TEXTURE1_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); LLVector3 camera_up = gCamera->getUpAxis(); F32 up_dot = camera_up * LLVector3::z_axis; LLColor4 water_color; if (gCamera->cameraUnderWater()) { water_color.setVec(1.f, 1.f, 1.f, 0.4f); } else { water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot)); } glColor4fv(water_color.mV); // Automatically generate texture coords for detail map glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_GEN_S); //texture unit 1 glEnable(GL_TEXTURE_GEN_T); //texture unit 1 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); // Slowly move over time. F32 offset = fmod(gFrameTimeSeconds*2.f, 100.f); F32 tp0[4] = {16.f/256.f, 0.0f, 0.0f, offset*0.01f}; F32 tp1[4] = {0.0f, 16.f/256.f, 0.0f, offset*0.01f}; glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0); glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1); glClientActiveTextureARB(GL_TEXTURE0_ARB); glActiveTextureARB(GL_TEXTURE0_ARB); glClearStencil(1); glClear(GL_STENCIL_BUFFER_BIT); LLGLEnable gls_stencil(GL_STENCIL_TEST); glStencilOp(GL_KEEP, GL_REPLACE, GL_KEEP); glStencilFunc(GL_ALWAYS, 0, 0xFFFFFFFF); S32 envTex = -1; if (gSky.mVOSkyp->getCubeMap()) { envTex = gWaterProgram.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB); gSky.mVOSkyp->getCubeMap()->bind(); glMatrixMode(GL_TEXTURE); glLoadIdentity(); LLMatrix4 camera_mat = gCamera->getModelview(); LLMatrix4 camera_rot(camera_mat.getMat3()); camera_rot.invert(); glLoadMatrixf((F32 *)camera_rot.mMatrix); glMatrixMode(GL_MODELVIEW); } S32 diffTex = gWaterProgram.enableTexture(LLShaderMgr::DIFFUSE_MAP); gWaterProgram.bind(); for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; if (voskyp->isReflFace(face)) { continue; } face->bindTexture(diffTex); face->renderIndexed(); mIndicesDrawn += face->getIndicesCount(); } if (gSky.mVOSkyp->getCubeMap()) { gWaterProgram.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB); glMatrixMode(GL_TEXTURE); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); } // Now, disable texture coord generation on texture state 1 gWaterProgram.disableTexture(LLShaderMgr::BUMP_MAP); LLImageGL::unbindTexture(bumpTex, GL_TEXTURE_2D); glActiveTextureARB(GL_TEXTURE1_ARB); glDisable(GL_TEXTURE_GEN_S); //texture unit 1 glDisable(GL_TEXTURE_GEN_T); //texture unit 1 gWaterProgram.disableTexture(LLShaderMgr::DIFFUSE_MAP); // Disable texture coordinate and color arrays LLImageGL::unbindTexture(diffTex, GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); stop_glerror(); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glUseProgramObjectARB(0); gPipeline.disableLights(); glActiveTextureARB(GL_TEXTURE0_ARB); glClientActiveTextureARB(GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); if (refl_face) { glStencilFunc(GL_NOTEQUAL, 0, 0xFFFFFFFF); renderReflection(refl_face); } glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); } void LLDrawPoolWater::renderReflection(LLFace* face) { LLVOSky *voskyp = gSky.mVOSkyp; if (!voskyp) { return; } if (!face->getGeomCount()) { return; } S8 dr = voskyp->getDrawRefl(); if (dr < 0) { return; } LLGLSNoFog noFog; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); LLViewerImage::bindTexture(mHBTex[dr]); LLOverrideFaceColor override(this, face->getFaceColor().mV); face->renderIndexed(); mIndicesDrawn += face->getIndicesCount(); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } void LLDrawPoolWater::shade() { glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); static LLVector2 d1( 0.5f, -0.17f ); static LLVector2 d2( 0.58f, -0.67f ); static LLVector2 d3( 0.5f, 0.25f ); static LLVector3 wave1(1,0.42f,1); static LLVector3 wave2(0.58f,0.42f,0.17f); static LLVector3 wave3(0.42f,0.67f,0.33f); /*static LLVector2 d1( 0.83f, -1 ); static LLVector2 d2( 0.58f, 1 ); static LLVector2 d3( 1, -0.88f ); static LLVector4 wave1(0.75f,0.08f,0.5f,0.67f); static LLVector4 wave2(0.17f,0.33f,0.53f,0.62f); static LLVector4 wave3(0.17f,0.6f,0.67f,1);*/ /*LLDebugVarMessageBox::show("Wave Direction 1", &d1, LLVector2(1,1), LLVector2(0.01f, 0.01f)); LLDebugVarMessageBox::show("Wave Direction 2", &d2, LLVector2(1,1), LLVector2(0.01f, 0.01f)); LLDebugVarMessageBox::show("Wave Direction 3", &d3, LLVector2(1,1), LLVector2(0.01f, 0.01f)); LLDebugVarMessageBox::show("Wave 1", &wave1, LLVector3(2,1,4), LLVector3(0.01f, 0.01f, 0.01f)); LLDebugVarMessageBox::show("Wave 2", &wave2, LLVector3(2,1,4), LLVector3(0.01f, 0.01f, 0.01f)); LLDebugVarMessageBox::show("Wave 3", &wave3, LLVector3(2,1,4), LLVector3(0.01f, 0.01f, 0.01f));*/ LLVOSky *voskyp = gSky.mVOSkyp; glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); LLGLDisable blend(GL_BLEND); LLColor3 light_diffuse(0,0,0); F32 light_exp = 0.0f; LLVector3 light_dir; if (gSky.getSunDirection().mV[2] > NIGHTTIME_ELEVATION_COS) { light_dir = gSky.getSunDirection(); light_dir.normVec(); light_diffuse = gSky.mVOSkyp->getSun().getColorCached(); light_diffuse.normVec(); light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0); light_diffuse *= light_exp + 0.25f; } else { light_dir = gSky.getMoonDirection(); light_dir.normVec(); light_diffuse = gSky.mVOSkyp->getMoon().getColorCached(); light_diffuse.normVec(); light_diffuse *= 0.5f; light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0); } light_exp *= light_exp; light_exp *= light_exp; light_exp *= light_exp; light_exp *= light_exp; light_exp *= light_exp; light_exp *= 512.f; light_exp = light_exp > 32.f ? light_exp : 32.f; sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f; LLCubeMap* skyMap = gSky.mVOSkyp->getCubeMap(); gWaterProgram.enableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB); skyMap->bind(); //bind normal map S32 bumpTex = gWaterProgram.enableTexture(LLShaderMgr::BUMP_MAP); mWaterNormp->addTextureStats(1024.f*1024.f); mWaterNormp->bind(bumpTex); gWaterProgram.enableTexture(LLShaderMgr::WATER_SCREENTEX); gWaterProgram.bind(); if (!sSkipScreenCopy) { gPipeline.bindScreenToTexture(); } else { glBindTexture(GL_TEXTURE_2D, 0); } glUniform2fvARB(gWaterProgram.mUniform[LLShaderMgr::WATER_FBSCALE], 1, gPipeline.mScreenScale.mV); S32 diffTex = gWaterProgram.enableTexture(LLShaderMgr::DIFFUSE_MAP); LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE); glUniform1fARB(gWaterProgram.mUniform[LLShaderMgr::WATER_TIME], sTime); glUniform3fvARB(gWaterProgram.mUniform[LLShaderMgr::WATER_SPECULAR], 1, light_diffuse.mV); glUniform1fARB(gWaterProgram.mUniform[LLShaderMgr::WATER_SPECULAR_EXP], light_exp); glUniform3fvARB(gWaterProgram.mUniform[LLShaderMgr::WATER_EYEVEC], 1, (GLfloat *)(gCamera->getOrigin().mV)); glUniform2fvARB(gWaterProgram.mUniform[LLShaderMgr::WATER_WAVE_DIR1], 1, d1.mV); glUniform2fvARB(gWaterProgram.mUniform[LLShaderMgr::WATER_WAVE_DIR2], 1, d2.mV); glUniform3fvARB(gWaterProgram.mUniform[LLShaderMgr::WATER_LIGHT_DIR], 1, light_dir.mV); LLColor4 water_color; LLVector3 camera_up = gCamera->getUpAxis(); F32 up_dot = camera_up * LLVector3::z_axis; if (gCamera->cameraUnderWater()) { water_color.setVec(1.f, 1.f, 1.f, 0.4f); glUniform1fARB(gWaterProgram.mUniform[LLShaderMgr::WATER_REFSCALE], 0.25f); } else { water_color.setVec(1.f, 1.f, 1.f, 0.5f*(1.f + up_dot)); glUniform1fARB(gWaterProgram.mUniform[LLShaderMgr::WATER_REFSCALE], 0.01f); } if (water_color.mV[3] > 0.9f) { water_color.mV[3] = 0.9f; } glColor4fv(water_color.mV); { LLGLDisable cullface(GL_CULL_FACE); for (std::vector::iterator iter = mDrawFace.begin(); iter != mDrawFace.end(); iter++) { LLFace *face = *iter; if (voskyp->isReflFace(face)) { continue; } face->bindTexture(diffTex); face->renderIndexed(); mIndicesDrawn += face->getIndicesCount(); } } gWaterProgram.disableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB); gWaterProgram.disableTexture(LLShaderMgr::WATER_SCREENTEX); gWaterProgram.disableTexture(LLShaderMgr::BUMP_MAP); gWaterProgram.disableTexture(LLShaderMgr::DIFFUSE_MAP); glActiveTextureARB(GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); glUseProgramObjectARB(0); glClientActiveTextureARB(GL_TEXTURE0_ARB); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_FALSE); } void LLDrawPoolWater::renderForSelect() { // Can't select water! return; } void LLDrawPoolWater::renderFaceSelected(LLFace *facep, LLImageGL *image, const LLColor4 &color, const S32 index_offset, const S32 index_count) { // Can't select water return; } LLViewerImage *LLDrawPoolWater::getDebugTexture() { return LLViewerImage::sSmokeImagep; } LLColor3 LLDrawPoolWater::getDebugColor() const { return LLColor3(0.f, 1.f, 1.f); }