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/**
* @file lldrawpoolground.cpp
* @brief LLDrawPoolGround class implementation
*
* Copyright (c) 2002-2007, Linden Research, Inc.
*
* 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 "lldrawpoolground.h"
#include "llviewercontrol.h"
#include "llagparray.h"
#include "lldrawable.h"
#include "llface.h"
#include "llsky.h"
#include "llviewercamera.h"
#include "llviewerwindow.h"
#include "llworld.h"
#include "pipeline.h"
LLDrawPoolGround::LLDrawPoolGround() :
LLDrawPool(POOL_GROUND, DATA_SIMPLE_IL_MASK, DATA_SIMPLE_NIL_MASK)
{
}
LLDrawPool *LLDrawPoolGround::instancePool()
{
return new LLDrawPoolGround();
}
void LLDrawPoolGround::prerender()
{
mVertexShaderLevel = gPipeline.getVertexShaderLevel(LLPipeline::SHADER_ENVIRONMENT);
}
void LLDrawPoolGround::render(S32 pass)
{
if (mDrawFace.empty())
{
return;
}
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
bindGLVertexPointer();
bindGLTexCoordPointer();
LLGLSPipelineSkyBox gls_skybox;
LLGLDepthTest gls_depth(GL_FALSE, GL_FALSE);
glMatrixMode( GL_PROJECTION );
glPushMatrix();
gViewerWindow->setup3DRender();
glMatrixMode(GL_MODELVIEW);
LLGLState tex2d(GL_TEXTURE_2D, (mVertexShaderLevel > 0) ? TRUE : FALSE);
LLViewerImage::bindTexture(gSky.mVOSkyp->getScatterMap(), 0);
LLFace *facep = mDrawFace[0];
if (!(mVertexShaderLevel > 0))
{
gPipeline.disableLights();
}
glColor4fv(facep->getFaceColor().mV);
facep->renderIndexed(getRawIndices());
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
}
void LLDrawPoolGround::renderForSelect()
{
}
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