本文整理汇总了C++中LLVOSky类的典型用法代码示例。如果您正苦于以下问题:C++ LLVOSky类的具体用法?C++ LLVOSky怎么用?C++ LLVOSky使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了LLVOSky类的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: renderReflection
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;
gGL.getTexUnit(0)->bind(mHBTex[dr]);
LLOverrideFaceColor override(this, face->getFaceColor().mV);
face->renderIndexed();
}
示例2: shade
void LLDrawPoolWater::shade()
{
if (!deferred_render)
{
gGL.setColorMask(true, true);
}
LLVOSky *voskyp = gSky.mVOSkyp;
if(voskyp == NULL)
{
return;
}
LLGLDisable blend(GL_BLEND);
LLColor3 light_diffuse(0,0,0);
F32 light_exp = 0.0f;
LLVector3 light_dir;
LLColor3 light_color;
if (gSky.getSunDirection().mV[2] > LLSky::NIGHTTIME_ELEVATION_COS)
{
light_dir = gSky.getSunDirection();
light_dir.normVec();
light_color = gSky.getSunDiffuseColor();
if(gSky.mVOSkyp) {
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_color = gSky.getMoonDiffuseColor();
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 *= 256.f;
light_exp = light_exp > 32.f ? light_exp : 32.f;
LLGLSLShader* shader;
F32 eyedepth = LLViewerCamera::getInstance()->getOrigin().mV[2] - gAgent.getRegion()->getWaterHeight();
if (deferred_render)
{
shader = &gDeferredWaterProgram;
}
else if (eyedepth < 0.f && LLPipeline::sWaterReflections)
{
shader = &gUnderWaterProgram;
}
else
{
shader = &gWaterProgram;
}
if (deferred_render)
{
gPipeline.bindDeferredShader(*shader);
}
else
{
shader->bind();
}
sTime = (F32)LLFrameTimer::getElapsedSeconds()*0.5f;
S32 reftex = shader->enableTexture(LLViewerShaderMgr::WATER_REFTEX);
if (reftex > -1)
{
gGL.getTexUnit(reftex)->activate();
gGL.getTexUnit(reftex)->bind(&gPipeline.mWaterRef);
gGL.getTexUnit(0)->activate();
}
//bind normal map
S32 bumpTex = shader->enableTexture(LLViewerShaderMgr::BUMP_MAP);
LLWaterParamManager * param_mgr = LLWaterParamManager::instance();
// change mWaterNormp if needed
if (mWaterNormp->getID() != param_mgr->getNormalMapID())
{
mWaterNormp = LLViewerTextureManager::getFetchedTexture(param_mgr->getNormalMapID());
}
mWaterNormp->addTextureStats(1024.f*1024.f);
//.........这里部分代码省略.........
示例3: renderOpaqueLegacyWater
// for low end hardware
void LLDrawPoolWater::renderOpaqueLegacyWater()
{
LLVOSky *voskyp = gSky.mVOSkyp;
stop_glerror();
// Depth sorting and write to depth buffer
// since this is opaque, we should see nothing
// behind the water. No blending because
// of no transparency. And no face culling so
// that the underside of the water is also opaque.
LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
LLGLDisable no_cull(GL_CULL_FACE);
LLGLDisable no_blend(GL_BLEND);
gPipeline.disableLights();
mOpaqueWaterImagep->addTextureStats(1024.f*1024.f);
// Activate the texture binding and bind one
// texture since all images will have the same texture
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->bind(mOpaqueWaterImagep);
// Automatically generate texture coords for water texture
glEnable(GL_TEXTURE_GEN_S); //texture unit 0
glEnable(GL_TEXTURE_GEN_T); //texture unit 0
glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
// Use the fact that we know all water faces are the same size
// to save some computation
// Slowly move texture coordinates over time so the watter appears
// to be moving.
F32 movement_period_secs = 50.f;
F32 offset = fmod(gFrameTimeSeconds, movement_period_secs);
if (movement_period_secs != 0)
{
offset /= movement_period_secs;
}
else
{
offset = 0;
}
F32 tp0[4] = { 16.f / 256.f, 0.0f, 0.0f, offset };
F32 tp1[4] = { 0.0f, 16.f / 256.f, 0.0f, offset };
glTexGenfv(GL_S, GL_OBJECT_PLANE, tp0);
glTexGenfv(GL_T, GL_OBJECT_PLANE, tp1);
glColor3f(1.f, 1.f, 1.f);
for (std::vector<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
if (voskyp->isReflFace(face))
{
continue;
}
face->renderIndexed();
}
stop_glerror();
// Reset the settings back to expected values
glDisable(GL_TEXTURE_GEN_S); //texture unit 0
glDisable(GL_TEXTURE_GEN_T); //texture unit 0
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->setTextureBlendType(LLTexUnit::TB_MULT);
}
示例4: ftm
void LLDrawPoolWater::render(S32 pass)
{
LLFastTimer ftm(FTM_RENDER_WATER);
if (mDrawFace.empty() || LLDrawable::getCurrentFrame() <= 1)
{
return;
}
//do a quick 'n dirty depth sort
for (std::vector<LLFace*>::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 > 0) && !sSkipScreenCopy)
{
shade();
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);
// Set up second pass first
mWaterImagep->addTextureStats(1024.f*1024.f);
gGL.getTexUnit(1)->activate();
gGL.getTexUnit(1)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(1)->bind(mWaterImagep) ;
LLVector3 camera_up = LLViewerCamera::getInstance()->getUpAxis();
F32 up_dot = camera_up * LLVector3::z_axis;
LLColor4 water_color;
if (LLViewerCamera::getInstance()->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);
gGL.getTexUnit(1)->setTextureColorBlend(LLTexUnit::TBO_MULT, LLTexUnit::TBS_TEX_COLOR, LLTexUnit::TBS_PREV_COLOR);
gGL.getTexUnit(1)->setTextureAlphaBlend(LLTexUnit::TBO_REPLACE, LLTexUnit::TBS_PREV_ALPHA);
gGL.getTexUnit(0)->activate();
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<LLFace*>::iterator iter = mDrawFace.begin();
iter != mDrawFace.end(); iter++)
{
LLFace *face = *iter;
if (voskyp->isReflFace(face))
{
continue;
}
gGL.getTexUnit(0)->bind(face->getTexture());
face->renderIndexed();
}
//.........这里部分代码省略.........
示例5: renderOpaqueLegacyWater
// for low end hardware
void LLDrawPoolWater::renderOpaqueLegacyWater()
{
LLVOSky *voskyp = gSky.mVOSkyp;
LLGLSLShader* shader = NULL;
if (LLGLSLShader::sNoFixedFunction)
{
if (LLPipeline::sUnderWaterRender)
{
shader = &gObjectSimpleNonIndexedTexGenWaterProgram;
}
else
{
shader = &gObjectSimpleNonIndexedTexGenProgram;
}
shader->bind();
}
stop_glerror();
// Depth sorting and write to depth buffer
// since this is opaque, we should see nothing
// behind the water. No blending because
// of no transparency. And no face culling so
// that the underside of the water is also opaque.
LLGLDepthTest gls_depth(GL_TRUE, GL_TRUE);
LLGLDisable no_cull(GL_CULL_FACE);
LLGLDisable no_blend(GL_BLEND);
gPipeline.disableLights();
//Singu note: This is a hack around bizarre opensim behavior. The opaque water texture we get is pure white and only has one channel.
// This behavior is clearly incorrect, so we try to detect that case, purge it from the cache, and try to re-fetch the texture.
// If the re-fetched texture is still invalid, or doesn't exist, we use transparent water, which is fine since alphablend is unset.
// The current logic for refetching is crude here, and probably wont work if, say, a prim were to also have the texture for some reason,
// however it works well enough otherwise, and is much cleaner than diving into LLTextureList, LLViewerFetchedTexture, and LLViewerTexture.
// Perhaps a proper reload mechanism could be done if we ever add user-level texture reloading, but until then it's not a huge priority.
// Failing to fully refetch will just give us the same invalid texture we started with, which will result in the fallback texture being used.
if(mOpaqueWaterImagep != mWaterImagep)
{
if(mOpaqueWaterImagep->isMissingAsset())
{
mOpaqueWaterImagep = mWaterImagep;
}
else if(mOpaqueWaterImagep->hasGLTexture() && mOpaqueWaterImagep->getComponents() < 3)
{
LLAppViewer::getTextureCache()->removeFromCache(mOpaqueWaterImagep->getID());
static bool sRefetch = true;
if(sRefetch)
{
sRefetch = false;
((LLViewerFetchedTexture*)mOpaqueWaterImagep.get())->forceRefetch();
}
else
mOpaqueWaterImagep = mWaterImagep;
}
}
mOpaqueWaterImagep->addTextureStats(1024.f*1024.f);
// Activate the texture binding and bind one
// texture since all images will have the same texture
gGL.getTexUnit(0)->activate();
gGL.getTexUnit(0)->enable(LLTexUnit::TT_TEXTURE);
gGL.getTexUnit(0)->bind(mOpaqueWaterImagep);
// Automatically generate texture coords for water texture
if (!shader)
{
glEnable(GL_TEXTURE_GEN_S); //texture unit 0
glEnable(GL_TEXTURE_GEN_T); //texture unit 0
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
}
// Use the fact that we know all water faces are the same size
// to save some computation
// Slowly move texture coordinates over time so the water appears
// to be moving.
F32 movement_period_secs = 50.f;
static const LLCachedControl<bool> freeze_time("FreezeTime",false);
static F32 frame_time;
if (!freeze_time) frame_time = gFrameTimeSeconds;
F32 offset = fmod(frame_time, movement_period_secs);
if (movement_period_secs != 0)
{
offset /= movement_period_secs;
}
else
{
offset = 0;
}
F32 tp0[4] = { 16.f / 256.f, 0.0f, 0.0f, offset };
F32 tp1[4] = { 0.0f, 16.f / 256.f, 0.0f, offset };
//.........这里部分代码省略.........