コード例 #1
0
void LLDrawPoolSimple::render(S32 pass)
{
	LLGLDisable blend(GL_BLEND);
	
	{ //render simple
		LLFastTimer t(FTM_RENDER_SIMPLE);
		gPipeline.enableLightsDynamic();

		if (mVertexShaderLevel > 0)
		{
			U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX;

			pushBatches(LLRenderPass::PASS_SIMPLE, mask, TRUE, TRUE);

			if (LLPipeline::sRenderDeferred)
			{ //if deferred rendering is enabled, bump faces aren't registered as simple
				//render bump faces here as simple so bump faces will appear under water
				pushBatches(LLRenderPass::PASS_BUMP, mask, TRUE, TRUE);
			}
		}
		else
		{
			LLGLDisable alpha_test(GL_ALPHA_TEST);
			renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
		}
		
	}
}
コード例 #2
0
ファイル: cotp.cpp プロジェクト: Happuri/papercrypto
void cOTP::menu ()
{
    string rerun; //decide looping variable

    do
    {
        cout << "What you want to do?" << endl
        << "1 - Print 6x8 char table" << endl
        << "2 - Print coding table" << endl
        << "3 - Print decoding table" << endl
        << "4 - Encode message" << endl
        << "5 - Decode message" << endl
        << "6 - Test alphabet sample string" << endl;

        string dec;
        getline(std::cin, dec);
        int _dec = atoi(dec.c_str());
        switch (_dec)
        {
            case 1: base(); break;
            case 2: coding_print(); break;
            case 3: decoding_print(); break;
            //case 4: enc_menu(); break;
            case 5: dec_menu(); break;
            case 6: alpha_test(); break;
            default: cout <<"random number was picked"<< endl; break;
        }

        cout << "Once more? (y/n)"<< endl;
        getline (cin, rerun);
    } while (rerun == "y");
}
コード例 #3
0
void LLDrawPoolSimple::renderDeferred(S32 pass)
{
	LLGLDisable blend(GL_BLEND);
	LLGLDisable alpha_test(GL_ALPHA_TEST);

	{ //render simple
		LLFastTimer t(FTM_RENDER_SIMPLE_DEFERRED);
		pushBatches(LLRenderPass::PASS_SIMPLE, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
	}
}
コード例 #4
0
void LLDrawPoolSimple::render(S32 pass)
{
	LLGLDisable blend(GL_BLEND);
	LLGLState alpha_test(GL_ALPHA_TEST, gPipeline.canUseWindLightShadersOnObjects());
	gGL.setAlphaRejectSettings(LLRender::CF_GREATER, 0.5f);

	{ //render simple
		LLFastTimer t(LLFastTimer::FTM_RENDER_SIMPLE);
		gPipeline.enableLightsDynamic();
		renderTexture(LLRenderPass::PASS_SIMPLE, getVertexDataMask());
	}

	{
		LLFastTimer t(LLFastTimer::FTM_RENDER_GRASS);
		LLGLEnable test(GL_ALPHA_TEST);
		LLGLEnable blend(GL_BLEND);
		gGL.setSceneBlendType(LLRender::BT_ALPHA);
		//render grass
		LLRenderPass::renderTexture(LLRenderPass::PASS_GRASS, getVertexDataMask());
	}			

	{ //render fullbright
		if (mVertexShaderLevel > 0)
		{
			fullbright_shader->bind();
			fullbright_shader->uniform1f(LLViewerShaderMgr::FULLBRIGHT, 1.f);
		}
		else
		{
			gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
		}
		LLFastTimer t(LLFastTimer::FTM_RENDER_FULLBRIGHT);
		U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD | LLVertexBuffer::MAP_COLOR;
		renderTexture(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask);
	}

	gGL.setAlphaRejectSettings(LLRender::CF_DEFAULT);
}