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()); } } }
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"); }
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); } }
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); }