commit
06be53fef7
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@ -349,15 +349,18 @@ public:
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void resetDrawOrders() { }
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static void applyModelMatrix(const LLDrawInfo& params);
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virtual void pushBatches(U32 type, bool texture = true, bool batch_textures = false);
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virtual void pushRiggedBatches(U32 type, bool texture = true, bool batch_textures = false);
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// Use before a non-GLTF batch if it is interleaved with GLTF batches that share the same shader
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static void resetGLTFTextureTransform();
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void pushBatches(U32 type, bool texture = true, bool batch_textures = false);
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void pushRiggedBatches(U32 type, bool texture = true, bool batch_textures = false);
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void pushGLTFBatches(U32 type);
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void pushGLTFBatch(LLDrawInfo& params);
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void pushRiggedGLTFBatches(U32 type);
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void pushRiggedGLTFBatch(LLDrawInfo& params, LLVOAvatar*& lastAvatar, U64& lastMeshId);
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virtual void pushMaskBatches(U32 type, bool texture = true, bool batch_textures = false);
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virtual void pushRiggedMaskBatches(U32 type, bool texture = true, bool batch_textures = false);
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virtual void pushBatch(LLDrawInfo& params, bool texture, bool batch_textures = false);
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void pushMaskBatches(U32 type, bool texture = true, bool batch_textures = false);
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void pushRiggedMaskBatches(U32 type, bool texture = true, bool batch_textures = false);
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void pushBatch(LLDrawInfo& params, bool texture, bool batch_textures = false);
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void pushBumpBatch(LLDrawInfo& params, bool texture, bool batch_textures = false);
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static bool uploadMatrixPalette(LLDrawInfo& params);
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static bool uploadMatrixPalette(LLVOAvatar* avatar, LLMeshSkinInfo* skinInfo);
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virtual void renderGroup(LLSpatialGroup* group, U32 type, bool texture = true);
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@ -77,6 +77,7 @@ static LLGLSLShader* shader = NULL;
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static S32 cube_channel = -1;
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static S32 diffuse_channel = -1;
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static S32 bump_channel = -1;
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static BOOL shiny = FALSE;
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// Enabled after changing LLViewerTexture::mNeedsCreateTexture to an
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// LLAtomicBool; this should work just fine, now. HB
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@ -197,7 +198,7 @@ void LLStandardBumpmap::destroyGL()
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LLDrawPoolBump::LLDrawPoolBump()
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: LLRenderPass(LLDrawPool::POOL_BUMP)
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{
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mShiny = FALSE;
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shiny = FALSE;
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}
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@ -346,7 +347,7 @@ void LLDrawPoolBump::beginFullbrightShiny()
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diffuse_channel = 0;
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}
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mShiny = TRUE;
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shiny = TRUE;
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}
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void LLDrawPoolBump::renderFullbrightShiny()
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@ -398,7 +399,7 @@ void LLDrawPoolBump::endFullbrightShiny()
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diffuse_channel = -1;
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cube_channel = 0;
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mShiny = FALSE;
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shiny = FALSE;
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}
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void LLDrawPoolBump::renderGroup(LLSpatialGroup* group, U32 type, bool texture = true)
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@ -541,7 +542,7 @@ void LLDrawPoolBump::renderDeferred(S32 pass)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL; //LL_RECORD_BLOCK_TIME(FTM_RENDER_BUMP);
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mShiny = TRUE;
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shiny = TRUE;
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for (int i = 0; i < 2; ++i)
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{
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bool rigged = i == 1;
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@ -575,11 +576,11 @@ void LLDrawPoolBump::renderDeferred(S32 pass)
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avatar = params.mAvatar;
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skin = params.mSkinInfo->mHash;
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}
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pushBatch(params, true, false);
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pushBumpBatch(params, true, false);
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}
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else
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{
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pushBatch(params, true, false);
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pushBumpBatch(params, true, false);
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}
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}
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@ -589,7 +590,7 @@ void LLDrawPoolBump::renderDeferred(S32 pass)
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gGL.getTexUnit(0)->activate();
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}
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mShiny = FALSE;
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shiny = FALSE;
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}
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@ -1213,12 +1214,12 @@ void LLDrawPoolBump::pushBumpBatches(U32 type)
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}
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}
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}
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pushBatch(params, false);
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pushBumpBatch(params, false);
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}
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}
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}
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void LLDrawPoolBump::pushBatch(LLDrawInfo& params, bool texture, bool batch_textures)
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void LLRenderPass::pushBumpBatch(LLDrawInfo& params, bool texture, bool batch_textures)
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{
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LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
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applyModelMatrix(params);
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@ -1239,7 +1240,7 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, bool texture, bool batch_text
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{ //not batching textures or batch has only 1 texture -- might need a texture matrix
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if (params.mTextureMatrix)
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{
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if (mShiny)
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if (shiny)
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{
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gGL.getTexUnit(0)->activate();
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gGL.matrixMode(LLRender::MM_TEXTURE);
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@ -1258,7 +1259,7 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, bool texture, bool batch_text
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tex_setup = true;
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}
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if (mShiny && mShaderLevel > 1 && texture)
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if (shiny && mShaderLevel > 1 && texture)
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{
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if (params.mTexture.notNull())
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{
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@ -1276,7 +1277,7 @@ void LLDrawPoolBump::pushBatch(LLDrawInfo& params, bool texture, bool batch_text
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if (tex_setup)
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{
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if (mShiny)
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if (shiny)
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{
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gGL.getTexUnit(0)->activate();
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}
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@ -53,7 +53,6 @@ public:
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LLDrawPoolBump();
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/*virtual*/ void prerender() override;
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void pushBatch(LLDrawInfo& params, bool texture, bool batch_textures = false) override;
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void pushBumpBatches(U32 type);
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void renderGroup(LLSpatialGroup* group, U32 type, bool texture) override;
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