93 lines
2.4 KiB
C++
93 lines
2.4 KiB
C++
/**
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* @file lldrawpoolpbropaque.cpp
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* @brief LLDrawPoolPBROpaque class implementation
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*
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* $LicenseInfo:firstyear=2022&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2022, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "lldrawpool.h"
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#include "lldrawpoolpbropaque.h"
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#include "llviewershadermgr.h"
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#include "pipeline.h"
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LLDrawPoolPBROpaque::LLDrawPoolPBROpaque() :
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LLRenderPass(POOL_PBR_OPAQUE)
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{
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}
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void LLDrawPoolPBROpaque::prerender()
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{
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mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
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}
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// Forward
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void LLDrawPoolPBROpaque::beginRenderPass(S32 pass)
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{
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}
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void LLDrawPoolPBROpaque::endRenderPass( S32 pass )
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{
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}
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void LLDrawPoolPBROpaque::render(S32 pass)
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{
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}
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// Deferred
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void LLDrawPoolPBROpaque::beginDeferredPass(S32 pass)
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{
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gDeferredPBROpaqueProgram.bind();
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}
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void LLDrawPoolPBROpaque::endDeferredPass(S32 pass)
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{
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gDeferredPBROpaqueProgram.unbind();
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LLRenderPass::endRenderPass(pass);
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}
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void LLDrawPoolPBROpaque::renderDeferred(S32 pass)
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{
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if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_MATERIALS))
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{
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return;
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}
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gGL.flush();
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LLGLDisable blend(GL_BLEND);
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LLGLDisable alpha_test(GL_ALPHA_TEST);
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// TODO: handle HUDs?
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//if (LLPipeline::sRenderingHUDs)
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// mShader->uniform1i(LLShaderMgr::NO_ATMO, 1);
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//else
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// mShader->uniform1i(LLShaderMgr::NO_ATMO, 0);
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// TODO: handle under water?
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// if (LLPipeline::sUnderWaterRender)
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// PASS_SIMPLE or PASS_MATERIAL
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pushBatches(LLRenderPass::PASS_SIMPLE, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
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}
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