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authorDave Parks <davep@lindenlab.com>2022-10-28 11:19:43 -0500
committerDave Parks <davep@lindenlab.com>2022-10-28 11:19:43 -0500
commit81553613551ffc7c8253d67a3fb3a24137d19d51 (patch)
treed143b41a68fe94757d6b0dd3cef63f599d383253 /indra/newview/lldrawpool.h
parent0451d51f4da9780e2f650b67672a29b3d07cb386 (diff)
SL-18453 WIP -- Use GLTF draw pool to render shadows. Still need a GLTF specific shadow shader to multiply alpha.
Diffstat (limited to 'indra/newview/lldrawpool.h')
-rw-r--r--indra/newview/lldrawpool.h18
1 files changed, 9 insertions, 9 deletions
diff --git a/indra/newview/lldrawpool.h b/indra/newview/lldrawpool.h
index 620438bb1b..cc5d2ddb26 100644
--- a/indra/newview/lldrawpool.h
+++ b/indra/newview/lldrawpool.h
@@ -60,6 +60,7 @@ public:
POOL_TERRAIN,
POOL_MATERIALS,
POOL_GRASS,
+ POOL_GLTF_PBR,
POOL_TREE,
POOL_ALPHA_MASK,
POOL_FULLBRIGHT_ALPHA_MASK,
@@ -73,7 +74,6 @@ public:
POOL_VOIDWATER,
POOL_WATER,
POOL_ALPHA_POST_WATER,
- POOL_PBR_OPAQUE,
POOL_ALPHA, // note there is no actual "POOL_ALPHA" but pre-water and post-water pools consume POOL_ALPHA faces
NUM_POOL_TYPES,
// * invisiprims work by rendering to the depth buffer but not the color buffer, occluding anything rendered after them
@@ -114,8 +114,8 @@ public:
virtual S32 getNumShadowPasses();
virtual void renderShadow(S32 pass = 0);
- virtual void render(S32 pass = 0) = 0;
- virtual void prerender() = 0;
+ virtual void render(S32 pass = 0) {};
+ virtual void prerender() {};
virtual U32 getVertexDataMask() = 0;
virtual BOOL verify() const { return TRUE; } // Verify that all data in the draw pool is correct!
virtual S32 getShaderLevel() const { return mShaderLevel; }
@@ -199,8 +199,8 @@ public:
PASS_FULLBRIGHT_ALPHA_MASK_RIGGED,
PASS_ALPHA_INVISIBLE,
PASS_ALPHA_INVISIBLE_RIGGED,
- PASS_PBR_OPAQUE,
- PASS_PBR_OPAQUE_RIGGED,
+ PASS_GLTF_PBR,
+ PASS_GLTF_PBR_RIGGED,
NUM_RENDER_TYPES,
};
@@ -327,10 +327,10 @@ public:
return "PASS_ALPHA_INVISIBLE";
case PASS_ALPHA_INVISIBLE_RIGGED:
return "PASS_ALPHA_INVISIBLE_RIGGED";
- case PASS_PBR_OPAQUE:
- return "PASS_PBR_OPAQUE";
- case PASS_PBR_OPAQUE_RIGGED:
- return "PASS_PBR_OPAQUE_RIGGED";
+ case PASS_GLTF_PBR:
+ return "PASS_GLTF_PBR";
+ case PASS_GLTF_PBR_RIGGED:
+ return "PASS_GLTF_PBR_RIGGED";
default:
return "Unknown pass";