diff options
author | Dave Parks <davep@lindenlab.com> | 2023-02-03 19:45:31 -0600 |
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committer | Dave Parks <davep@lindenlab.com> | 2023-02-03 19:45:31 -0600 |
commit | 1c2410b8af62254e96d60b2ae2e411d4756215e4 (patch) | |
tree | c702253a1458a34dfa4149717948a3413dc017f7 /indra/newview/lldrawpoolsky.cpp | |
parent | eb341f856cb55155cce5e6749cef44707badb137 (diff) |
SL-19148 Decruft followthrough -- decruft shader tree and some remaining forward rendering code.
Diffstat (limited to 'indra/newview/lldrawpoolsky.cpp')
-rw-r--r-- | indra/newview/lldrawpoolsky.cpp | 100 |
1 files changed, 1 insertions, 99 deletions
diff --git a/indra/newview/lldrawpoolsky.cpp b/indra/newview/lldrawpoolsky.cpp index c39d728c95..3c5bfe4a1c 100644 --- a/indra/newview/lldrawpoolsky.cpp +++ b/indra/newview/lldrawpoolsky.cpp @@ -28,21 +28,10 @@ #include "lldrawpoolsky.h" -#include "llagent.h" -#include "lldrawable.h" -#include "llface.h" -#include "llsky.h" -#include "llviewercamera.h" -#include "llviewertexturelist.h" -#include "llviewerregion.h" -#include "llvosky.h" -#include "llworld.h" // To get water height -#include "pipeline.h" -#include "llviewershadermgr.h" +// DEPRECATED LLDrawPoolSky::LLDrawPoolSky() : LLFacePool(POOL_SKY), - mSkyTex(NULL), mShader(NULL) { @@ -50,103 +39,16 @@ LLDrawPoolSky::LLDrawPoolSky() void LLDrawPoolSky::prerender() { - mShaderLevel = LLViewerShaderMgr::instance()->getShaderLevel(LLViewerShaderMgr::SHADER_ENVIRONMENT); - if (gSky.mVOSkyp && gSky.mVOSkyp->mDrawable) - { - gSky.mVOSkyp->updateGeometry(gSky.mVOSkyp->mDrawable); - } } void LLDrawPoolSky::render(S32 pass) { - gGL.flush(); - if (mDrawFace.empty()) - { - return; - } - - // Don't draw the sky box if we can and are rendering the WL sky dome. - if (gPipeline.canUseWindLightShaders()) - { - return; - } - - // don't render sky under water (background just gets cleared to fog color) - if(mShaderLevel > 0 && LLPipeline::sUnderWaterRender) - { - return; - } - - - //just use the UI shader (generic single texture no lighting) - gOneTextureNoColorProgram.bind(); - - LLGLSPipelineDepthTestSkyBox gls_skybox(true, false); - - gGL.pushMatrix(); - LLVector3 origin = LLViewerCamera::getInstance()->getOrigin(); - gGL.translatef(origin.mV[0], origin.mV[1], origin.mV[2]); - - S32 face_count = (S32)mDrawFace.size(); - - LLVertexBuffer::unbind(); - gGL.diffuseColor4f(1,1,1,1); - - for (S32 i = 0; i < face_count; ++i) - { - renderSkyFace(i); - } - - gGL.popMatrix(); } void LLDrawPoolSky::renderSkyFace(U8 index) { - LLFace* face = mDrawFace[index]; - - if (!face || !face->getGeomCount()) - { - return; - } - - if (index < LLVOSky::FACE_SUN) // sky tex...interp - { - llassert(mSkyTex); - mSkyTex[index].bindTexture(true); // bind the current tex - - face->renderIndexed(); - } - else // Moon - if (index == LLVOSky::FACE_MOON) - { - LLGLSPipelineDepthTestSkyBox gls_skybox(true, true); // SL-14113 Write depth for moon so stars can test if behind it - - LLGLEnable blend(GL_BLEND); - - // if (LLGLSLShader::sNoFixedFunction) // TODO: Necessary? is this always true? We already bailed on gPipeline.canUseWindLightShaders ... above - LLViewerTexture* tex = face->getTexture(LLRender::DIFFUSE_MAP); - if (tex) - { - gMoonProgram.bind(); // SL-14113 was gOneTextureNoColorProgram - gGL.getTexUnit(0)->bind(tex, true); - face->renderIndexed(); - } - } - else // heavenly body faces, no interp... - { - LLGLSPipelineDepthTestSkyBox gls_skybox(true, false); // reset to previous - - LLGLEnable blend(GL_BLEND); - LLViewerTexture* tex = face->getTexture(LLRender::DIFFUSE_MAP); - if (tex) - { - gOneTextureNoColorProgram.bind(); - gGL.getTexUnit(0)->bind(tex, true); - face->renderIndexed(); - } - } } void LLDrawPoolSky::endRenderPass( S32 pass ) |