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authorDave Parks <davep@lindenlab.com>2022-09-27 23:32:02 -0500
committerDave Parks <davep@lindenlab.com>2022-09-27 23:32:02 -0500
commitaaf7b17db047f0cb2630b479d5468062e6ca815e (patch)
treea84d5d7668ff65fc6dec3315fd1a760213496e4d /indra/newview/pipeline.cpp
parent44f2286e42a10270c23ea11e308143948d1e3288 (diff)
SL-18190 WIP -- Take 2 on linear space windlight (more methodical approach -- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders.
Diffstat (limited to 'indra/newview/pipeline.cpp')
-rw-r--r--indra/newview/pipeline.cpp14
1 files changed, 12 insertions, 2 deletions
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 325a370f43..92cca190fd 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -4412,6 +4412,8 @@ void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)
}
{
+ bool occlude = sUseOcclusion > 1;
+#if 1 // DEPRECATED -- requires forward rendering
LL_PROFILE_ZONE_NAMED_CATEGORY_DRAWPOOL("pools"); //LL_RECORD_BLOCK_TIME(FTM_POOLS);
// HACK: don't calculate local lights if we're rendering the HUD!
@@ -4423,7 +4425,6 @@ void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)
setupHWLights(NULL);
}
- bool occlude = sUseOcclusion > 1;
U32 cur_type = 0;
pool_set_t::iterator iter1 = mPools.begin();
@@ -4445,6 +4446,7 @@ void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)
doOcclusion(camera);
}
+
pool_set_t::iterator iter2 = iter1;
if (hasRenderType(poolp->getType()) && poolp->getNumPasses() > 0)
{
@@ -4492,12 +4494,13 @@ void LLPipeline::renderGeom(LLCamera& camera, bool forceVBOUpdate)
}
iter1 = iter2;
stop_glerror();
+
}
LLAppViewer::instance()->pingMainloopTimeout("Pipeline:RenderDrawPoolsEnd");
LLVertexBuffer::unbind();
-
+#endif
gGLLastMatrix = NULL;
gGL.loadMatrix(gGLModelView);
@@ -9376,7 +9379,11 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
glh::matrix4f saved_projection = get_current_projection();
glh::matrix4f mat;
+#if 1 // relies on forward rendering, which is deprecated -- TODO - make a deferred implementation of transparent/reflective water
S32 reflection_detail = RenderReflectionDetail;
+#else
+ S32 reflection_detail = WATER_REFLECT_NONE_WATER_TRANSPARENT;
+#endif
F32 water_height = gAgent.getRegion()->getWaterHeight();
F32 camera_height = camera_in.getOrigin().mV[VZ];
@@ -9602,12 +9609,15 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
mWaterDis.clear();
gGL.setColorMask(true, false);
+#if 0 // DEPRECATED - requires forward rendering, TODO - make a deferred implementation
if (reflection_detail >= WATER_REFLECT_NONE_WATER_TRANSPARENT)
{
updateCull(camera, mRefractedObjects, &plane);
stateSort(camera, mRefractedObjects);
renderGeom(camera);
}
+#endif
+
gUIProgram.bind();