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path: root/indra/newview/lldrawpoolbump.cpp
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Diffstat (limited to 'indra/newview/lldrawpoolbump.cpp')
-rw-r--r--indra/newview/lldrawpoolbump.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/indra/newview/lldrawpoolbump.cpp b/indra/newview/lldrawpoolbump.cpp
index 56dc61c1a3..11391ee6fb 100644
--- a/indra/newview/lldrawpoolbump.cpp
+++ b/indra/newview/lldrawpoolbump.cpp
@@ -53,7 +53,7 @@
#include "llviewerimagelist.h"
#include "pipeline.h"
#include "llspatialpartition.h"
-#include "llglslshader.h"
+#include "llviewershadermgr.h"
//#include "llimagebmp.h"
//#include "../tools/imdebug/imdebug.h"
@@ -177,7 +177,7 @@ LLDrawPoolBump::LLDrawPoolBump()
void LLDrawPoolBump::prerender()
{
- mVertexShaderLevel = LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_OBJECT);
+ mVertexShaderLevel = LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT);
}
// static
@@ -333,7 +333,7 @@ void LLDrawPoolBump::beginShiny(bool invisible)
LLCubeMap* cube_map = gSky.mVOSkyp ? gSky.mVOSkyp->getCubeMap() : NULL;
if( cube_map )
{
- if (!invisible && LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_OBJECT) > 0 )
+ if (!invisible && LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0 )
{
LLMatrix4 mat;
mat.initRows(LLVector4(gGLModelView+0),
@@ -343,23 +343,23 @@ void LLDrawPoolBump::beginShiny(bool invisible)
shader->bind();
LLVector3 vec = LLVector3(gShinyOrigin) * mat;
LLVector4 vec4(vec, gShinyOrigin.mV[3]);
- shader->uniform4fv(LLShaderMgr::SHINY_ORIGIN, 1, vec4.mV);
+ shader->uniform4fv(LLViewerShaderMgr::SHINY_ORIGIN, 1, vec4.mV);
if (mVertexShaderLevel > 1)
{
cube_map->setMatrix(1);
// Make sure that texture coord generation happens for tex unit 1, as that's the one we use for
// the cube map in the one pass shiny shaders
- cube_channel = shader->enableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB);
+ cube_channel = shader->enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB);
cube_map->enableTexture(cube_channel);
cube_map->enableTextureCoords(1);
- diffuse_channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
+ diffuse_channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
}
else
{
cube_channel = 0;
diffuse_channel = -1;
cube_map->setMatrix(0);
- cube_map->enable(shader->enableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB));
+ cube_map->enable(shader->enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB));
}
cube_map->bind();
}
@@ -423,13 +423,13 @@ void LLDrawPoolBump::endShiny(bool invisible)
if (!invisible && mVertexShaderLevel > 1)
{
- shader->disableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB);
+ shader->disableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB);
- if (LLShaderMgr::getVertexShaderLevel(LLShaderMgr::SHADER_OBJECT) > 0)
+ if (LLViewerShaderMgr::instance()->getVertexShaderLevel(LLViewerShaderMgr::SHADER_OBJECT) > 0)
{
if (diffuse_channel != 0)
{
- shader->disableTexture(LLShaderMgr::DIFFUSE_MAP);
+ shader->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
}
}
@@ -483,15 +483,15 @@ void LLDrawPoolBump::beginFullbrightShiny()
shader->bind();
LLVector3 vec = LLVector3(gShinyOrigin) * mat;
LLVector4 vec4(vec, gShinyOrigin.mV[3]);
- shader->uniform4fv(LLShaderMgr::SHINY_ORIGIN, 1, vec4.mV);
+ shader->uniform4fv(LLViewerShaderMgr::SHINY_ORIGIN, 1, vec4.mV);
cube_map->setMatrix(1);
// Make sure that texture coord generation happens for tex unit 1, as that's the one we use for
// the cube map in the one pass shiny shaders
- cube_channel = shader->enableTexture(LLShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB);
+ cube_channel = shader->enableTexture(LLViewerShaderMgr::ENVIRONMENT_MAP, GL_TEXTURE_CUBE_MAP_ARB);
cube_map->enableTexture(cube_channel);
cube_map->enableTextureCoords(1);
- diffuse_channel = shader->enableTexture(LLShaderMgr::DIFFUSE_MAP);
+ diffuse_channel = shader->enableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
cube_map->bind();
}
@@ -531,7 +531,7 @@ void LLDrawPoolBump::endFullbrightShiny()
if (diffuse_channel != 0)
{
- shader->disableTexture(LLShaderMgr::DIFFUSE_MAP);
+ shader->disableTexture(LLViewerShaderMgr::DIFFUSE_MAP);
}
gGL.getTexUnit(0)->activate();
glEnable(GL_TEXTURE_2D);
@@ -556,7 +556,7 @@ void LLDrawPoolBump::renderGroup(LLSpatialGroup* group, U32 type, U32 mask, BOOL
for (LLSpatialGroup::drawmap_elem_t::iterator k = draw_info.begin(); k != draw_info.end(); ++k)
{
LLDrawInfo& params = **k;
-
+
applyModelMatrix(params);
params.mVertexBuffer->setBuffer(mask);