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