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path: root/indra/newview/lldrawpoolsimple.cpp
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Diffstat (limited to 'indra/newview/lldrawpoolsimple.cpp')
-rw-r--r--indra/newview/lldrawpoolsimple.cpp97
1 files changed, 45 insertions, 52 deletions
diff --git a/indra/newview/lldrawpoolsimple.cpp b/indra/newview/lldrawpoolsimple.cpp
index 57aa1c73f0..3a659e0efc 100644
--- a/indra/newview/lldrawpoolsimple.cpp
+++ b/indra/newview/lldrawpoolsimple.cpp
@@ -99,12 +99,12 @@ void LLDrawPoolGlow::render(LLGLSLShader* shader)
//first pass -- static objects
setup_glow_shader(shader);
- pushBatches(LLRenderPass::PASS_GLOW, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushBatches(LLRenderPass::PASS_GLOW, true, true);
// second pass -- rigged objects
shader = shader->mRiggedVariant;
setup_glow_shader(shader);
- pushRiggedBatches(LLRenderPass::PASS_GLOW_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushRiggedBatches(LLRenderPass::PASS_GLOW_RIGGED, true, true);
gGL.setColorMask(true, false);
gGL.setSceneBlendType(LLRender::BT_ALPHA);
@@ -161,21 +161,19 @@ void LLDrawPoolSimple::render(S32 pass)
gPipeline.enableLightsDynamic();
- U32 mask = getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX;
-
// first pass -- static objects
{
setup_simple_shader(shader);
- pushBatches(LLRenderPass::PASS_SIMPLE, mask, TRUE, TRUE);
+ pushBatches(LLRenderPass::PASS_SIMPLE, true, true);
if (LLPipeline::sRenderDeferred)
{ //if deferred rendering is enabled, bump faces aren't registered as simple
//render bump faces here as simple so bump faces will appear under water
- pushBatches(LLRenderPass::PASS_BUMP, mask, TRUE, TRUE);
- pushBatches(LLRenderPass::PASS_MATERIAL, mask, TRUE, TRUE);
- pushBatches(LLRenderPass::PASS_SPECMAP, mask, TRUE, TRUE);
- pushBatches(LLRenderPass::PASS_NORMMAP, mask, TRUE, TRUE);
- pushBatches(LLRenderPass::PASS_NORMSPEC, mask, TRUE, TRUE);
+ pushBatches(LLRenderPass::PASS_BUMP, true, true);
+ pushBatches(LLRenderPass::PASS_MATERIAL, true, true);
+ pushBatches(LLRenderPass::PASS_SPECMAP, true, true);
+ pushBatches(LLRenderPass::PASS_NORMMAP, true, true);
+ pushBatches(LLRenderPass::PASS_NORMSPEC, true, true);
}
}
@@ -183,16 +181,16 @@ void LLDrawPoolSimple::render(S32 pass)
{
shader = shader->mRiggedVariant;
setup_simple_shader(shader);
- pushRiggedBatches(LLRenderPass::PASS_SIMPLE_RIGGED, mask, TRUE, TRUE);
+ pushRiggedBatches(LLRenderPass::PASS_SIMPLE_RIGGED, true, true);
if (LLPipeline::sRenderDeferred)
{ //if deferred rendering is enabled, bump faces aren't registered as simple
//render bump faces here as simple so bump faces will appear under water
- pushRiggedBatches(LLRenderPass::PASS_BUMP_RIGGED, mask, TRUE, TRUE);
- pushRiggedBatches(LLRenderPass::PASS_MATERIAL_RIGGED, mask, TRUE, TRUE);
- pushRiggedBatches(LLRenderPass::PASS_SPECMAP_RIGGED, mask, TRUE, TRUE);
- pushRiggedBatches(LLRenderPass::PASS_NORMMAP_RIGGED, mask, TRUE, TRUE);
- pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_RIGGED, mask, TRUE, TRUE);
+ pushRiggedBatches(LLRenderPass::PASS_BUMP_RIGGED, true, true);
+ pushRiggedBatches(LLRenderPass::PASS_MATERIAL_RIGGED, true, true);
+ pushRiggedBatches(LLRenderPass::PASS_SPECMAP_RIGGED, true, true);
+ pushRiggedBatches(LLRenderPass::PASS_NORMMAP_RIGGED, true, true);
+ pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_RIGGED, true, true);
}
}
}
@@ -228,19 +226,19 @@ void LLDrawPoolAlphaMask::render(S32 pass)
// render static
setup_simple_shader(shader);
- pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushMaskBatches(LLRenderPass::PASS_SPECMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushMaskBatches(LLRenderPass::PASS_NORMMAP_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, true, true);
+ pushMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK, true, true);
+ pushMaskBatches(LLRenderPass::PASS_SPECMAP_MASK, true, true);
+ pushMaskBatches(LLRenderPass::PASS_NORMMAP_MASK, true, true);
+ pushMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK, true, true);
// render rigged
setup_simple_shader(shader->mRiggedVariant);
- pushRiggedMaskBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushRiggedMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushRiggedMaskBatches(LLRenderPass::PASS_SPECMAP_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushRiggedMaskBatches(LLRenderPass::PASS_NORMMAP_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
- pushRiggedMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushRiggedMaskBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, true, true);
+ pushRiggedMaskBatches(LLRenderPass::PASS_MATERIAL_ALPHA_MASK_RIGGED, true, true);
+ pushRiggedMaskBatches(LLRenderPass::PASS_SPECMAP_MASK_RIGGED, true, true);
+ pushRiggedMaskBatches(LLRenderPass::PASS_NORMMAP_MASK_RIGGED, true, true);
+ pushRiggedMaskBatches(LLRenderPass::PASS_NORMSPEC_MASK_RIGGED, true, true);
}
LLDrawPoolFullbrightAlphaMask::LLDrawPoolFullbrightAlphaMask() :
@@ -269,11 +267,11 @@ void LLDrawPoolFullbrightAlphaMask::render(S32 pass)
// render static
setup_fullbright_shader(shader);
- pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true);
// render rigged
setup_fullbright_shader(shader->mRiggedVariant);
- pushRiggedMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushRiggedMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, true, true);
}
//===============================
@@ -293,11 +291,11 @@ void LLDrawPoolSimple::renderDeferred(S32 pass)
//render static
setup_simple_shader(&gDeferredDiffuseProgram);
- pushBatches(LLRenderPass::PASS_SIMPLE, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushBatches(LLRenderPass::PASS_SIMPLE, true, true);
//render rigged
setup_simple_shader(gDeferredDiffuseProgram.mRiggedVariant);
- pushRiggedBatches(LLRenderPass::PASS_SIMPLE_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushRiggedBatches(LLRenderPass::PASS_SIMPLE_RIGGED, true, true);
}
static LLTrace::BlockTimerStatHandle FTM_RENDER_ALPHA_MASK_DEFERRED("Deferred Alpha Mask");
@@ -310,11 +308,11 @@ void LLDrawPoolAlphaMask::renderDeferred(S32 pass)
//render static
setup_simple_shader(shader);
- pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushMaskBatches(LLRenderPass::PASS_ALPHA_MASK, true, true);
//render rigged
setup_simple_shader(shader->mRiggedVariant);
- pushRiggedMaskBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, getVertexDataMask() | LLVertexBuffer::MAP_TEXTURE_INDEX, TRUE, TRUE);
+ pushRiggedMaskBatches(LLRenderPass::PASS_ALPHA_MASK_RIGGED, true, true);
}
// grass drawpool
@@ -453,15 +451,14 @@ void LLDrawPoolFullbright::renderPostDeferred(S32 pass)
}
gGL.setSceneBlendType(LLRender::BT_ALPHA);
- U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
// render static
setup_fullbright_shader(shader);
- pushBatches(LLRenderPass::PASS_FULLBRIGHT, fullbright_mask, TRUE, TRUE);
+ pushBatches(LLRenderPass::PASS_FULLBRIGHT, true, true);
// render rigged
setup_fullbright_shader(shader->mRiggedVariant);
- pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_RIGGED, fullbright_mask, TRUE, TRUE);
+ pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_RIGGED, true, true);
}
void LLDrawPoolFullbright::render(S32 pass)
@@ -480,24 +477,21 @@ void LLDrawPoolFullbright::render(S32 pass)
shader = &gObjectFullbrightProgram;
}
-
- U32 mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
-
// render static
setup_fullbright_shader(shader);
- pushBatches(LLRenderPass::PASS_FULLBRIGHT, mask, TRUE, TRUE);
- pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, mask, TRUE, TRUE);
- pushBatches(LLRenderPass::PASS_SPECMAP_EMISSIVE, mask, TRUE, TRUE);
- pushBatches(LLRenderPass::PASS_NORMMAP_EMISSIVE, mask, TRUE, TRUE);
- pushBatches(LLRenderPass::PASS_NORMSPEC_EMISSIVE, mask, TRUE, TRUE);
+ pushBatches(LLRenderPass::PASS_FULLBRIGHT, true, true);
+ pushBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE, true, true);
+ pushBatches(LLRenderPass::PASS_SPECMAP_EMISSIVE, true, true);
+ pushBatches(LLRenderPass::PASS_NORMMAP_EMISSIVE, true, true);
+ pushBatches(LLRenderPass::PASS_NORMSPEC_EMISSIVE, true, true);
// render rigged
setup_fullbright_shader(shader->mRiggedVariant);
- pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_RIGGED, mask, TRUE, TRUE);
- pushRiggedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED, mask, TRUE, TRUE);
- pushRiggedBatches(LLRenderPass::PASS_SPECMAP_EMISSIVE_RIGGED, mask, TRUE, TRUE);
- pushRiggedBatches(LLRenderPass::PASS_NORMMAP_EMISSIVE_RIGGED, mask, TRUE, TRUE);
- pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_EMISSIVE_RIGGED, mask, TRUE, TRUE);
+ pushRiggedBatches(LLRenderPass::PASS_FULLBRIGHT_RIGGED, true, true);
+ pushRiggedBatches(LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE_RIGGED, true, true);
+ pushRiggedBatches(LLRenderPass::PASS_SPECMAP_EMISSIVE_RIGGED, true, true);
+ pushRiggedBatches(LLRenderPass::PASS_NORMMAP_EMISSIVE_RIGGED, true, true);
+ pushRiggedBatches(LLRenderPass::PASS_NORMSPEC_EMISSIVE_RIGGED, true, true);
}
S32 LLDrawPoolFullbright::getNumPasses()
@@ -531,14 +525,13 @@ void LLDrawPoolFullbrightAlphaMask::renderPostDeferred(S32 pass)
}
LLGLDisable blend(GL_BLEND);
- U32 fullbright_mask = LLVertexBuffer::MAP_VERTEX | LLVertexBuffer::MAP_TEXCOORD0 | LLVertexBuffer::MAP_COLOR | LLVertexBuffer::MAP_TEXTURE_INDEX;
-
+
// render static
setup_fullbright_shader(shader);
- pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, fullbright_mask, TRUE, TRUE);
+ pushMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK, true, true);
// render rigged
setup_fullbright_shader(shader->mRiggedVariant);
- pushRiggedMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, fullbright_mask, TRUE, TRUE);
+ pushRiggedMaskBatches(LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK_RIGGED, true, true);
}