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path: root/indra/newview/llgltfmaterialpreviewmgr.cpp
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Diffstat (limited to 'indra/newview/llgltfmaterialpreviewmgr.cpp')
-rw-r--r--indra/newview/llgltfmaterialpreviewmgr.cpp34
1 files changed, 17 insertions, 17 deletions
diff --git a/indra/newview/llgltfmaterialpreviewmgr.cpp b/indra/newview/llgltfmaterialpreviewmgr.cpp
index 730a625879..da1f1a466f 100644
--- a/indra/newview/llgltfmaterialpreviewmgr.cpp
+++ b/indra/newview/llgltfmaterialpreviewmgr.cpp
@@ -118,7 +118,7 @@ namespace
}
else
{
- img = LLViewerTextureManager::getFetchedTexture(id, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE);
+ img = LLViewerTextureManager::getFetchedTexture(id, FTT_DEFAULT, true, LLGLTexture::BOOST_NONE, LLViewerTexture::LOD_TEXTURE);
}
}
if (img)
@@ -185,7 +185,7 @@ namespace
}; // namespace
LLGLTFPreviewTexture::LLGLTFPreviewTexture(LLPointer<LLFetchedGLTFMaterial> material, S32 width)
- : LLViewerDynamicTexture(width, width, 4, EOrder::ORDER_MIDDLE, FALSE)
+ : LLViewerDynamicTexture(width, width, 4, EOrder::ORDER_MIDDLE, false)
, mGLTFMaterial(material)
{
}
@@ -193,10 +193,10 @@ LLGLTFPreviewTexture::LLGLTFPreviewTexture(LLPointer<LLFetchedGLTFMaterial> mate
// static
LLPointer<LLGLTFPreviewTexture> LLGLTFPreviewTexture::create(LLPointer<LLFetchedGLTFMaterial> material)
{
- return new LLGLTFPreviewTexture(material, LLPipeline::MAX_BAKE_WIDTH);
+ return new LLGLTFPreviewTexture(material, LLPipeline::MAX_PREVIEW_WIDTH);
}
-BOOL LLGLTFPreviewTexture::needsRender()
+bool LLGLTFPreviewTexture::needsRender()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
@@ -211,7 +211,7 @@ BOOL LLGLTFPreviewTexture::needsRender()
return false;
}
-void LLGLTFPreviewTexture::preRender(BOOL clear_depth)
+void LLGLTFPreviewTexture::preRender(bool clear_depth)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
@@ -393,7 +393,7 @@ void fixup_shader_constants(LLGLSLShader& shader)
const S32 channel = shader.getTextureChannel(LLShaderMgr::DEFERRED_SHADOW0+i);
if (channel != -1)
{
- gGL.getTexUnit(channel)->bind(LLViewerFetchedTexture::sWhiteImagep, TRUE);
+ gGL.getTexUnit(channel)->bind(LLViewerFetchedTexture::sWhiteImagep, true);
}
}
}
@@ -419,11 +419,11 @@ struct SetTemporarily
}; // namespace
-BOOL LLGLTFPreviewTexture::render()
+bool LLGLTFPreviewTexture::render()
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;
- if (!mShouldRender) { return FALSE; }
+ if (!mShouldRender) { return false; }
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -434,7 +434,7 @@ BOOL LLGLTFPreviewTexture::render()
SetTemporarily<bool> no_dof(&LLPipeline::RenderDepthOfField, false);
SetTemporarily<bool> no_glow(&LLPipeline::sRenderGlow, false);
SetTemporarily<bool> no_ssr(&LLPipeline::RenderScreenSpaceReflections, false);
- SetTemporarily<U32> no_fxaa(&LLPipeline::RenderFSAASamples, U32(0));
+ SetTemporarily<U32> no_aa(&LLPipeline::RenderFSAAType, U32(0));
SetTemporarily<LLPipeline::RenderTargetPack*> use_auxiliary_render_target(&gPipeline.mRT, &gPipeline.mAuxillaryRT);
LLVector3 light_dir3(1.0f, 1.0f, 1.0f);
@@ -462,19 +462,19 @@ BOOL LLGLTFPreviewTexture::render()
// Set up camera and viewport
const LLVector3 origin(0.0, 0.0, 0.0);
camera.lookAt(origin, object_position);
- camera.setAspect(mFullHeight / mFullWidth);
+ camera.setAspect((F32)(mFullHeight / mFullWidth));
const LLRect texture_rect(0, mFullHeight, mFullWidth, 0);
- camera.setPerspective(NOT_FOR_SELECTION, texture_rect.mLeft, texture_rect.mBottom, texture_rect.getWidth(), texture_rect.getHeight(), FALSE, camera.getNear(), MAX_FAR_CLIP*2.f);
+ camera.setPerspective(NOT_FOR_SELECTION, texture_rect.mLeft, texture_rect.mBottom, texture_rect.getWidth(), texture_rect.getHeight(), false, camera.getNear(), MAX_FAR_CLIP*2.f);
// Generate sphere object on-the-fly. Discard afterwards. (Vertex buffer is
// discarded, but the sphere should be cached in LLVolumeMgr.)
PreviewSphere& preview_sphere = get_preview_sphere(mGLTFMaterial, object_transform);
gPipeline.setupHWLights();
- glh::matrix4f mat = copy_matrix(gGLModelView);
- glh::vec4f transformed_light_dir(light_dir.mV);
- mat.mult_matrix_vec(transformed_light_dir);
- SetTemporarily<LLVector4> force_sun_direction_high_graphics(&gPipeline.mTransformedSunDir, LLVector4(transformed_light_dir.v));
+ glm::mat4 mat = get_current_modelview();
+ glm::vec4 transformed_light_dir(light_dir);
+ transformed_light_dir = mat * transformed_light_dir;
+ SetTemporarily<LLVector4> force_sun_direction_high_graphics(&gPipeline.mTransformedSunDir, LLVector4(transformed_light_dir));
// Override lights to ensure the sun is always shining from a certain direction (low graphics)
// See also force_sun_direction_high_graphics and fixup_shader_constants
{
@@ -554,10 +554,10 @@ BOOL LLGLTFPreviewTexture::render()
gPipeline.mReflectionMapManager.forceDefaultProbeAndUpdateUniforms(false);
gSavedSettings.set<S32>("RenderLocalLightCount", old_local_light_count);
- return TRUE;
+ return true;
}
-void LLGLTFPreviewTexture::postRender(BOOL success)
+void LLGLTFPreviewTexture::postRender(bool success)
{
LL_PROFILE_ZONE_SCOPED_CATEGORY_UI;