/** * @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); }