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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);
}
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