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authorJacek Antonelli2008-09-06 18:24:57 -0500
committerJacek Antonelli2008-09-06 18:25:07 -0500
commit798d367d54a6c6379ad355bd8345fa40e31e7fe9 (patch)
tree1921f1708cd0240648c97bc02df2c2ab5f2fc41e /linden/indra/llrender/llglslshader.h
parentSecond Life viewer sources 1.20.15 (diff)
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Second Life viewer sources 1.21.0-RC
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1/**
2 * @file llglslshader.h
3 * @brief GLSL shader wrappers
4 *
5 * $LicenseInfo:firstyear=2001&license=viewergpl$
6 *
7 * Copyright (c) 2001-2008, Linden Research, Inc.
8 *
9 * Second Life Viewer Source Code
10 * The source code in this file ("Source Code") is provided by Linden Lab
11 * to you under the terms of the GNU General Public License, version 2.0
12 * ("GPL"), unless you have obtained a separate licensing agreement
13 * ("Other License"), formally executed by you and Linden Lab. Terms of
14 * the GPL can be found in doc/GPL-license.txt in this distribution, or
15 * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
16 *
17 * There are special exceptions to the terms and conditions of the GPL as
18 * it is applied to this Source Code. View the full text of the exception
19 * in the file doc/FLOSS-exception.txt in this software distribution, or
20 * online at http://secondlifegrid.net/programs/open_source/licensing/flossexception
21 *
22 * By copying, modifying or distributing this software, you acknowledge
23 * that you have read and understood your obligations described above,
24 * and agree to abide by those obligations.
25 *
26 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
27 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
28 * COMPLETENESS OR PERFORMANCE.
29 * $/LicenseInfo$
30 */
31
32#ifndef LL_LLGLSLSHADER_H
33#define LL_LLGLSLSHADER_H
34
35#include "llgl.h"
36
37class LLShaderFeatures
38{
39public:
40 bool calculatesLighting;
41 bool calculatesAtmospherics;
42 bool hasLighting; // implies no transport (it's possible to have neither though)
43 bool isShiny;
44 bool isFullbright; // implies no lighting
45 bool isSpecular;
46 bool hasWaterFog; // implies no gamma
47 bool hasTransport; // implies no lighting (it's possible to have neither though)
48 bool hasSkinning;
49 bool hasAtmospherics;
50 bool hasGamma;
51
52 // char numLights;
53
54 LLShaderFeatures();
55};
56
57class LLGLSLShader
58{
59public:
60
61 enum
62 {
63 SG_DEFAULT = 0,
64 SG_SKY,
65 SG_WATER
66 };
67
68 LLGLSLShader();
69
70 void unload();
71 BOOL createShader(std::vector<std::string> * attributes,
72 std::vector<std::string> * uniforms);
73 BOOL attachObject(std::string object);
74 void attachObject(GLhandleARB object);
75 void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
76 BOOL mapAttributes(const std::vector<std::string> * attributes);
77 BOOL mapUniforms(const std::vector<std::string> * uniforms);
78 void mapUniform(GLint index, const std::vector<std::string> * uniforms);
79 void uniform1f(U32 index, GLfloat v);
80 void uniform2f(U32 index, GLfloat x, GLfloat y);
81 void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z);
82 void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
83 void uniform1fv(U32 index, U32 count, const GLfloat* v);
84 void uniform2fv(U32 index, U32 count, const GLfloat* v);
85 void uniform3fv(U32 index, U32 count, const GLfloat* v);
86 void uniform4fv(U32 index, U32 count, const GLfloat* v);
87 void uniform1f(const std::string& uniform, GLfloat v);
88 void uniform2f(const std::string& uniform, GLfloat x, GLfloat y);
89 void uniform3f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z);
90 void uniform4f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
91 void uniform1fv(const std::string& uniform, U32 count, const GLfloat* v);
92 void uniform2fv(const std::string& uniform, U32 count, const GLfloat* v);
93 void uniform3fv(const std::string& uniform, U32 count, const GLfloat* v);
94 void uniform4fv(const std::string& uniform, U32 count, const GLfloat* v);
95 void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
96 void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
97 void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
98 void uniformMatrix2fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
99 void uniformMatrix3fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
100 void uniformMatrix4fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
101
102 void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
103 void vertexAttrib4fv(U32 index, GLfloat* v);
104
105 GLint getUniformLocation(const std::string& uniform);
106
107 GLint mapUniformTextureChannel(GLint location, GLenum type);
108
109
110 //enable/disable texture channel for specified uniform
111 //if given texture uniform is active in the shader,
112 //the corresponding channel will be active upon return
113 //returns channel texture is enabled in from [0-MAX)
114 S32 enableTexture(S32 uniform, S32 mode = GL_TEXTURE_2D);
115 S32 disableTexture(S32 uniform, S32 mode = GL_TEXTURE_2D);
116
117 BOOL link(BOOL suppress_errors = FALSE);
118 void bind();
119 void unbind();
120
121 // Unbinds any previously bound shader by explicitly binding no shader.
122 static void bindNoShader(void);
123
124 GLhandleARB mProgramObject;
125 std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
126 std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
127 std::map<std::string, GLint> mUniformMap; //lookup map of uniform name to uniform location
128 std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value
129 std::vector<GLint> mTexture;
130 S32 mActiveTextureChannels;
131 S32 mShaderLevel;
132 S32 mShaderGroup;
133 BOOL mUniformsDirty;
134 LLShaderFeatures mFeatures;
135 std::vector< std::pair< std::string, GLenum > > mShaderFiles;
136 std::string mName;
137};
138
139#endif