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Diffstat (limited to 'linden/indra/newview/llglslshader.cpp')
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diff --git a/linden/indra/newview/llglslshader.cpp b/linden/indra/newview/llglslshader.cpp deleted file mode 100644 index a9274b5..0000000 --- a/linden/indra/newview/llglslshader.cpp +++ /dev/null | |||
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1 | /** | ||
2 | * @file llglslshader.cpp | ||
3 | * @brief GLSL helper functions and state. | ||
4 | * | ||
5 | * $LicenseInfo:firstyear=2005&license=viewergpl$ | ||
6 | * | ||
7 | * Copyright (c) 2005-2008, 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 | #include "llviewerprecompiledheaders.h" | ||
33 | |||
34 | #include "llfeaturemanager.h" | ||
35 | #include "llglslshader.h" | ||
36 | |||
37 | #include "llfile.h" | ||
38 | #include "llviewerwindow.h" | ||
39 | #include "llviewercontrol.h" | ||
40 | #include "pipeline.h" | ||
41 | #include "llworld.h" | ||
42 | #include "llwlparammanager.h" | ||
43 | #include "llwaterparammanager.h" | ||
44 | #include "llsky.h" | ||
45 | #include "llvosky.h" | ||
46 | #include "llrender.h" | ||
47 | |||
48 | #if LL_DARWIN | ||
49 | #include "OpenGL/OpenGL.h" | ||
50 | #endif | ||
51 | |||
52 | #ifdef LL_RELEASE_FOR_DOWNLOAD | ||
53 | #define UNIFORM_ERRS LL_WARNS_ONCE("Shader") | ||
54 | #else | ||
55 | #define UNIFORM_ERRS LL_ERRS("Shader") | ||
56 | #endif | ||
57 | |||
58 | // Lots of STL stuff in here, using namespace std to keep things more readable | ||
59 | using std::vector; | ||
60 | using std::pair; | ||
61 | using std::make_pair; | ||
62 | using std::string; | ||
63 | |||
64 | LLVector4 gShinyOrigin; | ||
65 | |||
66 | //object shaders | ||
67 | LLGLSLShader gObjectSimpleProgram; | ||
68 | LLGLSLShader gObjectSimpleWaterProgram; | ||
69 | LLGLSLShader gObjectFullbrightProgram; | ||
70 | LLGLSLShader gObjectFullbrightWaterProgram; | ||
71 | |||
72 | LLGLSLShader gObjectFullbrightShinyProgram; | ||
73 | LLGLSLShader gObjectShinyProgram; | ||
74 | LLGLSLShader gObjectShinyWaterProgram; | ||
75 | |||
76 | //environment shaders | ||
77 | LLGLSLShader gTerrainProgram; | ||
78 | LLGLSLShader gTerrainWaterProgram; | ||
79 | LLGLSLShader gWaterProgram; | ||
80 | LLGLSLShader gUnderWaterProgram; | ||
81 | |||
82 | //interface shaders | ||
83 | LLGLSLShader gHighlightProgram; | ||
84 | |||
85 | //avatar skinning utility shader object | ||
86 | GLhandleARB gAvatarSkinVertex; | ||
87 | |||
88 | //avatar shader handles | ||
89 | LLGLSLShader gAvatarProgram; | ||
90 | LLGLSLShader gAvatarWaterProgram; | ||
91 | LLGLSLShader gAvatarEyeballProgram; | ||
92 | LLGLSLShader gAvatarPickProgram; | ||
93 | |||
94 | // WindLight shader handles | ||
95 | LLGLSLShader gWLSkyProgram; | ||
96 | LLGLSLShader gWLCloudProgram; | ||
97 | |||
98 | // Effects Shaders | ||
99 | LLGLSLShader gGlowProgram; | ||
100 | LLGLSLShader gGlowExtractProgram; | ||
101 | LLGLSLShader gPostColorFilterProgram; | ||
102 | LLGLSLShader gPostNightVisionProgram; | ||
103 | |||
104 | // Deferred rendering shaders | ||
105 | LLGLSLShader gDeferredDiffuseProgram; | ||
106 | |||
107 | //current avatar shader parameter pointer | ||
108 | GLint gAvatarMatrixParam; | ||
109 | |||
110 | S32 LLShaderMgr::sVertexShaderLevel[SHADER_COUNT] = { 0 }; | ||
111 | |||
112 | S32 LLShaderMgr::sMaxAvatarShaderLevel = 0; | ||
113 | |||
114 | std::map<string, GLhandleARB> LLShaderMgr::sShaderObjects; | ||
115 | vector<string> LLShaderMgr::sReservedAttribs; | ||
116 | vector<string> LLShaderMgr::sWLUniforms; | ||
117 | vector<string> LLShaderMgr::sTerrainUniforms; | ||
118 | vector<string> LLShaderMgr::sReservedUniforms; | ||
119 | vector<string> LLShaderMgr::sShinyUniforms; | ||
120 | vector<string> LLShaderMgr::sWaterUniforms; | ||
121 | vector<string> LLShaderMgr::sGlowUniforms; | ||
122 | vector<string> LLShaderMgr::sGlowExtractUniforms; | ||
123 | vector<string> LLShaderMgr::sAvatarAttribs; | ||
124 | vector<string> LLShaderMgr::sAvatarUniforms; | ||
125 | //vector< GLhandleARB > LLShaderMgr::sBaseObjects; | ||
126 | |||
127 | /// Make sure WL Sky is the first program | ||
128 | LLGLSLShader * const LLShaderMgr::sShaderList[] = | ||
129 | { | ||
130 | &gWLSkyProgram, | ||
131 | &gWLCloudProgram, | ||
132 | &gAvatarProgram, | ||
133 | &gObjectShinyProgram, | ||
134 | &gWaterProgram, | ||
135 | &gAvatarEyeballProgram, | ||
136 | &gObjectSimpleProgram, | ||
137 | &gObjectFullbrightProgram, | ||
138 | &gObjectFullbrightShinyProgram, | ||
139 | &gTerrainProgram, | ||
140 | &gTerrainWaterProgram, | ||
141 | &gObjectSimpleWaterProgram, | ||
142 | &gObjectFullbrightWaterProgram, | ||
143 | &gAvatarWaterProgram, | ||
144 | &gObjectShinyWaterProgram, | ||
145 | &gUnderWaterProgram, | ||
146 | }; | ||
147 | const size_t LLShaderMgr::sNumShaders = sizeof(sShaderList) / sizeof(sShaderList[0]); | ||
148 | |||
149 | |||
150 | BOOL shouldChange(const LLVector4& v1, const LLVector4& v2) | ||
151 | { | ||
152 | /*F32 dot = v1.mV[0] * v2.mV[0] + | ||
153 | v1.mV[1] * v2.mV[1] + | ||
154 | v1.mV[2] * v2.mV[2] + | ||
155 | v1.mV[3] * v2.mV[3]; | ||
156 | |||
157 | F32 mag = v1.mV[0] * v1.mV[0] + | ||
158 | v1.mV[1] * v1.mV[1] + | ||
159 | v1.mV[2] * v1.mV[2] + | ||
160 | v1.mV[3] * v1.mV[3]; | ||
161 | |||
162 | F32 val = (dot/mag); | ||
163 | |||
164 | if (val > 2.0f || val < 0.1f) | ||
165 | { | ||
166 | return TRUE; | ||
167 | } | ||
168 | |||
169 | return FALSE;*/ | ||
170 | |||
171 | return v1 != v2; | ||
172 | } | ||
173 | |||
174 | LLShaderFeatures::LLShaderFeatures() | ||
175 | : calculatesLighting(false), isShiny(false), isFullbright(false), hasWaterFog(false), | ||
176 | hasTransport(false), hasSkinning(false), hasAtmospherics(false), isSpecular(false), | ||
177 | hasGamma(false), hasLighting(false), calculatesAtmospherics(false) | ||
178 | { | ||
179 | } | ||
180 | |||
181 | void LLShaderMgr::initAttribsAndUniforms(void) | ||
182 | { | ||
183 | if (sReservedAttribs.empty()) | ||
184 | { | ||
185 | sReservedAttribs.push_back("materialColor"); | ||
186 | sReservedAttribs.push_back("specularColor"); | ||
187 | sReservedAttribs.push_back("binormal"); | ||
188 | |||
189 | sAvatarAttribs.reserve(5); | ||
190 | sAvatarAttribs.push_back("weight"); | ||
191 | sAvatarAttribs.push_back("clothing"); | ||
192 | sAvatarAttribs.push_back("gWindDir"); | ||
193 | sAvatarAttribs.push_back("gSinWaveParams"); | ||
194 | sAvatarAttribs.push_back("gGravity"); | ||
195 | |||
196 | sAvatarUniforms.push_back("matrixPalette"); | ||
197 | |||
198 | sReservedUniforms.reserve(24); | ||
199 | sReservedUniforms.push_back("diffuseMap"); | ||
200 | sReservedUniforms.push_back("specularMap"); | ||
201 | sReservedUniforms.push_back("bumpMap"); | ||
202 | sReservedUniforms.push_back("environmentMap"); | ||
203 | sReservedUniforms.push_back("cloude_noise_texture"); | ||
204 | sReservedUniforms.push_back("fullbright"); | ||
205 | sReservedUniforms.push_back("lightnorm"); | ||
206 | sReservedUniforms.push_back("sunlight_color"); | ||
207 | sReservedUniforms.push_back("ambient"); | ||
208 | sReservedUniforms.push_back("blue_horizon"); | ||
209 | sReservedUniforms.push_back("blue_density"); | ||
210 | sReservedUniforms.push_back("haze_horizon"); | ||
211 | sReservedUniforms.push_back("haze_density"); | ||
212 | sReservedUniforms.push_back("cloud_shadow"); | ||
213 | sReservedUniforms.push_back("density_multiplier"); | ||
214 | sReservedUniforms.push_back("distance_multiplier"); | ||
215 | sReservedUniforms.push_back("max_y"); | ||
216 | sReservedUniforms.push_back("glow"); | ||
217 | sReservedUniforms.push_back("cloud_color"); | ||
218 | sReservedUniforms.push_back("cloud_pos_density1"); | ||
219 | sReservedUniforms.push_back("cloud_pos_density2"); | ||
220 | sReservedUniforms.push_back("cloud_scale"); | ||
221 | sReservedUniforms.push_back("gamma"); | ||
222 | sReservedUniforms.push_back("scene_light_strength"); | ||
223 | |||
224 | sWLUniforms.push_back("camPosLocal"); | ||
225 | |||
226 | sTerrainUniforms.reserve(5); | ||
227 | sTerrainUniforms.push_back("detail_0"); | ||
228 | sTerrainUniforms.push_back("detail_1"); | ||
229 | sTerrainUniforms.push_back("detail_2"); | ||
230 | sTerrainUniforms.push_back("detail_3"); | ||
231 | sTerrainUniforms.push_back("alpha_ramp"); | ||
232 | |||
233 | sGlowUniforms.push_back("glowDelta"); | ||
234 | sGlowUniforms.push_back("glowStrength"); | ||
235 | |||
236 | sGlowExtractUniforms.push_back("minLuminance"); | ||
237 | sGlowExtractUniforms.push_back("maxExtractAlpha"); | ||
238 | sGlowExtractUniforms.push_back("lumWeights"); | ||
239 | sGlowExtractUniforms.push_back("warmthWeights"); | ||
240 | sGlowExtractUniforms.push_back("warmthAmount"); | ||
241 | |||
242 | sShinyUniforms.push_back("origin"); | ||
243 | |||
244 | sWaterUniforms.reserve(12); | ||
245 | sWaterUniforms.push_back("screenTex"); | ||
246 | sWaterUniforms.push_back("screenDepth"); | ||
247 | sWaterUniforms.push_back("refTex"); | ||
248 | sWaterUniforms.push_back("eyeVec"); | ||
249 | sWaterUniforms.push_back("time"); | ||
250 | sWaterUniforms.push_back("d1"); | ||
251 | sWaterUniforms.push_back("d2"); | ||
252 | sWaterUniforms.push_back("lightDir"); | ||
253 | sWaterUniforms.push_back("specular"); | ||
254 | sWaterUniforms.push_back("lightExp"); | ||
255 | sWaterUniforms.push_back("fogCol"); | ||
256 | sWaterUniforms.push_back("kd"); | ||
257 | sWaterUniforms.push_back("refScale"); | ||
258 | sWaterUniforms.push_back("waterHeight"); | ||
259 | } | ||
260 | } | ||
261 | |||
262 | BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) | ||
263 | { | ||
264 | llassert_always(shader != NULL); | ||
265 | LLShaderFeatures *features = & shader->mFeatures; | ||
266 | |||
267 | ////////////////////////////////////// | ||
268 | // Attach Vertex Shader Features First | ||
269 | ////////////////////////////////////// | ||
270 | |||
271 | // NOTE order of shader object attaching is VERY IMPORTANT!!! | ||
272 | if (features->calculatesAtmospherics) | ||
273 | { | ||
274 | if (!shader->attachObject("windlight/atmosphericsVarsV.glsl")) | ||
275 | { | ||
276 | return FALSE; | ||
277 | } | ||
278 | } | ||
279 | |||
280 | if (features->calculatesLighting) | ||
281 | { | ||
282 | if (!shader->attachObject("windlight/atmosphericsHelpersV.glsl")) | ||
283 | { | ||
284 | return FALSE; | ||
285 | } | ||
286 | |||
287 | if (features->isSpecular) | ||
288 | { | ||
289 | if (!shader->attachObject("lighting/lightFuncSpecularV.glsl")) | ||
290 | { | ||
291 | return FALSE; | ||
292 | } | ||
293 | |||
294 | if (!shader->attachObject("lighting/sumLightsSpecularV.glsl")) | ||
295 | { | ||
296 | return FALSE; | ||
297 | } | ||
298 | |||
299 | if (!shader->attachObject("lighting/lightSpecularV.glsl")) | ||
300 | { | ||
301 | return FALSE; | ||
302 | } | ||
303 | } | ||
304 | else | ||
305 | { | ||
306 | if (!shader->attachObject("lighting/lightFuncV.glsl")) | ||
307 | { | ||
308 | return FALSE; | ||
309 | } | ||
310 | |||
311 | if (!shader->attachObject("lighting/sumLightsV.glsl")) | ||
312 | { | ||
313 | return FALSE; | ||
314 | } | ||
315 | |||
316 | if (!shader->attachObject("lighting/lightV.glsl")) | ||
317 | { | ||
318 | return FALSE; | ||
319 | } | ||
320 | } | ||
321 | } | ||
322 | |||
323 | // NOTE order of shader object attaching is VERY IMPORTANT!!! | ||
324 | if (features->calculatesAtmospherics) | ||
325 | { | ||
326 | if (!shader->attachObject("windlight/atmosphericsV.glsl")) | ||
327 | { | ||
328 | return FALSE; | ||
329 | } | ||
330 | } | ||
331 | |||
332 | if (features->hasSkinning) | ||
333 | { | ||
334 | if (!shader->attachObject("avatar/avatarSkinV.glsl")) | ||
335 | { | ||
336 | return FALSE; | ||
337 | } | ||
338 | } | ||
339 | |||
340 | /////////////////////////////////////// | ||
341 | // Attach Fragment Shader Features Next | ||
342 | /////////////////////////////////////// | ||
343 | |||
344 | if(features->calculatesAtmospherics) | ||
345 | { | ||
346 | if (!shader->attachObject("windlight/atmosphericsVarsF.glsl")) | ||
347 | { | ||
348 | return FALSE; | ||
349 | } | ||
350 | } | ||
351 | |||
352 | // NOTE order of shader object attaching is VERY IMPORTANT!!! | ||
353 | if (features->hasGamma) | ||
354 | { | ||
355 | if (!shader->attachObject("windlight/gammaF.glsl")) | ||
356 | { | ||
357 | return FALSE; | ||
358 | } | ||
359 | } | ||
360 | |||
361 | if (features->hasAtmospherics) | ||
362 | { | ||
363 | if (!shader->attachObject("windlight/atmosphericsF.glsl")) | ||
364 | { | ||
365 | return FALSE; | ||
366 | } | ||
367 | } | ||
368 | |||
369 | if (features->hasTransport) | ||
370 | { | ||
371 | if (!shader->attachObject("windlight/transportF.glsl")) | ||
372 | { | ||
373 | return FALSE; | ||
374 | } | ||
375 | |||
376 | // Test hasFullbright and hasShiny and attach fullbright and | ||
377 | // fullbright shiny atmos transport if we split them out. | ||
378 | } | ||
379 | |||
380 | // NOTE order of shader object attaching is VERY IMPORTANT!!! | ||
381 | if (features->hasWaterFog) | ||
382 | { | ||
383 | if (!shader->attachObject("environment/waterFogF.glsl")) | ||
384 | { | ||
385 | return FALSE; | ||
386 | } | ||
387 | } | ||
388 | |||
389 | if (features->hasLighting) | ||
390 | { | ||
391 | |||
392 | if (features->hasWaterFog) | ||
393 | { | ||
394 | if (!shader->attachObject("lighting/lightWaterF.glsl")) | ||
395 | { | ||
396 | return FALSE; | ||
397 | } | ||
398 | } | ||
399 | |||
400 | else | ||
401 | { | ||
402 | if (!shader->attachObject("lighting/lightF.glsl")) | ||
403 | { | ||
404 | return FALSE; | ||
405 | } | ||
406 | } | ||
407 | } | ||
408 | |||
409 | // NOTE order of shader object attaching is VERY IMPORTANT!!! | ||
410 | else if (features->isFullbright) | ||
411 | { | ||
412 | |||
413 | if (features->hasWaterFog) | ||
414 | { | ||
415 | if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl")) | ||
416 | { | ||
417 | return FALSE; | ||
418 | } | ||
419 | } | ||
420 | |||
421 | else if (features->isShiny) | ||
422 | { | ||
423 | if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl")) | ||
424 | { | ||
425 | return FALSE; | ||
426 | } | ||
427 | } | ||
428 | |||
429 | else | ||
430 | { | ||
431 | if (!shader->attachObject("lighting/lightFullbrightF.glsl")) | ||
432 | { | ||
433 | return FALSE; | ||
434 | } | ||
435 | } | ||
436 | } | ||
437 | |||
438 | // NOTE order of shader object attaching is VERY IMPORTANT!!! | ||
439 | else if (features->isShiny) | ||
440 | { | ||
441 | |||
442 | if (features->hasWaterFog) | ||
443 | { | ||
444 | if (!shader->attachObject("lighting/lightShinyWaterF.glsl")) | ||
445 | { | ||
446 | return FALSE; | ||
447 | } | ||
448 | } | ||
449 | |||
450 | else | ||
451 | { | ||
452 | if (!shader->attachObject("lighting/lightShinyF.glsl")) | ||
453 | { | ||
454 | return FALSE; | ||
455 | } | ||
456 | } | ||
457 | } | ||
458 | return TRUE; | ||
459 | } | ||
460 | |||
461 | //============================================================================ | ||
462 | // Set Levels | ||
463 | |||
464 | S32 LLShaderMgr::getVertexShaderLevel(S32 type) | ||
465 | { | ||
466 | return LLPipeline::sDisableShaders ? 0 : sVertexShaderLevel[type]; | ||
467 | } | ||
468 | |||
469 | |||
470 | //============================================================================ | ||
471 | // Load Shader | ||
472 | |||
473 | static LLString get_object_log(GLhandleARB ret) | ||
474 | { | ||
475 | LLString res; | ||
476 | |||
477 | //get log length | ||
478 | GLint length; | ||
479 | glGetObjectParameterivARB(ret, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); | ||
480 | if (length > 0) | ||
481 | { | ||
482 | //the log could be any size, so allocate appropriately | ||
483 | GLcharARB* log = new GLcharARB[length]; | ||
484 | glGetInfoLogARB(ret, length, &length, log); | ||
485 | res = LLString((char *)log); | ||
486 | delete[] log; | ||
487 | } | ||
488 | return res; | ||
489 | } | ||
490 | |||
491 | void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns) | ||
492 | { | ||
493 | LLString log = get_object_log(ret); | ||
494 | if (warns) | ||
495 | { | ||
496 | LL_WARNS("ShaderLoading") << log << LL_ENDL; | ||
497 | } | ||
498 | else | ||
499 | { | ||
500 | LL_DEBUGS("ShaderLoading") << log << LL_ENDL; | ||
501 | } | ||
502 | } | ||
503 | |||
504 | GLhandleARB LLShaderMgr::loadShaderFile(const LLString& filename, S32 & shader_level, GLenum type) | ||
505 | { | ||
506 | GLenum error; | ||
507 | error = glGetError(); | ||
508 | if (error != GL_NO_ERROR) | ||
509 | { | ||
510 | LL_WARNS("ShaderLoading") << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL; | ||
511 | } | ||
512 | |||
513 | LL_DEBUGS("ShaderLoading") << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL; | ||
514 | |||
515 | if (filename.empty()) | ||
516 | { | ||
517 | return 0; | ||
518 | } | ||
519 | |||
520 | |||
521 | //read in from file | ||
522 | LLFILE* file = NULL; | ||
523 | |||
524 | S32 try_gpu_class = shader_level; | ||
525 | S32 gpu_class; | ||
526 | |||
527 | //find the most relevant file | ||
528 | for (gpu_class = try_gpu_class; gpu_class > 0; gpu_class--) | ||
529 | { //search from the current gpu class down to class 1 to find the most relevant shader | ||
530 | std::stringstream fname; | ||
531 | fname << gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/class"); | ||
532 | fname << gpu_class << "/" << filename; | ||
533 | |||
534 | LL_DEBUGS("ShaderLoading") << "Looking in " << fname.str().c_str() << LL_ENDL; | ||
535 | file = LLFile::fopen(fname.str().c_str(), "r"); /* Flawfinder: ignore */ | ||
536 | if (file) | ||
537 | { | ||
538 | LL_INFOS("ShaderLoading") << "Loading file: shaders/class" << gpu_class << "/" << filename << " (Want class " << gpu_class << ")" << LL_ENDL; | ||
539 | break; // done | ||
540 | } | ||
541 | } | ||
542 | |||
543 | if (file == NULL) | ||
544 | { | ||
545 | LL_WARNS("ShaderLoading") << "GLSL Shader file not found: " << filename << LL_ENDL; | ||
546 | return 0; | ||
547 | } | ||
548 | |||
549 | //we can't have any lines longer than 1024 characters | ||
550 | //or any shaders longer than 1024 lines... deal - DaveP | ||
551 | GLcharARB buff[1024]; | ||
552 | GLcharARB* text[1024]; | ||
553 | GLuint count = 0; | ||
554 | |||
555 | |||
556 | //copy file into memory | ||
557 | while(fgets((char *)buff, 1024, file) != NULL && count < (sizeof(buff)/sizeof(buff[0]))) | ||
558 | { | ||
559 | text[count++] = (GLcharARB *)strdup((char *)buff); | ||
560 | } | ||
561 | fclose(file); | ||
562 | |||
563 | //create shader object | ||
564 | GLhandleARB ret = glCreateShaderObjectARB(type); | ||
565 | error = glGetError(); | ||
566 | if (error != GL_NO_ERROR) | ||
567 | { | ||
568 | LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShaderObjectARB: " << error << LL_ENDL; | ||
569 | } | ||
570 | else | ||
571 | { | ||
572 | //load source | ||
573 | glShaderSourceARB(ret, count, (const GLcharARB**) text, NULL); | ||
574 | error = glGetError(); | ||
575 | if (error != GL_NO_ERROR) | ||
576 | { | ||
577 | LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSourceARB: " << error << LL_ENDL; | ||
578 | } | ||
579 | else | ||
580 | { | ||
581 | //compile source | ||
582 | glCompileShaderARB(ret); | ||
583 | error = glGetError(); | ||
584 | if (error != GL_NO_ERROR) | ||
585 | { | ||
586 | LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShaderARB: " << error << LL_ENDL; | ||
587 | } | ||
588 | } | ||
589 | } | ||
590 | //free memory | ||
591 | for (GLuint i = 0; i < count; i++) | ||
592 | { | ||
593 | free(text[i]); | ||
594 | } | ||
595 | if (error == GL_NO_ERROR) | ||
596 | { | ||
597 | //check for errors | ||
598 | GLint success = GL_TRUE; | ||
599 | glGetObjectParameterivARB(ret, GL_OBJECT_COMPILE_STATUS_ARB, &success); | ||
600 | error = glGetError(); | ||
601 | if (error != GL_NO_ERROR || success == GL_FALSE) | ||
602 | { | ||
603 | //an error occured, print log | ||
604 | LL_WARNS("ShaderLoading") << "GLSL Compilation Error: (" << error << ") in " << filename << LL_ENDL; | ||
605 | dumpObjectLog(ret); | ||
606 | ret = 0; | ||
607 | } | ||
608 | } | ||
609 | else | ||
610 | { | ||
611 | ret = 0; | ||
612 | } | ||
613 | stop_glerror(); | ||
614 | |||
615 | //successfully loaded, save results | ||
616 | if (ret) | ||
617 | { | ||
618 | // Add shader file to map | ||
619 | sShaderObjects[filename] = ret; | ||
620 | shader_level = try_gpu_class; | ||
621 | } | ||
622 | else | ||
623 | { | ||
624 | if (shader_level > 1) | ||
625 | { | ||
626 | shader_level--; | ||
627 | return loadShaderFile(filename,shader_level,type); | ||
628 | } | ||
629 | LL_WARNS("ShaderLoading") << "Failed to load " << filename << LL_ENDL; | ||
630 | } | ||
631 | return ret; | ||
632 | } | ||
633 | |||
634 | BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors) | ||
635 | { | ||
636 | //check for errors | ||
637 | glLinkProgramARB(obj); | ||
638 | GLint success = GL_TRUE; | ||
639 | glGetObjectParameterivARB(obj, GL_OBJECT_LINK_STATUS_ARB, &success); | ||
640 | if (!suppress_errors && success == GL_FALSE) | ||
641 | { | ||
642 | //an error occured, print log | ||
643 | LL_WARNS("ShaderLoading") << "GLSL Linker Error:" << LL_ENDL; | ||
644 | } | ||
645 | |||
646 | // NOTE: Removing LL_DARWIN block as it doesn't seem to actually give the correct answer, | ||
647 | // but want it for reference once I move it. | ||
648 | #if 0 | ||
649 | // Force an evaluation of the gl state so the driver can tell if the shader will run in hardware or software | ||
650 | // per Apple's suggestion | ||
651 | glBegin(gGL.mMode); | ||
652 | glEnd(); | ||
653 | |||
654 | // Query whether the shader can or cannot run in hardware | ||
655 | // http://developer.apple.com/qa/qa2007/qa1502.html | ||
656 | long vertexGPUProcessing; | ||
657 | CGLContextObj ctx = CGLGetCurrentContext(); | ||
658 | CGLGetParameter (ctx, kCGLCPGPUVertexProcessing, &vertexGPUProcessing); | ||
659 | long fragmentGPUProcessing; | ||
660 | CGLGetParameter (ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing); | ||
661 | if (!fragmentGPUProcessing || !vertexGPUProcessing) | ||
662 | { | ||
663 | LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL; | ||
664 | success = GL_FALSE; | ||
665 | suppress_errors = FALSE; | ||
666 | } | ||
667 | |||
668 | #else | ||
669 | LLString log = get_object_log(obj); | ||
670 | LLString::toLower(log); | ||
671 | if (log.find("software") != LLString::npos) | ||
672 | { | ||
673 | LL_WARNS("ShaderLoading") << "GLSL Linker: Running in Software:" << LL_ENDL; | ||
674 | success = GL_FALSE; | ||
675 | suppress_errors = FALSE; | ||
676 | } | ||
677 | #endif | ||
678 | if (!suppress_errors) | ||
679 | { | ||
680 | dumpObjectLog(obj, !success); | ||
681 | } | ||
682 | |||
683 | return success; | ||
684 | } | ||
685 | |||
686 | BOOL LLShaderMgr::validateProgramObject(GLhandleARB obj) | ||
687 | { | ||
688 | //check program validity against current GL | ||
689 | glValidateProgramARB(obj); | ||
690 | GLint success = GL_TRUE; | ||
691 | glGetObjectParameterivARB(obj, GL_OBJECT_VALIDATE_STATUS_ARB, &success); | ||
692 | if (success == GL_FALSE) | ||
693 | { | ||
694 | LL_WARNS("ShaderLoading") << "GLSL program not valid: " << LL_ENDL; | ||
695 | dumpObjectLog(obj); | ||
696 | } | ||
697 | else | ||
698 | { | ||
699 | dumpObjectLog(obj, FALSE); | ||
700 | } | ||
701 | |||
702 | return success; | ||
703 | } | ||
704 | |||
705 | //============================================================================ | ||
706 | // Shader Management | ||
707 | |||
708 | void LLShaderMgr::setShaders() | ||
709 | { | ||
710 | if (!gPipeline.mInitialized) | ||
711 | { | ||
712 | return; | ||
713 | } | ||
714 | // Make sure the compiled shader map is cleared before we recompile shaders. | ||
715 | sShaderObjects.clear(); | ||
716 | |||
717 | initAttribsAndUniforms(); | ||
718 | gPipeline.releaseGLBuffers(); | ||
719 | |||
720 | if (gSavedSettings.getBOOL("VertexShaderEnable")) | ||
721 | { | ||
722 | LLPipeline::sWaterReflections = gGLManager.mHasCubeMap; | ||
723 | LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow"); | ||
724 | } | ||
725 | else | ||
726 | { | ||
727 | LLPipeline::sRenderGlow = | ||
728 | LLPipeline::sWaterReflections = FALSE; | ||
729 | } | ||
730 | |||
731 | //hack to reset buffers that change behavior with shaders | ||
732 | gPipeline.resetVertexBuffers(); | ||
733 | |||
734 | if (gViewerWindow) | ||
735 | { | ||
736 | gViewerWindow->setCursor(UI_CURSOR_WAIT); | ||
737 | } | ||
738 | |||
739 | // Lighting | ||
740 | gPipeline.setLightingDetail(-1); | ||
741 | |||
742 | // Shaders | ||
743 | LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL; | ||
744 | for (S32 i = 0; i < SHADER_COUNT; i++) | ||
745 | { | ||
746 | sVertexShaderLevel[i] = 0; | ||
747 | } | ||
748 | sMaxAvatarShaderLevel = 0; | ||
749 | |||
750 | if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") | ||
751 | && gSavedSettings.getBOOL("VertexShaderEnable")) | ||
752 | { | ||
753 | S32 light_class = 2; | ||
754 | S32 env_class = 2; | ||
755 | S32 obj_class = 2; | ||
756 | S32 effect_class = 2; | ||
757 | S32 wl_class = 2; | ||
758 | S32 water_class = 2; | ||
759 | S32 deferred_class = 0; | ||
760 | if (!gSavedSettings.getBOOL("WindLightUseAtmosShaders")) | ||
761 | { | ||
762 | // user has disabled WindLight in their settings, downgrade | ||
763 | // windlight shaders to stub versions. | ||
764 | wl_class = 1; | ||
765 | |||
766 | // if class one or less, turn off more shaders | ||
767 | // since higher end cards won't see any real gain | ||
768 | // from turning off most of the shaders, | ||
769 | // but class one would | ||
770 | // TODO: Make water on class one cards color things | ||
771 | // beneath it properly | ||
772 | if(LLFeatureManager::getInstance()->getGPUClass() < GPU_CLASS_2) | ||
773 | { | ||
774 | // use lesser water and other stuff | ||
775 | light_class = 2; | ||
776 | env_class = 0; | ||
777 | obj_class = 0; | ||
778 | effect_class = 1; | ||
779 | water_class = 1; | ||
780 | } | ||
781 | } | ||
782 | |||
783 | if (gSavedSettings.getBOOL("RenderDeferred")) | ||
784 | { | ||
785 | light_class = 1; | ||
786 | env_class = 0; | ||
787 | obj_class = 0; | ||
788 | water_class = 1; | ||
789 | effect_class = 1; | ||
790 | deferred_class = 1; | ||
791 | } | ||
792 | |||
793 | if(!gSavedSettings.getBOOL("EnableRippleWater")) | ||
794 | { | ||
795 | water_class = 0; | ||
796 | } | ||
797 | |||
798 | // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders | ||
799 | if (sVertexShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull()) | ||
800 | { | ||
801 | gSky.mVOSkyp->forceSkyUpdate(); | ||
802 | } | ||
803 | |||
804 | // Load lighting shaders | ||
805 | sVertexShaderLevel[SHADER_LIGHTING] = light_class; | ||
806 | sVertexShaderLevel[SHADER_INTERFACE] = light_class; | ||
807 | sVertexShaderLevel[SHADER_ENVIRONMENT] = env_class; | ||
808 | sVertexShaderLevel[SHADER_WATER] = water_class; | ||
809 | sVertexShaderLevel[SHADER_OBJECT] = obj_class; | ||
810 | sVertexShaderLevel[SHADER_EFFECT] = effect_class; | ||
811 | sVertexShaderLevel[SHADER_WINDLIGHT] = wl_class; | ||
812 | sVertexShaderLevel[SHADER_DEFERRED] = deferred_class; | ||
813 | |||
814 | BOOL loaded = loadBasicShaders(); | ||
815 | |||
816 | if (loaded) | ||
817 | { | ||
818 | gPipeline.mVertexShadersEnabled = TRUE; | ||
819 | gPipeline.mVertexShadersLoaded = 1; | ||
820 | |||
821 | // Load all shaders to set max levels | ||
822 | loadShadersEnvironment(); | ||
823 | loadShadersWater(); | ||
824 | loadShadersObject(); | ||
825 | loadShadersWindLight(); | ||
826 | loadShadersEffects(); | ||
827 | loadShadersInterface(); | ||
828 | loadShadersDeferred(); | ||
829 | |||
830 | // Load max avatar shaders to set the max level | ||
831 | sVertexShaderLevel[SHADER_AVATAR] = 3; | ||
832 | sMaxAvatarShaderLevel = 3; | ||
833 | loadShadersAvatar(); | ||
834 | |||
835 | #if 0 && LL_DARWIN // force avatar shaders off for mac | ||
836 | sVertexShaderLevel[SHADER_AVATAR] = 0; | ||
837 | sMaxAvatarShaderLevel = 0; | ||
838 | #else | ||
839 | if (gSavedSettings.getBOOL("RenderAvatarVP")) | ||
840 | { | ||
841 | BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth"); | ||
842 | S32 avatar_class = 1; | ||
843 | |||
844 | // cloth is a class3 shader | ||
845 | if(avatar_cloth) | ||
846 | { | ||
847 | avatar_class = 3; | ||
848 | } | ||
849 | |||
850 | // Set the actual level | ||
851 | sVertexShaderLevel[SHADER_AVATAR] = avatar_class; | ||
852 | loadShadersAvatar(); | ||
853 | if (sVertexShaderLevel[SHADER_AVATAR] != avatar_class) | ||
854 | { | ||
855 | if (sVertexShaderLevel[SHADER_AVATAR] == 0) | ||
856 | { | ||
857 | gSavedSettings.setBOOL("RenderAvatarVP", FALSE); | ||
858 | } | ||
859 | if(llmax(sVertexShaderLevel[SHADER_AVATAR]-1,0) >= 3) | ||
860 | { | ||
861 | avatar_cloth = true; | ||
862 | } | ||
863 | else | ||
864 | { | ||
865 | avatar_cloth = false; | ||
866 | } | ||
867 | gSavedSettings.setBOOL("RenderAvatarCloth", avatar_cloth); | ||
868 | } | ||
869 | } | ||
870 | else | ||
871 | { | ||
872 | sVertexShaderLevel[SHADER_AVATAR] = 0; | ||
873 | gSavedSettings.setBOOL("RenderAvatarCloth", FALSE); | ||
874 | loadShadersAvatar(); // unloads | ||
875 | } | ||
876 | #endif | ||
877 | } | ||
878 | else | ||
879 | { | ||
880 | gPipeline.mVertexShadersEnabled = FALSE; | ||
881 | gPipeline.mVertexShadersLoaded = 0; | ||
882 | sVertexShaderLevel[SHADER_LIGHTING] = 0; | ||
883 | sVertexShaderLevel[SHADER_INTERFACE] = 0; | ||
884 | sVertexShaderLevel[SHADER_ENVIRONMENT] = 0; | ||
885 | sVertexShaderLevel[SHADER_WATER] = 0; | ||
886 | sVertexShaderLevel[SHADER_OBJECT] = 0; | ||
887 | sVertexShaderLevel[SHADER_EFFECT] = 0; | ||
888 | sVertexShaderLevel[SHADER_WINDLIGHT] = 0; | ||
889 | } | ||
890 | } | ||
891 | else | ||
892 | { | ||
893 | gPipeline.mVertexShadersEnabled = FALSE; | ||
894 | gPipeline.mVertexShadersLoaded = 0; | ||
895 | sVertexShaderLevel[SHADER_LIGHTING] = 0; | ||
896 | sVertexShaderLevel[SHADER_INTERFACE] = 0; | ||
897 | sVertexShaderLevel[SHADER_ENVIRONMENT] = 0; | ||
898 | sVertexShaderLevel[SHADER_WATER] = 0; | ||
899 | sVertexShaderLevel[SHADER_OBJECT] = 0; | ||
900 | sVertexShaderLevel[SHADER_EFFECT] = 0; | ||
901 | sVertexShaderLevel[SHADER_WINDLIGHT] = 0; | ||
902 | } | ||
903 | |||
904 | if (gViewerWindow) | ||
905 | { | ||
906 | gViewerWindow->setCursor(UI_CURSOR_ARROW); | ||
907 | } | ||
908 | gPipeline.createGLBuffers(); | ||
909 | } | ||
910 | |||
911 | void LLShaderMgr::unloadShaders() | ||
912 | { | ||
913 | gObjectSimpleProgram.unload(); | ||
914 | gObjectSimpleWaterProgram.unload(); | ||
915 | gObjectFullbrightProgram.unload(); | ||
916 | gObjectFullbrightWaterProgram.unload(); | ||
917 | |||
918 | gObjectShinyProgram.unload(); | ||
919 | gObjectFullbrightShinyProgram.unload(); | ||
920 | gObjectShinyWaterProgram.unload(); | ||
921 | gWaterProgram.unload(); | ||
922 | gUnderWaterProgram.unload(); | ||
923 | gTerrainProgram.unload(); | ||
924 | gTerrainWaterProgram.unload(); | ||
925 | gGlowProgram.unload(); | ||
926 | gGlowExtractProgram.unload(); | ||
927 | gAvatarProgram.unload(); | ||
928 | gAvatarWaterProgram.unload(); | ||
929 | gAvatarEyeballProgram.unload(); | ||
930 | gAvatarPickProgram.unload(); | ||
931 | gHighlightProgram.unload(); | ||
932 | |||
933 | gWLSkyProgram.unload(); | ||
934 | gWLCloudProgram.unload(); | ||
935 | |||
936 | gPostColorFilterProgram.unload(); | ||
937 | gPostNightVisionProgram.unload(); | ||
938 | |||
939 | gDeferredDiffuseProgram.unload(); | ||
940 | |||
941 | sVertexShaderLevel[SHADER_LIGHTING] = 0; | ||
942 | sVertexShaderLevel[SHADER_OBJECT] = 0; | ||
943 | sVertexShaderLevel[SHADER_AVATAR] = 0; | ||
944 | sVertexShaderLevel[SHADER_ENVIRONMENT] = 0; | ||
945 | sVertexShaderLevel[SHADER_WATER] = 0; | ||
946 | sVertexShaderLevel[SHADER_INTERFACE] = 0; | ||
947 | |||
948 | gPipeline.mVertexShadersLoaded = 0; | ||
949 | } | ||
950 | |||
951 | BOOL LLShaderMgr::loadBasicShaders() | ||
952 | { | ||
953 | // Load basic dependency shaders first | ||
954 | // All of these have to load for any shaders to function | ||
955 | |||
956 | #if LL_DARWIN // Mac can't currently handle all 8 lights, | ||
957 | S32 sum_lights_class = 2; | ||
958 | #else | ||
959 | S32 sum_lights_class = 3; | ||
960 | |||
961 | // class one cards will get the lower sum lights | ||
962 | // class zero we're not going to think about | ||
963 | // since a class zero card COULD be a ridiculous new card | ||
964 | // and old cards should have the features masked | ||
965 | if(LLFeatureManager::getInstance()->getGPUClass() == GPU_CLASS_1) | ||
966 | { | ||
967 | sum_lights_class = 2; | ||
968 | } | ||
969 | #endif | ||
970 | |||
971 | // If we have sun and moon only checked, then only sum those lights. | ||
972 | if (gPipeline.getLightingDetail() == 0) | ||
973 | { | ||
974 | sum_lights_class = 1; | ||
975 | } | ||
976 | |||
977 | // Load the Basic Vertex Shaders at the appropriate level. | ||
978 | // (in order of shader function call depth for reference purposes, deepest level first) | ||
979 | |||
980 | vector< pair<string, S32> > shaders; | ||
981 | shaders.reserve(10); | ||
982 | shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", sVertexShaderLevel[SHADER_WINDLIGHT] ) ); | ||
983 | shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", sVertexShaderLevel[SHADER_WINDLIGHT] ) ); | ||
984 | shaders.push_back( make_pair( "lighting/lightFuncV.glsl", sVertexShaderLevel[SHADER_LIGHTING] ) ); | ||
985 | shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) ); | ||
986 | shaders.push_back( make_pair( "lighting/lightV.glsl", sVertexShaderLevel[SHADER_LIGHTING] ) ); | ||
987 | shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", sVertexShaderLevel[SHADER_LIGHTING] ) ); | ||
988 | shaders.push_back( make_pair( "lighting/sumLightsSpecularV.glsl", sum_lights_class ) ); | ||
989 | shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", sVertexShaderLevel[SHADER_LIGHTING] ) ); | ||
990 | shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", sVertexShaderLevel[SHADER_WINDLIGHT] ) ); | ||
991 | shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) ); | ||
992 | |||
993 | // We no longer have to bind the shaders to global glhandles, they are automatically added to a map now. | ||
994 | for (U32 i = 0; i < shaders.size(); i++) | ||
995 | { | ||
996 | // Note usage of GL_VERTEX_SHADER_ARB | ||
997 | if (loadShaderFile(shaders[i].first, shaders[i].second, GL_VERTEX_SHADER_ARB) == 0) | ||
998 | { | ||
999 | return FALSE; | ||
1000 | } | ||
1001 | } | ||
1002 | |||
1003 | // Load the Basic Fragment Shaders at the appropriate level. | ||
1004 | // (in order of shader function call depth for reference purposes, deepest level first) | ||
1005 | |||
1006 | shaders.clear(); | ||
1007 | shaders.reserve(12); | ||
1008 | shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", sVertexShaderLevel[SHADER_WINDLIGHT] ) ); | ||
1009 | shaders.push_back( make_pair( "windlight/gammaF.glsl", sVertexShaderLevel[SHADER_WINDLIGHT]) ); | ||
1010 | shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", sVertexShaderLevel[SHADER_WINDLIGHT] ) ); | ||
1011 | shaders.push_back( make_pair( "windlight/transportF.glsl", sVertexShaderLevel[SHADER_WINDLIGHT] ) ); | ||
1012 | shaders.push_back( make_pair( "environment/waterFogF.glsl", sVertexShaderLevel[SHADER_WATER] ) ); | ||
1013 | shaders.push_back( make_pair( "lighting/lightF.glsl", sVertexShaderLevel[SHADER_LIGHTING] ) ); | ||
1014 | shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", sVertexShaderLevel[SHADER_LIGHTING] ) ); | ||
1015 | shaders.push_back( make_pair( "lighting/lightWaterF.glsl", sVertexShaderLevel[SHADER_LIGHTING] ) ); | ||
1016 | shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", sVertexShaderLevel[SHADER_LIGHTING] ) ); | ||
1017 | shaders.push_back( make_pair( "lighting/lightShinyF.glsl", sVertexShaderLevel[SHADER_LIGHTING] ) ); | ||
1018 | shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", sVertexShaderLevel[SHADER_LIGHTING] ) ); | ||
1019 | shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", sVertexShaderLevel[SHADER_LIGHTING] ) ); | ||
1020 | |||
1021 | for (U32 i = 0; i < shaders.size(); i++) | ||
1022 | { | ||
1023 | // Note usage of GL_FRAGMENT_SHADER_ARB | ||
1024 | if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER_ARB) == 0) | ||
1025 | { | ||
1026 | return FALSE; | ||
1027 | } | ||
1028 | } | ||
1029 | |||
1030 | return TRUE; | ||
1031 | } | ||
1032 | |||
1033 | BOOL LLShaderMgr::loadShadersEnvironment() | ||
1034 | { | ||
1035 | BOOL success = TRUE; | ||
1036 | |||
1037 | if (sVertexShaderLevel[SHADER_ENVIRONMENT] == 0) | ||
1038 | { | ||
1039 | gTerrainProgram.unload(); | ||
1040 | return FALSE; | ||
1041 | } | ||
1042 | |||
1043 | if (success) | ||
1044 | { | ||
1045 | gTerrainProgram.mName = "Terrain Shader"; | ||
1046 | gTerrainProgram.mFeatures.calculatesLighting = true; | ||
1047 | gTerrainProgram.mFeatures.calculatesAtmospherics = true; | ||
1048 | gTerrainProgram.mFeatures.hasAtmospherics = true; | ||
1049 | gTerrainProgram.mFeatures.hasGamma = true; | ||
1050 | gTerrainProgram.mShaderFiles.clear(); | ||
1051 | gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1052 | gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1053 | gTerrainProgram.mShaderLevel = sVertexShaderLevel[SHADER_ENVIRONMENT]; | ||
1054 | success = gTerrainProgram.createShader(NULL, &sTerrainUniforms); | ||
1055 | } | ||
1056 | |||
1057 | if (!success) | ||
1058 | { | ||
1059 | sVertexShaderLevel[SHADER_ENVIRONMENT] = 0; | ||
1060 | return FALSE; | ||
1061 | } | ||
1062 | |||
1063 | LLWorld::getInstance()->updateWaterObjects(); | ||
1064 | |||
1065 | return TRUE; | ||
1066 | } | ||
1067 | |||
1068 | BOOL LLShaderMgr::loadShadersWater() | ||
1069 | { | ||
1070 | BOOL success = TRUE; | ||
1071 | BOOL terrainWaterSuccess = TRUE; | ||
1072 | |||
1073 | if (sVertexShaderLevel[SHADER_WATER] == 0) | ||
1074 | { | ||
1075 | gWaterProgram.unload(); | ||
1076 | gUnderWaterProgram.unload(); | ||
1077 | gTerrainWaterProgram.unload(); | ||
1078 | return FALSE; | ||
1079 | } | ||
1080 | |||
1081 | if (success) | ||
1082 | { | ||
1083 | // load water shader | ||
1084 | gWaterProgram.mName = "Water Shader"; | ||
1085 | gWaterProgram.mFeatures.calculatesAtmospherics = true; | ||
1086 | gWaterProgram.mFeatures.hasGamma = true; | ||
1087 | gWaterProgram.mFeatures.hasTransport = true; | ||
1088 | gWaterProgram.mShaderFiles.clear(); | ||
1089 | gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1090 | gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1091 | gWaterProgram.mShaderLevel = sVertexShaderLevel[SHADER_WATER]; | ||
1092 | success = gWaterProgram.createShader(NULL, &sWaterUniforms); | ||
1093 | } | ||
1094 | |||
1095 | if (success) | ||
1096 | { | ||
1097 | //load under water vertex shader | ||
1098 | gUnderWaterProgram.mName = "Underwater Shader"; | ||
1099 | gUnderWaterProgram.mFeatures.calculatesAtmospherics = true; | ||
1100 | gUnderWaterProgram.mShaderFiles.clear(); | ||
1101 | gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1102 | gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1103 | gUnderWaterProgram.mShaderLevel = sVertexShaderLevel[SHADER_WATER]; | ||
1104 | gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; | ||
1105 | |||
1106 | success = gUnderWaterProgram.createShader(NULL, &sWaterUniforms); | ||
1107 | } | ||
1108 | |||
1109 | if (success) | ||
1110 | { | ||
1111 | //load terrain water shader | ||
1112 | gTerrainWaterProgram.mName = "Terrain Water Shader"; | ||
1113 | gTerrainWaterProgram.mFeatures.calculatesLighting = true; | ||
1114 | gTerrainWaterProgram.mFeatures.calculatesAtmospherics = true; | ||
1115 | gTerrainWaterProgram.mFeatures.hasAtmospherics = true; | ||
1116 | gTerrainWaterProgram.mFeatures.hasWaterFog = true; | ||
1117 | gTerrainWaterProgram.mShaderFiles.clear(); | ||
1118 | gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1119 | gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1120 | gTerrainWaterProgram.mShaderLevel = sVertexShaderLevel[SHADER_ENVIRONMENT]; | ||
1121 | gTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; | ||
1122 | terrainWaterSuccess = gTerrainWaterProgram.createShader(NULL, &sTerrainUniforms); | ||
1123 | } | ||
1124 | |||
1125 | /// Keep track of water shader levels | ||
1126 | if (gWaterProgram.mShaderLevel != sVertexShaderLevel[SHADER_WATER] | ||
1127 | || gUnderWaterProgram.mShaderLevel != sVertexShaderLevel[SHADER_WATER]) | ||
1128 | { | ||
1129 | sVertexShaderLevel[SHADER_WATER] = llmin(gWaterProgram.mShaderLevel, gUnderWaterProgram.mShaderLevel); | ||
1130 | } | ||
1131 | |||
1132 | if (!success) | ||
1133 | { | ||
1134 | sVertexShaderLevel[SHADER_WATER] = 0; | ||
1135 | return FALSE; | ||
1136 | } | ||
1137 | |||
1138 | // if we failed to load the terrain water shaders and we need them (using class2 water), | ||
1139 | // then drop down to class1 water. | ||
1140 | if (sVertexShaderLevel[SHADER_WATER] > 1 && !terrainWaterSuccess) | ||
1141 | { | ||
1142 | sVertexShaderLevel[SHADER_WATER]--; | ||
1143 | return loadShadersWater(); | ||
1144 | } | ||
1145 | |||
1146 | LLWorld::getInstance()->updateWaterObjects(); | ||
1147 | |||
1148 | return TRUE; | ||
1149 | } | ||
1150 | |||
1151 | BOOL LLShaderMgr::loadShadersEffects() | ||
1152 | { | ||
1153 | BOOL success = TRUE; | ||
1154 | |||
1155 | if (sVertexShaderLevel[SHADER_EFFECT] == 0) | ||
1156 | { | ||
1157 | gGlowProgram.unload(); | ||
1158 | gGlowExtractProgram.unload(); | ||
1159 | gPostColorFilterProgram.unload(); | ||
1160 | gPostNightVisionProgram.unload(); | ||
1161 | return FALSE; | ||
1162 | } | ||
1163 | |||
1164 | if (success) | ||
1165 | { | ||
1166 | gGlowProgram.mName = "Glow Shader (Post)"; | ||
1167 | gGlowProgram.mShaderFiles.clear(); | ||
1168 | gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1169 | gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1170 | gGlowProgram.mShaderLevel = sVertexShaderLevel[SHADER_EFFECT]; | ||
1171 | success = gGlowProgram.createShader(NULL, &sGlowUniforms); | ||
1172 | if (!success) | ||
1173 | { | ||
1174 | LLPipeline::sRenderGlow = FALSE; | ||
1175 | } | ||
1176 | } | ||
1177 | |||
1178 | if (success) | ||
1179 | { | ||
1180 | gGlowExtractProgram.mName = "Glow Extract Shader (Post)"; | ||
1181 | gGlowExtractProgram.mShaderFiles.clear(); | ||
1182 | gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1183 | gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1184 | gGlowExtractProgram.mShaderLevel = sVertexShaderLevel[SHADER_EFFECT]; | ||
1185 | success = gGlowExtractProgram.createShader(NULL, &sGlowExtractUniforms); | ||
1186 | if (!success) | ||
1187 | { | ||
1188 | LLPipeline::sRenderGlow = FALSE; | ||
1189 | } | ||
1190 | } | ||
1191 | |||
1192 | #if 0 | ||
1193 | // disabling loading of postprocess shaders until we fix | ||
1194 | // ATI sampler2DRect compatibility. | ||
1195 | |||
1196 | //load Color Filter Shader | ||
1197 | if (success) | ||
1198 | { | ||
1199 | vector<string> shaderUniforms; | ||
1200 | shaderUniforms.reserve(7); | ||
1201 | shaderUniforms.push_back("RenderTexture"); | ||
1202 | shaderUniforms.push_back("gamma"); | ||
1203 | shaderUniforms.push_back("brightness"); | ||
1204 | shaderUniforms.push_back("contrast"); | ||
1205 | shaderUniforms.push_back("contrastBase"); | ||
1206 | shaderUniforms.push_back("saturation"); | ||
1207 | shaderUniforms.push_back("lumWeights"); | ||
1208 | |||
1209 | gPostColorFilterProgram.mName = "Color Filter Shader (Post)"; | ||
1210 | gPostColorFilterProgram.mShaderFiles.clear(); | ||
1211 | gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/colorFilterF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1212 | gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1213 | gPostColorFilterProgram.mShaderLevel = sVertexShaderLevel[SHADER_EFFECT]; | ||
1214 | success = gPostColorFilterProgram.createShader(NULL, &shaderUniforms); | ||
1215 | } | ||
1216 | |||
1217 | //load Night Vision Shader | ||
1218 | if (success) | ||
1219 | { | ||
1220 | vector<string> shaderUniforms; | ||
1221 | shaderUniforms.reserve(5); | ||
1222 | shaderUniforms.push_back("RenderTexture"); | ||
1223 | shaderUniforms.push_back("NoiseTexture"); | ||
1224 | shaderUniforms.push_back("brightMult"); | ||
1225 | shaderUniforms.push_back("noiseStrength"); | ||
1226 | shaderUniforms.push_back("lumWeights"); | ||
1227 | |||
1228 | gPostNightVisionProgram.mName = "Night Vision Shader (Post)"; | ||
1229 | gPostNightVisionProgram.mShaderFiles.clear(); | ||
1230 | gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/nightVisionF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1231 | gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1232 | gPostNightVisionProgram.mShaderLevel = sVertexShaderLevel[SHADER_EFFECT]; | ||
1233 | success = gPostNightVisionProgram.createShader(NULL, &shaderUniforms); | ||
1234 | } | ||
1235 | #endif | ||
1236 | |||
1237 | return success; | ||
1238 | |||
1239 | } | ||
1240 | |||
1241 | BOOL LLShaderMgr::loadShadersDeferred() | ||
1242 | { | ||
1243 | if (sVertexShaderLevel[SHADER_DEFERRED] == 0) | ||
1244 | { | ||
1245 | gDeferredDiffuseProgram.unload(); | ||
1246 | return FALSE; | ||
1247 | } | ||
1248 | |||
1249 | BOOL success = TRUE; | ||
1250 | |||
1251 | if (success) | ||
1252 | { | ||
1253 | gDeferredDiffuseProgram.mName = "Deffered Diffuse Shader"; | ||
1254 | gDeferredDiffuseProgram.mShaderFiles.clear(); | ||
1255 | gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1256 | gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1257 | gDeferredDiffuseProgram.mShaderLevel = sVertexShaderLevel[SHADER_DEFERRED]; | ||
1258 | success = gDeferredDiffuseProgram.createShader(NULL, NULL); | ||
1259 | } | ||
1260 | |||
1261 | return success; | ||
1262 | } | ||
1263 | |||
1264 | BOOL LLShaderMgr::loadShadersObject() | ||
1265 | { | ||
1266 | BOOL success = TRUE; | ||
1267 | |||
1268 | if (sVertexShaderLevel[SHADER_OBJECT] == 0) | ||
1269 | { | ||
1270 | gObjectShinyProgram.unload(); | ||
1271 | gObjectFullbrightShinyProgram.unload(); | ||
1272 | gObjectShinyWaterProgram.unload(); | ||
1273 | gObjectSimpleProgram.unload(); | ||
1274 | gObjectSimpleWaterProgram.unload(); | ||
1275 | gObjectFullbrightProgram.unload(); | ||
1276 | gObjectFullbrightWaterProgram.unload(); | ||
1277 | return FALSE; | ||
1278 | } | ||
1279 | |||
1280 | if (success) | ||
1281 | { | ||
1282 | gObjectSimpleProgram.mName = "Simple Shader"; | ||
1283 | gObjectSimpleProgram.mFeatures.calculatesLighting = true; | ||
1284 | gObjectSimpleProgram.mFeatures.calculatesAtmospherics = true; | ||
1285 | gObjectSimpleProgram.mFeatures.hasGamma = true; | ||
1286 | gObjectSimpleProgram.mFeatures.hasAtmospherics = true; | ||
1287 | gObjectSimpleProgram.mFeatures.hasLighting = true; | ||
1288 | gObjectSimpleProgram.mShaderFiles.clear(); | ||
1289 | gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1290 | gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1291 | gObjectSimpleProgram.mShaderLevel = sVertexShaderLevel[SHADER_OBJECT]; | ||
1292 | success = gObjectSimpleProgram.createShader(NULL, NULL); | ||
1293 | } | ||
1294 | |||
1295 | if (success) | ||
1296 | { | ||
1297 | gObjectSimpleWaterProgram.mName = "Simple Water Shader"; | ||
1298 | gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true; | ||
1299 | gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true; | ||
1300 | gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true; | ||
1301 | gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true; | ||
1302 | gObjectSimpleWaterProgram.mFeatures.hasLighting = true; | ||
1303 | gObjectSimpleWaterProgram.mShaderFiles.clear(); | ||
1304 | gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1305 | gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1306 | gObjectSimpleWaterProgram.mShaderLevel = sVertexShaderLevel[SHADER_OBJECT]; | ||
1307 | gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; | ||
1308 | success = gObjectSimpleWaterProgram.createShader(NULL, NULL); | ||
1309 | } | ||
1310 | |||
1311 | if (success) | ||
1312 | { | ||
1313 | gObjectFullbrightProgram.mName = "Fullbright Shader"; | ||
1314 | gObjectFullbrightProgram.mFeatures.calculatesAtmospherics = true; | ||
1315 | gObjectFullbrightProgram.mFeatures.hasGamma = true; | ||
1316 | gObjectFullbrightProgram.mFeatures.hasTransport = true; | ||
1317 | gObjectFullbrightProgram.mFeatures.isFullbright = true; | ||
1318 | gObjectFullbrightProgram.mShaderFiles.clear(); | ||
1319 | gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1320 | gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1321 | gObjectFullbrightProgram.mShaderLevel = sVertexShaderLevel[SHADER_OBJECT]; | ||
1322 | success = gObjectFullbrightProgram.createShader(NULL, NULL); | ||
1323 | } | ||
1324 | |||
1325 | if (success) | ||
1326 | { | ||
1327 | gObjectFullbrightWaterProgram.mName = "Fullbright Water Shader"; | ||
1328 | gObjectFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true; | ||
1329 | gObjectFullbrightWaterProgram.mFeatures.isFullbright = true; | ||
1330 | gObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true; | ||
1331 | gObjectFullbrightWaterProgram.mFeatures.hasTransport = true; | ||
1332 | gObjectFullbrightWaterProgram.mShaderFiles.clear(); | ||
1333 | gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1334 | gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1335 | gObjectFullbrightWaterProgram.mShaderLevel = sVertexShaderLevel[SHADER_OBJECT]; | ||
1336 | gObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; | ||
1337 | success = gObjectFullbrightWaterProgram.createShader(NULL, NULL); | ||
1338 | } | ||
1339 | |||
1340 | if (success) | ||
1341 | { | ||
1342 | gObjectShinyProgram.mName = "Shiny Shader"; | ||
1343 | gObjectShinyProgram.mFeatures.calculatesAtmospherics = true; | ||
1344 | gObjectShinyProgram.mFeatures.calculatesLighting = true; | ||
1345 | gObjectShinyProgram.mFeatures.hasGamma = true; | ||
1346 | gObjectShinyProgram.mFeatures.hasAtmospherics = true; | ||
1347 | gObjectShinyProgram.mFeatures.isShiny = true; | ||
1348 | gObjectShinyProgram.mShaderFiles.clear(); | ||
1349 | gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1350 | gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1351 | gObjectShinyProgram.mShaderLevel = sVertexShaderLevel[SHADER_OBJECT]; | ||
1352 | success = gObjectShinyProgram.createShader(NULL, &sShinyUniforms); | ||
1353 | } | ||
1354 | |||
1355 | if (success) | ||
1356 | { | ||
1357 | gObjectShinyWaterProgram.mName = "Shiny Water Shader"; | ||
1358 | gObjectShinyWaterProgram.mFeatures.calculatesAtmospherics = true; | ||
1359 | gObjectShinyWaterProgram.mFeatures.calculatesLighting = true; | ||
1360 | gObjectShinyWaterProgram.mFeatures.isShiny = true; | ||
1361 | gObjectShinyWaterProgram.mFeatures.hasWaterFog = true; | ||
1362 | gObjectShinyWaterProgram.mFeatures.hasAtmospherics = true; | ||
1363 | gObjectShinyWaterProgram.mShaderFiles.clear(); | ||
1364 | gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1365 | gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1366 | gObjectShinyWaterProgram.mShaderLevel = sVertexShaderLevel[SHADER_OBJECT]; | ||
1367 | gObjectShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; | ||
1368 | success = gObjectShinyWaterProgram.createShader(NULL, &sShinyUniforms); | ||
1369 | } | ||
1370 | |||
1371 | if (success) | ||
1372 | { | ||
1373 | gObjectFullbrightShinyProgram.mName = "Fullbright Shiny Shader"; | ||
1374 | gObjectFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; | ||
1375 | gObjectFullbrightShinyProgram.mFeatures.isFullbright = true; | ||
1376 | gObjectFullbrightShinyProgram.mFeatures.isShiny = true; | ||
1377 | gObjectFullbrightShinyProgram.mFeatures.hasGamma = true; | ||
1378 | gObjectFullbrightShinyProgram.mFeatures.hasTransport = true; | ||
1379 | gObjectFullbrightShinyProgram.mShaderFiles.clear(); | ||
1380 | gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1381 | gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1382 | gObjectFullbrightShinyProgram.mShaderLevel = sVertexShaderLevel[SHADER_OBJECT]; | ||
1383 | success = gObjectFullbrightShinyProgram.createShader(NULL, &sShinyUniforms); | ||
1384 | } | ||
1385 | |||
1386 | |||
1387 | if( !success ) | ||
1388 | { | ||
1389 | sVertexShaderLevel[SHADER_OBJECT] = 0; | ||
1390 | return FALSE; | ||
1391 | } | ||
1392 | |||
1393 | return TRUE; | ||
1394 | } | ||
1395 | |||
1396 | BOOL LLShaderMgr::loadShadersAvatar() | ||
1397 | { | ||
1398 | BOOL success = TRUE; | ||
1399 | |||
1400 | if (sVertexShaderLevel[SHADER_AVATAR] == 0) | ||
1401 | { | ||
1402 | gAvatarProgram.unload(); | ||
1403 | gAvatarWaterProgram.unload(); | ||
1404 | gAvatarEyeballProgram.unload(); | ||
1405 | gAvatarPickProgram.unload(); | ||
1406 | return FALSE; | ||
1407 | } | ||
1408 | |||
1409 | if (success) | ||
1410 | { | ||
1411 | gAvatarProgram.mName = "Avatar Shader"; | ||
1412 | gAvatarProgram.mFeatures.hasSkinning = true; | ||
1413 | gAvatarProgram.mFeatures.calculatesAtmospherics = true; | ||
1414 | gAvatarProgram.mFeatures.calculatesLighting = true; | ||
1415 | gAvatarProgram.mFeatures.hasGamma = true; | ||
1416 | gAvatarProgram.mFeatures.hasAtmospherics = true; | ||
1417 | gAvatarProgram.mFeatures.hasLighting = true; | ||
1418 | gAvatarProgram.mShaderFiles.clear(); | ||
1419 | gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1420 | gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1421 | gAvatarProgram.mShaderLevel = sVertexShaderLevel[SHADER_AVATAR]; | ||
1422 | success = gAvatarProgram.createShader(&sAvatarAttribs, &sAvatarUniforms); | ||
1423 | |||
1424 | if (success) | ||
1425 | { | ||
1426 | gAvatarWaterProgram.mName = "Avatar Water Shader"; | ||
1427 | gAvatarWaterProgram.mFeatures.hasSkinning = true; | ||
1428 | gAvatarWaterProgram.mFeatures.calculatesAtmospherics = true; | ||
1429 | gAvatarWaterProgram.mFeatures.calculatesLighting = true; | ||
1430 | gAvatarWaterProgram.mFeatures.hasWaterFog = true; | ||
1431 | gAvatarWaterProgram.mFeatures.hasAtmospherics = true; | ||
1432 | gAvatarWaterProgram.mFeatures.hasLighting = true; | ||
1433 | gAvatarWaterProgram.mShaderFiles.clear(); | ||
1434 | gAvatarWaterProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1435 | gAvatarWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1436 | // Note: no cloth under water: | ||
1437 | gAvatarWaterProgram.mShaderLevel = llmin(sVertexShaderLevel[SHADER_AVATAR], 1); | ||
1438 | gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; | ||
1439 | success = gAvatarWaterProgram.createShader(&sAvatarAttribs, &sAvatarUniforms); | ||
1440 | } | ||
1441 | |||
1442 | /// Keep track of avatar levels | ||
1443 | if (gAvatarProgram.mShaderLevel != sVertexShaderLevel[SHADER_AVATAR]) | ||
1444 | { | ||
1445 | sMaxAvatarShaderLevel = sVertexShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel; | ||
1446 | } | ||
1447 | } | ||
1448 | |||
1449 | if (success) | ||
1450 | { | ||
1451 | gAvatarPickProgram.mName = "Avatar Pick Shader"; | ||
1452 | gAvatarPickProgram.mFeatures.hasSkinning = true; | ||
1453 | gAvatarPickProgram.mShaderFiles.clear(); | ||
1454 | gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1455 | gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1456 | gAvatarPickProgram.mShaderLevel = sVertexShaderLevel[SHADER_AVATAR]; | ||
1457 | success = gAvatarPickProgram.createShader(&sAvatarAttribs, &sAvatarUniforms); | ||
1458 | } | ||
1459 | |||
1460 | if (success) | ||
1461 | { | ||
1462 | gAvatarEyeballProgram.mName = "Avatar Eyeball Program"; | ||
1463 | gAvatarEyeballProgram.mFeatures.calculatesLighting = true; | ||
1464 | gAvatarEyeballProgram.mFeatures.isSpecular = true; | ||
1465 | gAvatarEyeballProgram.mFeatures.calculatesAtmospherics = true; | ||
1466 | gAvatarEyeballProgram.mFeatures.hasGamma = true; | ||
1467 | gAvatarEyeballProgram.mFeatures.hasAtmospherics = true; | ||
1468 | gAvatarEyeballProgram.mFeatures.hasLighting = true; | ||
1469 | gAvatarEyeballProgram.mShaderFiles.clear(); | ||
1470 | gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1471 | gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1472 | gAvatarEyeballProgram.mShaderLevel = sVertexShaderLevel[SHADER_AVATAR]; | ||
1473 | success = gAvatarEyeballProgram.createShader(NULL, NULL); | ||
1474 | } | ||
1475 | |||
1476 | if( !success ) | ||
1477 | { | ||
1478 | sVertexShaderLevel[SHADER_AVATAR] = 0; | ||
1479 | sMaxAvatarShaderLevel = 0; | ||
1480 | return FALSE; | ||
1481 | } | ||
1482 | |||
1483 | return TRUE; | ||
1484 | } | ||
1485 | |||
1486 | BOOL LLShaderMgr::loadShadersInterface() | ||
1487 | { | ||
1488 | BOOL success = TRUE; | ||
1489 | |||
1490 | if (sVertexShaderLevel[SHADER_INTERFACE] == 0) | ||
1491 | { | ||
1492 | gHighlightProgram.unload(); | ||
1493 | return FALSE; | ||
1494 | } | ||
1495 | |||
1496 | if (success) | ||
1497 | { | ||
1498 | gHighlightProgram.mName = "Highlight Shader"; | ||
1499 | gHighlightProgram.mShaderFiles.clear(); | ||
1500 | gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1501 | gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1502 | gHighlightProgram.mShaderLevel = sVertexShaderLevel[SHADER_INTERFACE]; | ||
1503 | success = gHighlightProgram.createShader(NULL, NULL); | ||
1504 | } | ||
1505 | |||
1506 | if( !success ) | ||
1507 | { | ||
1508 | sVertexShaderLevel[SHADER_INTERFACE] = 0; | ||
1509 | return FALSE; | ||
1510 | } | ||
1511 | |||
1512 | return TRUE; | ||
1513 | } | ||
1514 | |||
1515 | BOOL LLShaderMgr::loadShadersWindLight() | ||
1516 | { | ||
1517 | BOOL success = TRUE; | ||
1518 | |||
1519 | if (sVertexShaderLevel[SHADER_WINDLIGHT] < 2) | ||
1520 | { | ||
1521 | gWLSkyProgram.unload(); | ||
1522 | gWLCloudProgram.unload(); | ||
1523 | return FALSE; | ||
1524 | } | ||
1525 | |||
1526 | if (success) | ||
1527 | { | ||
1528 | gWLSkyProgram.mName = "Windlight Sky Shader"; | ||
1529 | //gWLSkyProgram.mFeatures.hasGamma = true; | ||
1530 | gWLSkyProgram.mShaderFiles.clear(); | ||
1531 | gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1532 | gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1533 | gWLSkyProgram.mShaderLevel = sVertexShaderLevel[SHADER_WINDLIGHT]; | ||
1534 | gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; | ||
1535 | success = gWLSkyProgram.createShader(NULL, &sWLUniforms); | ||
1536 | } | ||
1537 | |||
1538 | if (success) | ||
1539 | { | ||
1540 | gWLCloudProgram.mName = "Windlight Cloud Program"; | ||
1541 | //gWLCloudProgram.mFeatures.hasGamma = true; | ||
1542 | gWLCloudProgram.mShaderFiles.clear(); | ||
1543 | gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsV.glsl", GL_VERTEX_SHADER_ARB)); | ||
1544 | gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB)); | ||
1545 | gWLCloudProgram.mShaderLevel = sVertexShaderLevel[SHADER_WINDLIGHT]; | ||
1546 | gWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY; | ||
1547 | success = gWLCloudProgram.createShader(NULL, &sWLUniforms); | ||
1548 | } | ||
1549 | |||
1550 | return success; | ||
1551 | } | ||
1552 | |||
1553 | |||
1554 | //=============================== | ||
1555 | // LLGLSL Shader implementation | ||
1556 | //=============================== | ||
1557 | LLGLSLShader::LLGLSLShader() | ||
1558 | : mProgramObject(0), mShaderLevel(0), mShaderGroup(SG_DEFAULT) | ||
1559 | { | ||
1560 | } | ||
1561 | |||
1562 | void LLGLSLShader::unload() | ||
1563 | { | ||
1564 | stop_glerror(); | ||
1565 | mAttribute.clear(); | ||
1566 | mTexture.clear(); | ||
1567 | mUniform.clear(); | ||
1568 | mShaderFiles.clear(); | ||
1569 | |||
1570 | if (mProgramObject) | ||
1571 | { | ||
1572 | GLhandleARB obj[1024]; | ||
1573 | GLsizei count; | ||
1574 | |||
1575 | glGetAttachedObjectsARB(mProgramObject, 1024, &count, obj); | ||
1576 | for (GLsizei i = 0; i < count; i++) | ||
1577 | { | ||
1578 | glDeleteObjectARB(obj[i]); | ||
1579 | } | ||
1580 | |||
1581 | glDeleteObjectARB(mProgramObject); | ||
1582 | |||
1583 | mProgramObject = 0; | ||
1584 | } | ||
1585 | |||
1586 | //hack to make apple not complain | ||
1587 | glGetError(); | ||
1588 | |||
1589 | stop_glerror(); | ||
1590 | } | ||
1591 | |||
1592 | BOOL LLGLSLShader::createShader(vector<string> * attributes, | ||
1593 | vector<string> * uniforms) | ||
1594 | { | ||
1595 | llassert_always(!mShaderFiles.empty()); | ||
1596 | BOOL success = TRUE; | ||
1597 | |||
1598 | // Create program | ||
1599 | mProgramObject = glCreateProgramObjectARB(); | ||
1600 | |||
1601 | // Attach existing objects | ||
1602 | if (!LLShaderMgr::attachShaderFeatures(this)) | ||
1603 | { | ||
1604 | return FALSE; | ||
1605 | } | ||
1606 | |||
1607 | vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin(); | ||
1608 | for ( ; fileIter != mShaderFiles.end(); fileIter++ ) | ||
1609 | { | ||
1610 | GLhandleARB shaderhandle = LLShaderMgr::loadShaderFile((*fileIter).first, mShaderLevel, (*fileIter).second); | ||
1611 | LL_DEBUGS("ShaderLoading") << "SHADER FILE: " << (*fileIter).first << " mShaderLevel=" << mShaderLevel << LL_ENDL; | ||
1612 | if (mShaderLevel > 0) | ||
1613 | { | ||
1614 | attachObject(shaderhandle); | ||
1615 | } | ||
1616 | else | ||
1617 | { | ||
1618 | success = FALSE; | ||
1619 | } | ||
1620 | } | ||
1621 | |||
1622 | // Map attributes and uniforms | ||
1623 | if (success) | ||
1624 | { | ||
1625 | success = mapAttributes(attributes); | ||
1626 | } | ||
1627 | if (success) | ||
1628 | { | ||
1629 | success = mapUniforms(uniforms); | ||
1630 | } | ||
1631 | if( !success ) | ||
1632 | { | ||
1633 | LL_WARNS("ShaderLoading") << "Failed to link shader: " << mName << LL_ENDL; | ||
1634 | |||
1635 | // Try again using a lower shader level; | ||
1636 | if (mShaderLevel > 0) | ||
1637 | { | ||
1638 | LL_WARNS("ShaderLoading") << "Failed to link using shader level " << mShaderLevel << " trying again using shader level " << (mShaderLevel - 1) << LL_ENDL; | ||
1639 | mShaderLevel--; | ||
1640 | return createShader(attributes,uniforms); | ||
1641 | } | ||
1642 | } | ||
1643 | return success; | ||
1644 | } | ||
1645 | |||
1646 | BOOL LLGLSLShader::attachObject(std::string object) | ||
1647 | { | ||
1648 | if (LLShaderMgr::sShaderObjects.count(object) > 0) | ||
1649 | { | ||
1650 | stop_glerror(); | ||
1651 | glAttachObjectARB(mProgramObject, LLShaderMgr::sShaderObjects[object]); | ||
1652 | stop_glerror(); | ||
1653 | return TRUE; | ||
1654 | } | ||
1655 | else | ||
1656 | { | ||
1657 | LL_WARNS("ShaderLoading") << "Attempting to attach shader object that hasn't been compiled: " << object << LL_ENDL; | ||
1658 | return FALSE; | ||
1659 | } | ||
1660 | } | ||
1661 | |||
1662 | void LLGLSLShader::attachObject(GLhandleARB object) | ||
1663 | { | ||
1664 | if (object != 0) | ||
1665 | { | ||
1666 | stop_glerror(); | ||
1667 | glAttachObjectARB(mProgramObject, object); | ||
1668 | stop_glerror(); | ||
1669 | } | ||
1670 | else | ||
1671 | { | ||
1672 | LL_WARNS("ShaderLoading") << "Attempting to attach non existing shader object. " << LL_ENDL; | ||
1673 | } | ||
1674 | } | ||
1675 | |||
1676 | void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count) | ||
1677 | { | ||
1678 | for (S32 i = 0; i < count; i++) | ||
1679 | { | ||
1680 | attachObject(objects[i]); | ||
1681 | } | ||
1682 | } | ||
1683 | |||
1684 | BOOL LLGLSLShader::mapAttributes(const vector<string> * attributes) | ||
1685 | { | ||
1686 | //link the program | ||
1687 | BOOL res = link(); | ||
1688 | |||
1689 | mAttribute.clear(); | ||
1690 | U32 numAttributes = (attributes == NULL) ? 0 : attributes->size(); | ||
1691 | mAttribute.resize(LLShaderMgr::sReservedAttribs.size() + numAttributes, -1); | ||
1692 | |||
1693 | if (res) | ||
1694 | { //read back channel locations | ||
1695 | |||
1696 | //read back reserved channels first | ||
1697 | for (U32 i = 0; i < (S32) LLShaderMgr::sReservedAttribs.size(); i++) | ||
1698 | { | ||
1699 | const char* name = LLShaderMgr::sReservedAttribs[i].c_str(); | ||
1700 | S32 index = glGetAttribLocationARB(mProgramObject, (GLcharARB *)name); | ||
1701 | if (index != -1) | ||
1702 | { | ||
1703 | mAttribute[i] = index; | ||
1704 | LL_DEBUGS("ShaderLoading") << "Attribute " << name << " assigned to channel " << index << LL_ENDL; | ||
1705 | } | ||
1706 | } | ||
1707 | if (attributes != NULL) | ||
1708 | { | ||
1709 | for (U32 i = 0; i < numAttributes; i++) | ||
1710 | { | ||
1711 | const char* name = (*attributes)[i].c_str(); | ||
1712 | S32 index = glGetAttribLocationARB(mProgramObject, name); | ||
1713 | if (index != -1) | ||
1714 | { | ||
1715 | mAttribute[LLShaderMgr::sReservedAttribs.size() + i] = index; | ||
1716 | LL_DEBUGS("ShaderLoading") << "Attribute " << name << " assigned to channel " << index << LL_ENDL; | ||
1717 | } | ||
1718 | } | ||
1719 | } | ||
1720 | |||
1721 | return TRUE; | ||
1722 | } | ||
1723 | |||
1724 | return FALSE; | ||
1725 | } | ||
1726 | |||
1727 | void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms) | ||
1728 | { | ||
1729 | if (index == -1) | ||
1730 | { | ||
1731 | return; | ||
1732 | } | ||
1733 | |||
1734 | GLenum type; | ||
1735 | GLsizei length; | ||
1736 | GLint size; | ||
1737 | char name[1024]; /* Flawfinder: ignore */ | ||
1738 | name[0] = 0; | ||
1739 | |||
1740 | glGetActiveUniformARB(mProgramObject, index, 1024, &length, &size, &type, (GLcharARB *)name); | ||
1741 | S32 location = glGetUniformLocationARB(mProgramObject, name); | ||
1742 | if (location != -1) | ||
1743 | { | ||
1744 | mUniformMap[name] = location; | ||
1745 | LL_DEBUGS("ShaderLoading") << "Uniform " << name << " is at location " << location << LL_ENDL; | ||
1746 | |||
1747 | //find the index of this uniform | ||
1748 | for (S32 i = 0; i < (S32) LLShaderMgr::sReservedUniforms.size(); i++) | ||
1749 | { | ||
1750 | if ( (mUniform[i] == -1) | ||
1751 | && (LLShaderMgr::sReservedUniforms[i].compare(0, length, name, LLShaderMgr::sReservedUniforms[i].length()) == 0)) | ||
1752 | { | ||
1753 | //found it | ||
1754 | mUniform[i] = location; | ||
1755 | mTexture[i] = mapUniformTextureChannel(location, type); | ||
1756 | return; | ||
1757 | } | ||
1758 | } | ||
1759 | |||
1760 | if (uniforms != NULL) | ||
1761 | { | ||
1762 | for (U32 i = 0; i < uniforms->size(); i++) | ||
1763 | { | ||
1764 | if ( (mUniform[i+LLShaderMgr::sReservedUniforms.size()] == -1) | ||
1765 | && ((*uniforms)[i].compare(0, length, name, (*uniforms)[i].length()) == 0)) | ||
1766 | { | ||
1767 | //found it | ||
1768 | mUniform[i+LLShaderMgr::sReservedUniforms.size()] = location; | ||
1769 | mTexture[i+LLShaderMgr::sReservedUniforms.size()] = mapUniformTextureChannel(location, type); | ||
1770 | return; | ||
1771 | } | ||
1772 | } | ||
1773 | } | ||
1774 | } | ||
1775 | } | ||
1776 | |||
1777 | GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type) | ||
1778 | { | ||
1779 | if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB) | ||
1780 | { //this here is a texture | ||
1781 | glUniform1iARB(location, mActiveTextureChannels); | ||
1782 | LL_DEBUGS("ShaderLoading") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL; | ||
1783 | return mActiveTextureChannels++; | ||
1784 | } | ||
1785 | return -1; | ||
1786 | } | ||
1787 | |||
1788 | BOOL LLGLSLShader::mapUniforms(const vector<string> * uniforms) | ||
1789 | { | ||
1790 | BOOL res = TRUE; | ||
1791 | |||
1792 | mActiveTextureChannels = 0; | ||
1793 | mUniform.clear(); | ||
1794 | mUniformMap.clear(); | ||
1795 | mTexture.clear(); | ||
1796 | mValue.clear(); | ||
1797 | //initialize arrays | ||
1798 | U32 numUniforms = (uniforms == NULL) ? 0 : uniforms->size(); | ||
1799 | mUniform.resize(numUniforms + LLShaderMgr::sReservedUniforms.size(), -1); | ||
1800 | mTexture.resize(numUniforms + LLShaderMgr::sReservedUniforms.size(), -1); | ||
1801 | |||
1802 | bind(); | ||
1803 | |||
1804 | //get the number of active uniforms | ||
1805 | GLint activeCount; | ||
1806 | glGetObjectParameterivARB(mProgramObject, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &activeCount); | ||
1807 | |||
1808 | for (S32 i = 0; i < activeCount; i++) | ||
1809 | { | ||
1810 | mapUniform(i, uniforms); | ||
1811 | } | ||
1812 | |||
1813 | unbind(); | ||
1814 | |||
1815 | return res; | ||
1816 | } | ||
1817 | |||
1818 | BOOL LLGLSLShader::link(BOOL suppress_errors) | ||
1819 | { | ||
1820 | return LLShaderMgr::linkProgramObject(mProgramObject, suppress_errors); | ||
1821 | } | ||
1822 | |||
1823 | void LLGLSLShader::bind() | ||
1824 | { | ||
1825 | if (gGLManager.mHasShaderObjects) | ||
1826 | { | ||
1827 | glUseProgramObjectARB(mProgramObject); | ||
1828 | |||
1829 | if (mUniformsDirty) | ||
1830 | { | ||
1831 | LLWLParamManager::instance()->updateShaderUniforms(this); | ||
1832 | LLWaterParamManager::instance()->updateShaderUniforms(this); | ||
1833 | mUniformsDirty = FALSE; | ||
1834 | } | ||
1835 | } | ||
1836 | } | ||
1837 | |||
1838 | void LLGLSLShader::unbind() | ||
1839 | { | ||
1840 | if (gGLManager.mHasShaderObjects) | ||
1841 | { | ||
1842 | for (U32 i = 0; i < mAttribute.size(); ++i) | ||
1843 | { | ||
1844 | vertexAttrib4f(i, 0,0,0,1); | ||
1845 | } | ||
1846 | glUseProgramObjectARB(0); | ||
1847 | } | ||
1848 | } | ||
1849 | |||
1850 | void LLGLSLShader::bindNoShader(void) | ||
1851 | { | ||
1852 | glUseProgramObjectARB(0); | ||
1853 | } | ||
1854 | |||
1855 | S32 LLGLSLShader::enableTexture(S32 uniform, S32 mode) | ||
1856 | { | ||
1857 | if (uniform < 0 || uniform >= (S32)mTexture.size()) | ||
1858 | { | ||
1859 | UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; | ||
1860 | return -1; | ||
1861 | } | ||
1862 | S32 index = mTexture[uniform]; | ||
1863 | if (index != -1) | ||
1864 | { | ||
1865 | gGL.getTexUnit(index)->activate(); | ||
1866 | glEnable(mode); | ||
1867 | } | ||
1868 | return index; | ||
1869 | } | ||
1870 | |||
1871 | S32 LLGLSLShader::disableTexture(S32 uniform, S32 mode) | ||
1872 | { | ||
1873 | if (uniform < 0 || uniform >= (S32)mTexture.size()) | ||
1874 | { | ||
1875 | UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL; | ||
1876 | return -1; | ||
1877 | } | ||
1878 | S32 index = mTexture[uniform]; | ||
1879 | if (index != -1) | ||
1880 | { | ||
1881 | gGL.getTexUnit(index)->activate(); | ||
1882 | glDisable(mode); | ||
1883 | } | ||
1884 | return index; | ||
1885 | } | ||
1886 | |||
1887 | void LLGLSLShader::uniform1f(U32 index, GLfloat x) | ||
1888 | { | ||
1889 | if (mProgramObject > 0) | ||
1890 | { | ||
1891 | if (mUniform.size() <= index) | ||
1892 | { | ||
1893 | UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; | ||
1894 | return; | ||
1895 | } | ||
1896 | |||
1897 | if (mUniform[index] >= 0) | ||
1898 | { | ||
1899 | std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]); | ||
1900 | if (iter == mValue.end() || iter->second.mV[0] != x) | ||
1901 | { | ||
1902 | glUniform1fARB(mUniform[index], x); | ||
1903 | mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f); | ||
1904 | } | ||
1905 | } | ||
1906 | } | ||
1907 | } | ||
1908 | |||
1909 | void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y) | ||
1910 | { | ||
1911 | if (mProgramObject > 0) | ||
1912 | { | ||
1913 | if (mUniform.size() <= index) | ||
1914 | { | ||
1915 | UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; | ||
1916 | return; | ||
1917 | } | ||
1918 | |||
1919 | if (mUniform[index] >= 0) | ||
1920 | { | ||
1921 | std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]); | ||
1922 | LLVector4 vec(x,y,0.f,0.f); | ||
1923 | if (iter == mValue.end() || shouldChange(iter->second,vec)) | ||
1924 | { | ||
1925 | glUniform2fARB(mUniform[index], x, y); | ||
1926 | mValue[mUniform[index]] = vec; | ||
1927 | } | ||
1928 | } | ||
1929 | } | ||
1930 | } | ||
1931 | |||
1932 | void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z) | ||
1933 | { | ||
1934 | if (mProgramObject > 0) | ||
1935 | { | ||
1936 | if (mUniform.size() <= index) | ||
1937 | { | ||
1938 | UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; | ||
1939 | return; | ||
1940 | } | ||
1941 | |||
1942 | if (mUniform[index] >= 0) | ||
1943 | { | ||
1944 | std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]); | ||
1945 | LLVector4 vec(x,y,z,0.f); | ||
1946 | if (iter == mValue.end() || shouldChange(iter->second,vec)) | ||
1947 | { | ||
1948 | glUniform3fARB(mUniform[index], x, y, z); | ||
1949 | mValue[mUniform[index]] = vec; | ||
1950 | } | ||
1951 | } | ||
1952 | } | ||
1953 | } | ||
1954 | |||
1955 | void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) | ||
1956 | { | ||
1957 | if (mProgramObject > 0) | ||
1958 | { | ||
1959 | if (mUniform.size() <= index) | ||
1960 | { | ||
1961 | UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; | ||
1962 | return; | ||
1963 | } | ||
1964 | |||
1965 | if (mUniform[index] >= 0) | ||
1966 | { | ||
1967 | std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]); | ||
1968 | LLVector4 vec(x,y,z,w); | ||
1969 | if (iter == mValue.end() || shouldChange(iter->second,vec)) | ||
1970 | { | ||
1971 | glUniform4fARB(mUniform[index], x, y, z, w); | ||
1972 | mValue[mUniform[index]] = vec; | ||
1973 | } | ||
1974 | } | ||
1975 | } | ||
1976 | } | ||
1977 | |||
1978 | void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v) | ||
1979 | { | ||
1980 | if (mProgramObject > 0) | ||
1981 | { | ||
1982 | if (mUniform.size() <= index) | ||
1983 | { | ||
1984 | UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; | ||
1985 | return; | ||
1986 | } | ||
1987 | |||
1988 | if (mUniform[index] >= 0) | ||
1989 | { | ||
1990 | std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]); | ||
1991 | LLVector4 vec(v[0],0.f,0.f,0.f); | ||
1992 | if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) | ||
1993 | { | ||
1994 | glUniform1fvARB(mUniform[index], count, v); | ||
1995 | mValue[mUniform[index]] = vec; | ||
1996 | } | ||
1997 | } | ||
1998 | } | ||
1999 | } | ||
2000 | |||
2001 | void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v) | ||
2002 | { | ||
2003 | if (mProgramObject > 0) | ||
2004 | { | ||
2005 | if (mUniform.size() <= index) | ||
2006 | { | ||
2007 | UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; | ||
2008 | return; | ||
2009 | } | ||
2010 | |||
2011 | if (mUniform[index] >= 0) | ||
2012 | { | ||
2013 | std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]); | ||
2014 | LLVector4 vec(v[0],v[1],0.f,0.f); | ||
2015 | if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) | ||
2016 | { | ||
2017 | glUniform2fvARB(mUniform[index], count, v); | ||
2018 | mValue[mUniform[index]] = vec; | ||
2019 | } | ||
2020 | } | ||
2021 | } | ||
2022 | } | ||
2023 | |||
2024 | void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* v) | ||
2025 | { | ||
2026 | if (mProgramObject > 0) | ||
2027 | { | ||
2028 | if (mUniform.size() <= index) | ||
2029 | { | ||
2030 | UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; | ||
2031 | return; | ||
2032 | } | ||
2033 | |||
2034 | if (mUniform[index] >= 0) | ||
2035 | { | ||
2036 | std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]); | ||
2037 | LLVector4 vec(v[0],v[1],v[2],0.f); | ||
2038 | if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) | ||
2039 | { | ||
2040 | glUniform3fvARB(mUniform[index], count, v); | ||
2041 | mValue[mUniform[index]] = vec; | ||
2042 | } | ||
2043 | } | ||
2044 | } | ||
2045 | } | ||
2046 | |||
2047 | void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v) | ||
2048 | { | ||
2049 | if (mProgramObject > 0) | ||
2050 | { | ||
2051 | if (mUniform.size() <= index) | ||
2052 | { | ||
2053 | UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; | ||
2054 | return; | ||
2055 | } | ||
2056 | |||
2057 | if (mUniform[index] >= 0) | ||
2058 | { | ||
2059 | std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]); | ||
2060 | LLVector4 vec(v[0],v[1],v[2],v[3]); | ||
2061 | if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) | ||
2062 | { | ||
2063 | glUniform4fvARB(mUniform[index], count, v); | ||
2064 | mValue[mUniform[index]] = vec; | ||
2065 | } | ||
2066 | } | ||
2067 | } | ||
2068 | } | ||
2069 | |||
2070 | void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) | ||
2071 | { | ||
2072 | if (mProgramObject > 0) | ||
2073 | { | ||
2074 | if (mUniform.size() <= index) | ||
2075 | { | ||
2076 | UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; | ||
2077 | return; | ||
2078 | } | ||
2079 | |||
2080 | if (mUniform[index] >= 0) | ||
2081 | { | ||
2082 | glUniformMatrix2fvARB(mUniform[index], count, transpose, v); | ||
2083 | } | ||
2084 | } | ||
2085 | } | ||
2086 | |||
2087 | void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) | ||
2088 | { | ||
2089 | if (mProgramObject > 0) | ||
2090 | { | ||
2091 | if (mUniform.size() <= index) | ||
2092 | { | ||
2093 | UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; | ||
2094 | return; | ||
2095 | } | ||
2096 | |||
2097 | if (mUniform[index] >= 0) | ||
2098 | { | ||
2099 | glUniformMatrix3fvARB(mUniform[index], count, transpose, v); | ||
2100 | } | ||
2101 | } | ||
2102 | } | ||
2103 | |||
2104 | void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) | ||
2105 | { | ||
2106 | if (mProgramObject > 0) | ||
2107 | { | ||
2108 | if (mUniform.size() <= index) | ||
2109 | { | ||
2110 | UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL; | ||
2111 | return; | ||
2112 | } | ||
2113 | |||
2114 | if (mUniform[index] >= 0) | ||
2115 | { | ||
2116 | glUniformMatrix4fvARB(mUniform[index], count, transpose, v); | ||
2117 | } | ||
2118 | } | ||
2119 | } | ||
2120 | |||
2121 | GLint LLGLSLShader::getUniformLocation(const string& uniform) | ||
2122 | { | ||
2123 | if (mProgramObject > 0) | ||
2124 | { | ||
2125 | std::map<string, GLint>::iterator iter = mUniformMap.find(uniform); | ||
2126 | if (iter != mUniformMap.end()) | ||
2127 | { | ||
2128 | llassert(iter->second == glGetUniformLocationARB(mProgramObject, uniform.c_str())); | ||
2129 | return iter->second; | ||
2130 | } | ||
2131 | } | ||
2132 | |||
2133 | return -1; | ||
2134 | } | ||
2135 | |||
2136 | void LLGLSLShader::uniform1f(const string& uniform, GLfloat v) | ||
2137 | { | ||
2138 | GLint location = getUniformLocation(uniform); | ||
2139 | |||
2140 | if (location >= 0) | ||
2141 | { | ||
2142 | std::map<GLint, LLVector4>::iterator iter = mValue.find(location); | ||
2143 | LLVector4 vec(v,0.f,0.f,0.f); | ||
2144 | if (iter == mValue.end() || shouldChange(iter->second,vec)) | ||
2145 | { | ||
2146 | glUniform1fARB(location, v); | ||
2147 | mValue[location] = vec; | ||
2148 | } | ||
2149 | } | ||
2150 | } | ||
2151 | |||
2152 | void LLGLSLShader::uniform2f(const string& uniform, GLfloat x, GLfloat y) | ||
2153 | { | ||
2154 | GLint location = getUniformLocation(uniform); | ||
2155 | |||
2156 | if (location >= 0) | ||
2157 | { | ||
2158 | std::map<GLint, LLVector4>::iterator iter = mValue.find(location); | ||
2159 | LLVector4 vec(x,y,0.f,0.f); | ||
2160 | if (iter == mValue.end() || shouldChange(iter->second,vec)) | ||
2161 | { | ||
2162 | glUniform2fARB(location, x,y); | ||
2163 | mValue[location] = vec; | ||
2164 | } | ||
2165 | } | ||
2166 | |||
2167 | } | ||
2168 | |||
2169 | void LLGLSLShader::uniform3f(const string& uniform, GLfloat x, GLfloat y, GLfloat z) | ||
2170 | { | ||
2171 | GLint location = getUniformLocation(uniform); | ||
2172 | |||
2173 | if (location >= 0) | ||
2174 | { | ||
2175 | std::map<GLint, LLVector4>::iterator iter = mValue.find(location); | ||
2176 | LLVector4 vec(x,y,z,0.f); | ||
2177 | if (iter == mValue.end() || shouldChange(iter->second,vec)) | ||
2178 | { | ||
2179 | glUniform3fARB(location, x,y,z); | ||
2180 | mValue[location] = vec; | ||
2181 | } | ||
2182 | } | ||
2183 | } | ||
2184 | |||
2185 | void LLGLSLShader::uniform4f(const string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w) | ||
2186 | { | ||
2187 | GLint location = getUniformLocation(uniform); | ||
2188 | |||
2189 | if (location >= 0) | ||
2190 | { | ||
2191 | std::map<GLint, LLVector4>::iterator iter = mValue.find(location); | ||
2192 | LLVector4 vec(x,y,z,w); | ||
2193 | if (iter == mValue.end() || shouldChange(iter->second,vec)) | ||
2194 | { | ||
2195 | glUniform4fARB(location, x,y,z,w); | ||
2196 | mValue[location] = vec; | ||
2197 | } | ||
2198 | } | ||
2199 | } | ||
2200 | |||
2201 | void LLGLSLShader::uniform1fv(const string& uniform, U32 count, const GLfloat* v) | ||
2202 | { | ||
2203 | GLint location = getUniformLocation(uniform); | ||
2204 | |||
2205 | if (location >= 0) | ||
2206 | { | ||
2207 | std::map<GLint, LLVector4>::iterator iter = mValue.find(location); | ||
2208 | LLVector4 vec(v[0],0.f,0.f,0.f); | ||
2209 | if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) | ||
2210 | { | ||
2211 | glUniform1fvARB(location, count, v); | ||
2212 | mValue[location] = vec; | ||
2213 | } | ||
2214 | } | ||
2215 | } | ||
2216 | |||
2217 | void LLGLSLShader::uniform2fv(const string& uniform, U32 count, const GLfloat* v) | ||
2218 | { | ||
2219 | GLint location = getUniformLocation(uniform); | ||
2220 | |||
2221 | if (location >= 0) | ||
2222 | { | ||
2223 | std::map<GLint, LLVector4>::iterator iter = mValue.find(location); | ||
2224 | LLVector4 vec(v[0],v[1],0.f,0.f); | ||
2225 | if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) | ||
2226 | { | ||
2227 | glUniform2fvARB(location, count, v); | ||
2228 | mValue[location] = vec; | ||
2229 | } | ||
2230 | } | ||
2231 | } | ||
2232 | |||
2233 | void LLGLSLShader::uniform3fv(const string& uniform, U32 count, const GLfloat* v) | ||
2234 | { | ||
2235 | GLint location = getUniformLocation(uniform); | ||
2236 | |||
2237 | if (location >= 0) | ||
2238 | { | ||
2239 | std::map<GLint, LLVector4>::iterator iter = mValue.find(location); | ||
2240 | LLVector4 vec(v[0],v[1],v[2],0.f); | ||
2241 | if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) | ||
2242 | { | ||
2243 | glUniform3fvARB(location, count, v); | ||
2244 | mValue[location] = vec; | ||
2245 | } | ||
2246 | } | ||
2247 | } | ||
2248 | |||
2249 | void LLGLSLShader::uniform4fv(const string& uniform, U32 count, const GLfloat* v) | ||
2250 | { | ||
2251 | GLint location = getUniformLocation(uniform); | ||
2252 | |||
2253 | if (location >= 0) | ||
2254 | { | ||
2255 | LLVector4 vec(v); | ||
2256 | std::map<GLint, LLVector4>::iterator iter = mValue.find(location); | ||
2257 | if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1) | ||
2258 | { | ||
2259 | glUniform4fvARB(location, count, v); | ||
2260 | mValue[location] = vec; | ||
2261 | } | ||
2262 | } | ||
2263 | } | ||
2264 | |||
2265 | void LLGLSLShader::uniformMatrix2fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v) | ||
2266 | { | ||
2267 | GLint location = getUniformLocation(uniform); | ||
2268 | |||
2269 | if (location >= 0) | ||
2270 | { | ||
2271 | glUniformMatrix2fvARB(location, count, transpose, v); | ||
2272 | } | ||
2273 | } | ||
2274 | |||
2275 | void LLGLSLShader::uniformMatrix3fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v) | ||
2276 | { | ||
2277 | GLint location = getUniformLocation(uniform); | ||
2278 | |||
2279 | if (location >= 0) | ||
2280 | { | ||
2281 | glUniformMatrix3fvARB(location, count, transpose, v); | ||
2282 | } | ||
2283 | } | ||
2284 | |||
2285 | void LLGLSLShader::uniformMatrix4fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v) | ||
2286 | { | ||
2287 | GLint location = getUniformLocation(uniform); | ||
2288 | |||
2289 | if (location >= 0) | ||
2290 | { | ||
2291 | glUniformMatrix4fvARB(location, count, transpose, v); | ||
2292 | } | ||
2293 | } | ||
2294 | |||
2295 | |||
2296 | void LLGLSLShader::vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) | ||
2297 | { | ||
2298 | if (mAttribute[index] > 0) | ||
2299 | { | ||
2300 | glVertexAttrib4fARB(mAttribute[index], x, y, z, w); | ||
2301 | } | ||
2302 | } | ||
2303 | |||
2304 | void LLGLSLShader::vertexAttrib4fv(U32 index, GLfloat* v) | ||
2305 | { | ||
2306 | if (mAttribute[index] > 0) | ||
2307 | { | ||
2308 | glVertexAttrib4fvARB(mAttribute[index], v); | ||
2309 | } | ||
2310 | } | ||