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/**
* @file llglslshader.h
* @brief GLSL shader wrappers
*
* Copyright (c) 2001-2007, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlife.com/developers/opensource/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at http://secondlife.com/developers/opensource/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
*/
#ifndef LL_LLGLSLSHADER_H
#define LL_LLGLSLSHADER_H
#include "llgl.h"
class LLGLSLShader
{
public:
LLGLSLShader();
void unload();
void attachObject(GLhandleARB object);
void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
BOOL mapAttributes(const char** attrib_names = NULL, S32 count = 0);
BOOL mapUniforms(const char** uniform_names = NULL, S32 count = 0);
void mapUniform(GLint index, const char** uniform_names = NULL, S32 count = 0);
void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib4fv(U32 index, GLfloat* v);
GLint mapUniformTextureChannel(GLint location, GLenum type);
//enable/disable texture channel for specified uniform
//if given texture uniform is active in the shader,
//the corresponding channel will be active upon return
//returns channel texture is enabled in from [0-MAX)
S32 enableTexture(S32 uniform, S32 mode = GL_TEXTURE_2D);
S32 disableTexture(S32 uniform, S32 mode = GL_TEXTURE_2D);
BOOL link(BOOL suppress_errors = FALSE);
void bind();
void unbind();
GLhandleARB mProgramObject;
std::vector<GLint> mAttribute;
std::vector<GLint> mUniform;
std::vector<GLint> mTexture;
S32 mActiveTextureChannels;
};
class LLScatterShader
{
public:
static void init(GLhandleARB shader, int map_stage);
};
class LLShaderMgr
{
public:
static void setShaders();
static void unloadShaders();
static void dumpObjectLog(GLhandleARB ret, BOOL warns = TRUE);
static BOOL linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE);
static BOOL validateProgramObject(GLhandleARB obj);
static GLhandleARB loadShader(const LLString& filename, S32 cls, GLenum type);
static S32 getVertexShaderLevel(S32 type);
static S32 getMaxVertexShaderLevel(S32 type);
static BOOL loadShadersLighting();
static BOOL loadShadersObject();
static BOOL loadShadersAvatar();
static BOOL loadShadersEnvironment();
static BOOL loadShadersInterface();
static S32 sVertexShaderLevel[];
static S32 sMaxVertexShaderLevel[];
//global (reserved slot) shader parameters
static const char* sReservedAttribs[];
static U32 sReservedAttribCount;
enum EShaderClass
{
SHADER_LIGHTING,
SHADER_OBJECT,
SHADER_AVATAR,
SHADER_ENVIRONMENT,
SHADER_INTERFACE,
SHADER_COUNT
};
typedef enum
{
MATERIAL_COLOR = 0,
SPECULAR_COLOR,
BINORMAL,
END_RESERVED_ATTRIBS
} eGLSLReservedAttribs;
static const char* sReservedUniforms[];
static U32 sReservedUniformCount;
typedef enum
{
DIFFUSE_MAP = 0,
SPECULAR_MAP,
BUMP_MAP,
ENVIRONMENT_MAP,
END_RESERVED_UNIFORMS
} eGLSLReservedUniforms;
static const char* sShinyUniforms[];
static U32 sShinyUniformCount;
typedef enum
{
SHINY_ORIGIN = END_RESERVED_UNIFORMS
} eShinyUniforms;
//water parameters
static const char* sWaterUniforms[];
static U32 sWaterUniformCount;
typedef enum
{
WATER_SCREENTEX = END_RESERVED_UNIFORMS,
WATER_EYEVEC,
WATER_TIME,
WATER_WAVE_DIR1,
WATER_WAVE_DIR2,
WATER_LIGHT_DIR,
WATER_SPECULAR,
WATER_SPECULAR_EXP,
WATER_FBSCALE,
WATER_REFSCALE
} eWaterUniforms;
//terrain parameters
static const char* sTerrainUniforms[];
static U32 sTerrainUniformCount;
typedef enum
{
TERRAIN_DETAIL0 = END_RESERVED_UNIFORMS,
TERRAIN_DETAIL1,
TERRAIN_ALPHARAMP
} eTerrainUniforms;
//glow parameters
static const char* sGlowUniforms[];
static U32 sGlowUniformCount;
typedef enum
{
GLOW_DELTA = END_RESERVED_UNIFORMS
} eGlowUniforms;
//avatar shader parameter tables
static const char* sAvatarAttribs[];
static U32 sAvatarAttribCount;
typedef enum
{
AVATAR_WEIGHT = END_RESERVED_ATTRIBS,
AVATAR_CLOTHING,
AVATAR_WIND,
AVATAR_SINWAVE,
AVATAR_GRAVITY
} eAvatarAttribs;
static const char* sAvatarUniforms[];
static U32 sAvatarUniformCount;
typedef enum
{
AVATAR_MATRIX = END_RESERVED_UNIFORMS
} eAvatarUniforms;
}; //LLSL
//utility shader objects (not shader programs)
extern GLhandleARB gLightVertex;
extern GLhandleARB gLightFragment;
extern GLhandleARB gScatterVertex;
extern GLhandleARB gScatterFragment;
extern LLVector4 gShinyOrigin;
//object shaders
extern LLGLSLShader gObjectSimpleProgram;
extern LLGLSLShader gObjectAlphaProgram;
extern LLGLSLShader gObjectBumpProgram;
extern LLGLSLShader gObjectShinyProgram;
//environment shaders
extern LLGLSLShader gTerrainProgram;
extern LLGLSLShader gGlowProgram;
extern LLGLSLShader gGroundProgram;
extern LLGLSLShader gWaterProgram;
//interface shaders
extern LLGLSLShader gHighlightProgram;
//avatar skinning utility shader object
extern GLhandleARB gAvatarSkinVertex;
//avatar shader handles
extern LLGLSLShader gAvatarProgram;
extern LLGLSLShader gAvatarEyeballProgram;
extern LLGLSLShader gAvatarPickProgram;
//current avatar shader parameter pointer
extern GLint gAvatarMatrixParam;
extern GLint gMaterialIndex;
extern GLint gSpecularIndex;
#endif
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