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author | Dave Parks <davep@lindenlab.com> | 2024-05-28 09:45:40 -0500 |
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committer | GitHub <noreply@github.com> | 2024-05-28 09:45:40 -0500 |
commit | 2f4120038429c6aff865f153f708ceefb60d67f4 (patch) | |
tree | 85e63488eb66760996fd2e0c55c40fdc7b5b38b3 /indra/newview/llviewershadermgr.cpp | |
parent | db627bc3544b828982a2a366972e0adf86e42f75 (diff) |
Remove tinygltf dependency from LL::GLTF (#1541)
* #1535 Image loading/saving support in boost::json driven GLTF parser
* #1536 GLB Support in boost::json drvien GLTF parser
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 9958526a2b..0ca05b3460 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -228,6 +228,9 @@ LLGLSLShader gDeferredPBRAlphaProgram; LLGLSLShader gDeferredSkinnedPBRAlphaProgram; LLGLSLShader gDeferredPBRTerrainProgram; +LLGLSLShader gGLTFPBRMetallicRoughnessProgram; + + //helper for making a rigged variant of a given shader static bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader) { @@ -235,6 +238,7 @@ static bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader riggedShader.mFeatures = shader.mFeatures; riggedShader.mFeatures.hasObjectSkinning = true; riggedShader.mDefines = shader.mDefines; // NOTE: Must come before addPermutation + riggedShader.addPermutation("HAS_SKIN", "1"); riggedShader.mShaderFiles = shader.mShaderFiles; riggedShader.mShaderLevel = shader.mShaderLevel; @@ -244,6 +248,49 @@ static bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader return riggedShader.createShader(NULL, NULL); } + +static bool make_gltf_variant(LLGLSLShader& shader, LLGLSLShader& variant, bool alpha_blend, bool rigged) +{ + variant.mName = shader.mName.c_str(); + variant.mFeatures = shader.mFeatures; + variant.mShaderFiles = shader.mShaderFiles; + variant.mShaderLevel = shader.mShaderLevel; + variant.mShaderGroup = shader.mShaderGroup; + + variant.mDefines = shader.mDefines; // NOTE: Must come before addPermutation + + if (alpha_blend) + { + variant.addPermutation("ALPHA_BLEND", "1"); + } + if (rigged) + { + variant.addPermutation("HAS_SKIN", "1"); + variant.mFeatures.hasObjectSkinning = true; + } + + return variant.createShader(NULL, NULL); +} + +static bool make_gltf_variants(LLGLSLShader& shader) +{ + shader.mFeatures.mGLTF = true; + shader.mGLTFVariants.resize(LLGLSLShader::NUM_GLTF_VARIANTS); + + for (U32 i = 0; i < LLGLSLShader::NUM_GLTF_VARIANTS; ++i) + { + bool alpha_blend = i & 1; + bool rigged = i & 2; + + if (!make_gltf_variant(shader, shader.mGLTFVariants[i], alpha_blend, rigged)) + { + return false; + } + } + + return true; +} + #ifdef SHOW_ASSERT // return true if there are no redundant shaders in the given vector // also checks for redundant variants @@ -329,6 +376,7 @@ void LLViewerShaderMgr::finalizeShaderList() mShaderList.push_back(&gDeferredDiffuseProgram); mShaderList.push_back(&gDeferredBumpProgram); mShaderList.push_back(&gDeferredPBROpaqueProgram); + mShaderList.push_back(&gGLTFPBRMetallicRoughnessProgram); mShaderList.push_back(&gDeferredAvatarProgram); mShaderList.push_back(&gDeferredTerrainProgram); mShaderList.push_back(&gDeferredPBRTerrainProgram); @@ -1019,6 +1067,7 @@ bool LLViewerShaderMgr::loadShadersDeferred() gHUDPBROpaqueProgram.unload(); gPBRGlowProgram.unload(); gDeferredPBROpaqueProgram.unload(); + gGLTFPBRMetallicRoughnessProgram.unload(); gDeferredSkinnedPBROpaqueProgram.unload(); gDeferredPBRAlphaProgram.unload(); gDeferredSkinnedPBRAlphaProgram.unload(); @@ -1211,6 +1260,22 @@ bool LLViewerShaderMgr::loadShadersDeferred() if (success) { + gGLTFPBRMetallicRoughnessProgram.mName = "GLTF PBR Metallic Roughness Shader"; + gGLTFPBRMetallicRoughnessProgram.mFeatures.hasSrgb = true; + + gGLTFPBRMetallicRoughnessProgram.mShaderFiles.clear(); + gGLTFPBRMetallicRoughnessProgram.mShaderFiles.push_back(make_pair("gltf/pbrmetallicroughnessV.glsl", GL_VERTEX_SHADER)); + gGLTFPBRMetallicRoughnessProgram.mShaderFiles.push_back(make_pair("gltf/pbrmetallicroughnessF.glsl", GL_FRAGMENT_SHADER)); + gGLTFPBRMetallicRoughnessProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED]; + gGLTFPBRMetallicRoughnessProgram.clearPermutations(); + + success = make_gltf_variants(gGLTFPBRMetallicRoughnessProgram); + + llassert(success); + } + + if (success) + { gPBRGlowProgram.mName = " PBR Glow Shader"; gPBRGlowProgram.mFeatures.hasSrgb = true; gPBRGlowProgram.mShaderFiles.clear(); |