diff options
author | Brad Kittenbrink <brad@lindenlab.com> | 2009-02-18 21:10:16 +0000 |
---|---|---|
committer | Brad Kittenbrink <brad@lindenlab.com> | 2009-02-18 21:10:16 +0000 |
commit | abdc99f21b542c4fea67030ddbd7166c9d1c6c63 (patch) | |
tree | 3e984e405adfdec189ca8a047daca5250737ffbf /indra/newview/llviewershadermgr.cpp | |
parent | 34412f0530cf6a411b4de906a8e9da59cbcb3a85 (diff) |
Merge of QAR-1267 to trunk. This was a combo merge of QAR-1175 (maint-render-9) and QAR-1236 (dll-msvcrt-2)
svn merge -r 109838:112264 svn+ssh://svn.lindenlab.com/svn/linden/branches/maint-render/maint-render-9-merge-r109833
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 281 |
1 files changed, 254 insertions, 27 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 1c025b42c9..b5bd2f93af 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -63,6 +63,8 @@ using std::pair; using std::make_pair; using std::string; +BOOL LLViewerShaderMgr::sInitialized = FALSE; + LLVector4 gShinyOrigin; //object shaders @@ -101,7 +103,23 @@ LLGLSLShader gPostColorFilterProgram; LLGLSLShader gPostNightVisionProgram; // Deferred rendering shaders +LLGLSLShader gDeferredImpostorProgram; +LLGLSLShader gDeferredWaterProgram; LLGLSLShader gDeferredDiffuseProgram; +LLGLSLShader gDeferredBumpProgram; +LLGLSLShader gDeferredTerrainProgram; +LLGLSLShader gDeferredTreeProgram; +LLGLSLShader gDeferredAvatarProgram; +LLGLSLShader gDeferredAvatarAlphaProgram; +LLGLSLShader gDeferredLightProgram; +LLGLSLShader gDeferredMultiLightProgram; +LLGLSLShader gDeferredSunProgram; +LLGLSLShader gDeferredBlurLightProgram; +LLGLSLShader gDeferredSoftenProgram; +LLGLSLShader gDeferredShadowProgram; +LLGLSLShader gDeferredAvatarShadowProgram; +LLGLSLShader gDeferredAlphaProgram; +LLGLSLShader gDeferredFullbrightProgram; //current avatar shader parameter pointer GLint gAvatarMatrixParam; @@ -126,6 +144,15 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gAvatarWaterProgram); mShaderList.push_back(&gObjectShinyWaterProgram); mShaderList.push_back(&gUnderWaterProgram); + mShaderList.push_back(&gDeferredSunProgram); + mShaderList.push_back(&gDeferredBlurLightProgram); + mShaderList.push_back(&gDeferredSoftenProgram); + mShaderList.push_back(&gDeferredLightProgram); + mShaderList.push_back(&gDeferredMultiLightProgram); + mShaderList.push_back(&gDeferredAlphaProgram); + mShaderList.push_back(&gDeferredFullbrightProgram); + mShaderList.push_back(&gDeferredWaterProgram); + mShaderList.push_back(&gDeferredAvatarAlphaProgram); } LLViewerShaderMgr::~LLViewerShaderMgr() @@ -188,6 +215,18 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void) mReservedUniforms.push_back("gamma"); mReservedUniforms.push_back("scene_light_strength"); + mReservedUniforms.push_back("depthMap"); + mReservedUniforms.push_back("shadowMap0"); + mReservedUniforms.push_back("shadowMap1"); + mReservedUniforms.push_back("shadowMap2"); + mReservedUniforms.push_back("shadowMap3"); + mReservedUniforms.push_back("normalMap"); + mReservedUniforms.push_back("positionMap"); + mReservedUniforms.push_back("diffuseRect"); + mReservedUniforms.push_back("specularRect"); + mReservedUniforms.push_back("noiseMap"); + mReservedUniforms.push_back("lightMap"); + mWLUniforms.push_back("camPosLocal"); mTerrainUniforms.reserve(5); @@ -240,7 +279,7 @@ S32 LLViewerShaderMgr::getVertexShaderLevel(S32 type) void LLViewerShaderMgr::setShaders() { - if (!gPipeline.mInitialized) + if (!gPipeline.mInitialized || !sInitialized) { return; } @@ -254,6 +293,7 @@ void LLViewerShaderMgr::setShaders() { LLPipeline::sWaterReflections = gGLManager.mHasCubeMap; LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow"); + LLPipeline::updateRenderDeferred(); } else { @@ -290,36 +330,16 @@ void LLViewerShaderMgr::setShaders() S32 wl_class = 2; S32 water_class = 2; S32 deferred_class = 0; - if (!gSavedSettings.getBOOL("WindLightUseAtmosShaders")) + if (!(LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders") + && gSavedSettings.getBOOL("WindLightUseAtmosShaders"))) { // user has disabled WindLight in their settings, downgrade // windlight shaders to stub versions. wl_class = 1; - - // if class one or less, turn off more shaders - // since higher end cards won't see any real gain - // from turning off most of the shaders, - // but class one would - // TODO: Make water on class one cards color things - // beneath it properly - if(LLFeatureManager::getInstance()->getGPUClass() < GPU_CLASS_2) - { - // use lesser water and other stuff - light_class = 2; - env_class = 0; - obj_class = 0; - effect_class = 1; - water_class = 1; - } } - if (gSavedSettings.getBOOL("RenderDeferred")) + if (LLPipeline::sRenderDeferred) { - light_class = 1; - env_class = 0; - obj_class = 0; - water_class = 1; - effect_class = 1; deferred_class = 1; } @@ -358,8 +378,7 @@ void LLViewerShaderMgr::setShaders() loadShadersWindLight(); loadShadersEffects(); loadShadersInterface(); - loadShadersDeferred(); - + // Load max avatar shaders to set the max level mVertexShaderLevel[SHADER_AVATAR] = 3; mMaxAvatarShaderLevel = 3; @@ -406,6 +425,11 @@ void LLViewerShaderMgr::setShaders() gSavedSettings.setBOOL("RenderAvatarCloth", FALSE); loadShadersAvatar(); // unloads } + + if (!loadShadersDeferred()) + { + gSavedSettings.setBOOL("RenderDeferred", FALSE); + } #endif } else @@ -511,6 +535,10 @@ BOOL LLViewerShaderMgr::loadBasicShaders() sum_lights_class = 1; } + // Use the feature table to mask out the max light level to use. Also make sure it's at least 1. + S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel"); + sum_lights_class = llclamp(sum_lights_class, 1, max_light_class); + // Load the Basic Vertex Shaders at the appropriate level. // (in order of shader function call depth for reference purposes, deepest level first) @@ -779,15 +807,33 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { if (mVertexShaderLevel[SHADER_DEFERRED] == 0) { + gDeferredTreeProgram.unload(); gDeferredDiffuseProgram.unload(); + gDeferredBumpProgram.unload(); + gDeferredImpostorProgram.unload(); + gDeferredTerrainProgram.unload(); + gDeferredLightProgram.unload(); + gDeferredMultiLightProgram.unload(); + gDeferredSunProgram.unload(); + gDeferredBlurLightProgram.unload(); + gDeferredSoftenProgram.unload(); + gDeferredShadowProgram.unload(); + gDeferredAvatarShadowProgram.unload(); + gDeferredAvatarProgram.unload(); + gDeferredAvatarAlphaProgram.unload(); + gDeferredAlphaProgram.unload(); + gDeferredFullbrightProgram.unload(); + gDeferredWaterProgram.unload(); return FALSE; } + mVertexShaderLevel[SHADER_AVATAR] = 1; + BOOL success = TRUE; if (success) { - gDeferredDiffuseProgram.mName = "Deffered Diffuse Shader"; + gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader"; gDeferredDiffuseProgram.mShaderFiles.clear(); gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); @@ -795,6 +841,187 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredDiffuseProgram.createShader(NULL, NULL); } + if (success) + { + gDeferredBumpProgram.mName = "Deferred Bump Shader"; + gDeferredBumpProgram.mShaderFiles.clear(); + gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredBumpProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredTreeProgram.mName = "Deferred Tree Shader"; + gDeferredTreeProgram.mShaderFiles.clear(); + gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredTreeProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredImpostorProgram.mName = "Deferred Impostor Shader"; + gDeferredImpostorProgram.mShaderFiles.clear(); + gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredImpostorProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredLightProgram.mName = "Deferred Light Shader"; + gDeferredLightProgram.mShaderFiles.clear(); + gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredLightProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader"; + gDeferredMultiLightProgram.mShaderFiles.clear(); + gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredMultiLightProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredSunProgram.mName = "Deferred Sun Shader"; + gDeferredSunProgram.mShaderFiles.clear(); + gDeferredSunProgram.mShaderFiles.push_back(make_pair("deferred/sunLightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredSunProgram.mShaderFiles.push_back(make_pair("deferred/sunLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredSunProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader"; + gDeferredBlurLightProgram.mShaderFiles.clear(); + gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredBlurLightProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredAlphaProgram.mName = "Deferred Alpha Shader"; + gDeferredAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true; + gDeferredAlphaProgram.mFeatures.hasGamma = true; + gDeferredAlphaProgram.mFeatures.hasAtmospherics = true; + gDeferredAlphaProgram.mFeatures.hasLighting = true; + gDeferredAlphaProgram.mShaderFiles.clear(); + gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredAlphaProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredFullbrightProgram.mName = "Deferred Fullbright Shader"; + gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightProgram.mFeatures.hasGamma = true; + gDeferredFullbrightProgram.mFeatures.hasTransport = true; + gDeferredFullbrightProgram.mFeatures.isFullbright = true; + gDeferredFullbrightProgram.mShaderFiles.clear(); + gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredFullbrightProgram.createShader(NULL, NULL); + } + + if (success) + { + // load water shader + gDeferredWaterProgram.mName = "Deferred Water Shader"; + gDeferredWaterProgram.mFeatures.calculatesAtmospherics = true; + gDeferredWaterProgram.mFeatures.hasGamma = true; + gDeferredWaterProgram.mFeatures.hasTransport = true; + gDeferredWaterProgram.mShaderFiles.clear(); + gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredWaterProgram.createShader(NULL, &mWaterUniforms); + } + + if (success) + { + gDeferredSoftenProgram.mName = "Deferred Soften Shader"; + gDeferredSoftenProgram.mShaderFiles.clear(); + gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredSoftenProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredShadowProgram.mName = "Deferred Shadow Shader"; + gDeferredShadowProgram.mShaderFiles.clear(); + gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredShadowProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader"; + gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true; + gDeferredAvatarShadowProgram.mShaderFiles.clear(); + gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarShadowProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + } + + if (success) + { + gTerrainProgram.mName = "Deferred Terrain Shader"; + gDeferredTerrainProgram.mShaderFiles.clear(); + gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredTerrainProgram.createShader(NULL, &mTerrainUniforms); + } + + if (success) + { + gDeferredAvatarProgram.mName = "Avatar Shader"; + gDeferredAvatarProgram.mFeatures.hasSkinning = true; + gDeferredAvatarProgram.mShaderFiles.clear(); + gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + } + + if (success) + { + gDeferredAvatarAlphaProgram.mName = "Avatar Alpha Shader"; + gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true; + gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true; + gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true; + gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true; + gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; + gDeferredAvatarAlphaProgram.mShaderFiles.clear(); + gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + } + return success; } |