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Diffstat (limited to 'indra/llrender/llglslshader.h')
-rw-r--r-- | indra/llrender/llglslshader.h | 139 |
1 files changed, 139 insertions, 0 deletions
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h new file mode 100644 index 0000000000..c11bd50716 --- /dev/null +++ b/indra/llrender/llglslshader.h @@ -0,0 +1,139 @@ +/** + * @file llglslshader.h + * @brief GLSL shader wrappers + * + * $LicenseInfo:firstyear=2001&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2010, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +#ifndef LL_LLGLSLSHADER_H +#define LL_LLGLSLSHADER_H + +#include "llgl.h" +#include "llrender.h" + +class LLShaderFeatures +{ +public: + bool calculatesLighting; + bool calculatesAtmospherics; + bool hasLighting; // implies no transport (it's possible to have neither though) + bool isShiny; + bool isFullbright; // implies no lighting + bool isSpecular; + bool hasWaterFog; // implies no gamma + bool hasTransport; // implies no lighting (it's possible to have neither though) + bool hasSkinning; + bool hasAtmospherics; + bool hasGamma; + + // char numLights; + + LLShaderFeatures(); +}; + +class LLGLSLShader +{ +public: + + enum + { + SG_DEFAULT = 0, + SG_SKY, + SG_WATER + }; + + LLGLSLShader(); + + void unload(); + BOOL createShader(std::vector<std::string> * attributes, + std::vector<std::string> * uniforms); + BOOL attachObject(std::string object); + void attachObject(GLhandleARB object); + void attachObjects(GLhandleARB* objects = NULL, S32 count = 0); + BOOL mapAttributes(const std::vector<std::string> * attributes); + BOOL mapUniforms(const std::vector<std::string> * uniforms); + void mapUniform(GLint index, const std::vector<std::string> * uniforms); + void uniform1i(U32 index, GLint i); + void uniform1f(U32 index, GLfloat v); + void uniform2f(U32 index, GLfloat x, GLfloat y); + void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z); + void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); + void uniform1iv(U32 index, U32 count, const GLint* i); + void uniform1fv(U32 index, U32 count, const GLfloat* v); + void uniform2fv(U32 index, U32 count, const GLfloat* v); + void uniform3fv(U32 index, U32 count, const GLfloat* v); + void uniform4fv(U32 index, U32 count, const GLfloat* v); + void uniform1i(const std::string& uniform, GLint i); + void uniform1f(const std::string& uniform, GLfloat v); + void uniform2f(const std::string& uniform, GLfloat x, GLfloat y); + void uniform3f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z); + void uniform4f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w); + void uniform1iv(const std::string& uniform, U32 count, const GLint* i); + void uniform1fv(const std::string& uniform, U32 count, const GLfloat* v); + void uniform2fv(const std::string& uniform, U32 count, const GLfloat* v); + void uniform3fv(const std::string& uniform, U32 count, const GLfloat* v); + void uniform4fv(const std::string& uniform, U32 count, const GLfloat* v); + void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); + void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); + void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); + void uniformMatrix2fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v); + void uniformMatrix3fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v); + void uniformMatrix4fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v); + + void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); + void vertexAttrib4fv(U32 index, GLfloat* v); + + GLint getUniformLocation(const std::string& uniform); + + 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, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE); + S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE); + + BOOL link(BOOL suppress_errors = FALSE); + void bind(); + void unbind(); + + // Unbinds any previously bound shader by explicitly binding no shader. + static void bindNoShader(void); + + GLhandleARB mProgramObject; + std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel + std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location + std::map<std::string, GLint> mUniformMap; //lookup map of uniform name to uniform location + std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value + std::vector<GLint> mTexture; + S32 mActiveTextureChannels; + S32 mShaderLevel; + S32 mShaderGroup; + BOOL mUniformsDirty; + LLShaderFeatures mFeatures; + std::vector< std::pair< std::string, GLenum > > mShaderFiles; + std::string mName; +}; + +#endif |