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+/**
+ * @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