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Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r--indra/llrender/llrender.cpp49
1 files changed, 25 insertions, 24 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index c73701bbcc..afb19fce55 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -34,6 +34,7 @@
#include "llimagegl.h"
#include "llrendertarget.h"
#include "lltexture.h"
+#include "llshadermgr.h"
LLRender gGL;
@@ -1127,13 +1128,13 @@ void LLRender::syncLightState()
diffuse[i].set(light->mDiffuse.mV);
}
- shader->uniform4fv("light_position", 8, position[0].mV);
- shader->uniform3fv("light_direction", 8, direction[0].mV);
- shader->uniform3fv("light_attenuation", 8, attenuation[0].mV);
- shader->uniform3fv("light_diffuse", 8, diffuse[0].mV);
- shader->uniform4fv("light_ambient", 1, mAmbientLightColor.mV);
+ shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV);
+ shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV);
+ shader->uniform3fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
+ shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
+ shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
//HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform
- shader->uniform4fv("sunlight_color", 1, diffuse[0].mV);
+ shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);
}
}
@@ -1151,14 +1152,14 @@ void LLRender::syncMatrices()
GL_TEXTURE,
};
- std::string name[] =
+ U32 name[] =
{
- "modelview_matrix",
- "projection_matrix",
- "texture_matrix0",
- "texture_matrix1",
- "texture_matrix2",
- "texture_matrix3",
+ LLShaderMgr::MODELVIEW_MATRIX,
+ LLShaderMgr::PROJECTION_MATRIX,
+ LLShaderMgr::TEXTURE_MATRIX0,
+ LLShaderMgr::TEXTURE_MATRIX1,
+ LLShaderMgr::TEXTURE_MATRIX2,
+ LLShaderMgr::TEXTURE_MATRIX3,
};
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
@@ -1185,7 +1186,7 @@ void LLRender::syncMatrices()
shader->mMatHash[i] = mMatHash[i];
//update normal matrix
- S32 loc = shader->getUniformLocation("normal_matrix");
+ S32 loc = shader->getUniformLocation(LLShaderMgr::NORMAL_MATRIX);
if (loc > -1)
{
if (cached_normal_hash != mMatHash[i])
@@ -1203,12 +1204,12 @@ void LLRender::syncMatrices()
norm.m[8], norm.m[9], norm.m[10]
};
- shader->uniformMatrix3fv("normal_matrix", 1, GL_FALSE, norm_mat);
+ shader->uniformMatrix3fv(LLShaderMgr::NORMAL_MATRIX, 1, GL_FALSE, norm_mat);
}
//update MVP matrix
mvp_done = true;
- loc = shader->getUniformLocation("modelview_projection_matrix");
+ loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX);
if (loc > -1)
{
U32 proj = MM_PROJECTION;
@@ -1221,7 +1222,7 @@ void LLRender::syncMatrices()
cached_mvp_proj_hash = mMatHash[MM_PROJECTION];
}
- shader->uniformMatrix4fv("modelview_projection_matrix", 1, GL_FALSE, cached_mvp.m);
+ shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m);
}
}
@@ -1237,7 +1238,7 @@ void LLRender::syncMatrices()
if (!mvp_done)
{
//update MVP matrix
- S32 loc = shader->getUniformLocation("modelview_projection_matrix");
+ S32 loc = shader->getUniformLocation(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX);
if (loc > -1)
{
if (cached_mvp_mdv_hash != mMatHash[i] || cached_mvp_proj_hash != mMatHash[MM_PROJECTION])
@@ -1249,7 +1250,7 @@ void LLRender::syncMatrices()
cached_mvp_proj_hash = mMatHash[MM_PROJECTION];
}
- shader->uniformMatrix4fv("modelview_projection_matrix", 1, GL_FALSE, cached_mvp.m);
+ shader->uniformMatrix4fv(LLShaderMgr::MODELVIEW_PROJECTION_MATRIX, 1, GL_FALSE, cached_mvp.m);
}
}
}
@@ -2176,7 +2177,7 @@ void LLRender::diffuseColor3f(F32 r, F32 g, F32 b)
if (shader)
{
- shader->uniform4f("color", r,g,b,1.f);
+ shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,1.f);
}
else
{
@@ -2191,7 +2192,7 @@ void LLRender::diffuseColor3fv(const F32* c)
if (shader)
{
- shader->uniform4f("color", c[0], c[1], c[2], 1.f);
+ shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0], c[1], c[2], 1.f);
}
else
{
@@ -2206,7 +2207,7 @@ void LLRender::diffuseColor4f(F32 r, F32 g, F32 b, F32 a)
if (shader)
{
- shader->uniform4f("color", r,g,b,a);
+ shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, r,g,b,a);
}
else
{
@@ -2221,7 +2222,7 @@ void LLRender::diffuseColor4fv(const F32* c)
if (shader)
{
- shader->uniform4fv("color", 1, c);
+ shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, c);
}
else
{
@@ -2236,7 +2237,7 @@ void LLRender::diffuseColor4ubv(const U8* c)
if (shader)
{
- shader->uniform4f("color", c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f);
+ shader->uniform4f(LLShaderMgr::DIFFUSE_COLOR, c[0]/255.f, c[1]/255.f, c[2]/255.f, c[3]/255.f);
}
else
{