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-rw-r--r--indra/llrender/llshadermgr.cpp174
1 files changed, 174 insertions, 0 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 16180c6831..0a99c66d09 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -897,3 +897,177 @@ BOOL LLShaderMgr::validateProgramObject(GLhandleARB obj)
return success;
}
+//virtual
+void LLShaderMgr::initAttribsAndUniforms()
+{
+ //MUST match order of enum in LLVertexBuffer.h
+ mReservedAttribs.push_back("position");
+ mReservedAttribs.push_back("normal");
+ mReservedAttribs.push_back("texcoord0");
+ mReservedAttribs.push_back("texcoord1");
+ mReservedAttribs.push_back("texcoord2");
+ mReservedAttribs.push_back("texcoord3");
+ mReservedAttribs.push_back("diffuse_color");
+ mReservedAttribs.push_back("emissive");
+ mReservedAttribs.push_back("binormal");
+ mReservedAttribs.push_back("weight");
+ mReservedAttribs.push_back("weight4");
+ mReservedAttribs.push_back("clothing");
+ mReservedAttribs.push_back("texture_index");
+
+ //matrix state
+ mReservedUniforms.push_back("modelview_matrix");
+ mReservedUniforms.push_back("projection_matrix");
+ mReservedUniforms.push_back("inv_proj");
+ mReservedUniforms.push_back("modelview_projection_matrix");
+ mReservedUniforms.push_back("normal_matrix");
+ mReservedUniforms.push_back("texture_matrix0");
+ mReservedUniforms.push_back("texture_matrix1");
+ mReservedUniforms.push_back("texture_matrix2");
+ mReservedUniforms.push_back("texture_matrix3");
+ llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_MATRIX3+1);
+
+ mReservedUniforms.push_back("viewport");
+
+ mReservedUniforms.push_back("light_position");
+ mReservedUniforms.push_back("light_direction");
+ mReservedUniforms.push_back("light_attenuation");
+ mReservedUniforms.push_back("light_diffuse");
+ mReservedUniforms.push_back("light_ambient");
+ mReservedUniforms.push_back("light_count");
+ mReservedUniforms.push_back("light");
+ mReservedUniforms.push_back("light_col");
+ mReservedUniforms.push_back("far_z");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::MULTI_LIGHT_FAR_Z+1);
+
+
+ mReservedUniforms.push_back("proj_mat");
+ mReservedUniforms.push_back("proj_near");
+ mReservedUniforms.push_back("proj_p");
+ mReservedUniforms.push_back("proj_n");
+ mReservedUniforms.push_back("proj_origin");
+ mReservedUniforms.push_back("proj_range");
+ mReservedUniforms.push_back("proj_ambiance");
+ mReservedUniforms.push_back("proj_shadow_idx");
+ mReservedUniforms.push_back("shadow_fade");
+ mReservedUniforms.push_back("proj_focus");
+ mReservedUniforms.push_back("proj_lod");
+ mReservedUniforms.push_back("proj_ambient_lod");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_AMBIENT_LOD+1);
+
+ mReservedUniforms.push_back("color");
+ mReservedUniforms.push_back("highlight_color");
+
+ mReservedUniforms.push_back("diffuseMap");
+ mReservedUniforms.push_back("specularMap");
+ mReservedUniforms.push_back("bumpMap");
+ mReservedUniforms.push_back("environmentMap");
+ mReservedUniforms.push_back("cloude_noise_texture");
+ mReservedUniforms.push_back("fullbright");
+ mReservedUniforms.push_back("lightnorm");
+ mReservedUniforms.push_back("sunlight_color");
+ mReservedUniforms.push_back("ambient");
+ mReservedUniforms.push_back("blue_horizon");
+ mReservedUniforms.push_back("blue_density");
+ mReservedUniforms.push_back("haze_horizon");
+ mReservedUniforms.push_back("haze_density");
+ mReservedUniforms.push_back("cloud_shadow");
+ mReservedUniforms.push_back("density_multiplier");
+ mReservedUniforms.push_back("distance_multiplier");
+ mReservedUniforms.push_back("max_y");
+ mReservedUniforms.push_back("glow");
+ mReservedUniforms.push_back("cloud_color");
+ mReservedUniforms.push_back("cloud_pos_density1");
+ mReservedUniforms.push_back("cloud_pos_density2");
+ mReservedUniforms.push_back("cloud_scale");
+ mReservedUniforms.push_back("gamma");
+ mReservedUniforms.push_back("scene_light_strength");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::SCENE_LIGHT_STRENGTH+1);
+
+ mReservedUniforms.push_back("center");
+ mReservedUniforms.push_back("size");
+ mReservedUniforms.push_back("falloff");
+
+
+ mReservedUniforms.push_back("minLuminance");
+ mReservedUniforms.push_back("maxExtractAlpha");
+ mReservedUniforms.push_back("lumWeights");
+ mReservedUniforms.push_back("warmthWeights");
+ mReservedUniforms.push_back("warmthAmount");
+ mReservedUniforms.push_back("glowStrength");
+ mReservedUniforms.push_back("glowDelta");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::GLOW_DELTA+1);
+
+ mReservedUniforms.push_back("shadow_matrix");
+ mReservedUniforms.push_back("env_mat");
+ mReservedUniforms.push_back("shadow_clip");
+ mReservedUniforms.push_back("sun_wash");
+ mReservedUniforms.push_back("shadow_noise");
+ mReservedUniforms.push_back("blur_size");
+ mReservedUniforms.push_back("ssao_radius");
+ mReservedUniforms.push_back("ssao_max_radius");
+ mReservedUniforms.push_back("ssao_factor");
+ mReservedUniforms.push_back("ssao_factor_inv");
+ mReservedUniforms.push_back("ssao_effect_mat");
+ mReservedUniforms.push_back("screen_res");
+ mReservedUniforms.push_back("near_clip");
+ mReservedUniforms.push_back("shadow_offset");
+ mReservedUniforms.push_back("shadow_bias");
+ mReservedUniforms.push_back("spot_shadow_bias");
+ mReservedUniforms.push_back("spot_shadow_offset");
+ mReservedUniforms.push_back("sun_dir");
+ mReservedUniforms.push_back("shadow_res");
+ mReservedUniforms.push_back("proj_shadow_res");
+ mReservedUniforms.push_back("depth_cutoff");
+ mReservedUniforms.push_back("norm_cutoff");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_NORM_CUTOFF+1);
+
+ mReservedUniforms.push_back("tc_scale");
+ mReservedUniforms.push_back("rcp_screen_res");
+ mReservedUniforms.push_back("rcp_frame_opt");
+ mReservedUniforms.push_back("rcp_frame_opt2");
+
+ mReservedUniforms.push_back("focal_distance");
+ mReservedUniforms.push_back("blur_constant");
+ mReservedUniforms.push_back("tan_pixel_angle");
+ mReservedUniforms.push_back("magnification");
+
+ mReservedUniforms.push_back("depthMap");
+ mReservedUniforms.push_back("shadowMap0");
+ mReservedUniforms.push_back("shadowMap1");
+ mReservedUniforms.push_back("shadowMap2");
+ mReservedUniforms.push_back("shadowMap3");
+ mReservedUniforms.push_back("shadowMap4");
+ mReservedUniforms.push_back("shadowMap5");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW5+1);
+
+ mReservedUniforms.push_back("normalMap");
+ mReservedUniforms.push_back("positionMap");
+ mReservedUniforms.push_back("diffuseRect");
+ mReservedUniforms.push_back("specularRect");
+ mReservedUniforms.push_back("noiseMap");
+ mReservedUniforms.push_back("lightFunc");
+ mReservedUniforms.push_back("lightMap");
+ mReservedUniforms.push_back("bloomMap");
+ mReservedUniforms.push_back("projectionMap");
+
+ llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
+
+ std::set<std::string> dupe_check;
+
+ for (U32 i = 0; i < mReservedUniforms.size(); ++i)
+ {
+ if (dupe_check.find(mReservedUniforms[i]) != dupe_check.end())
+ {
+ llerrs << "Duplicate reserved uniform name found: " << mReservedUniforms[i] << llendl;
+ }
+ dupe_check.insert(mReservedUniforms[i]);
+ }
+}
+