diff options
Diffstat (limited to 'indra/llrender/llshadermgr.cpp')
-rw-r--r-- | indra/llrender/llshadermgr.cpp | 85 |
1 files changed, 70 insertions, 15 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index 85644a95fb..0f3716bc18 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -44,6 +44,7 @@ using std::make_pair; using std::string; LLShaderMgr * LLShaderMgr::sInstance = NULL; +bool LLShaderMgr::sMirrorsEnabled = false; LLShaderMgr::LLShaderMgr() { @@ -183,7 +184,13 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) // Attach Fragment Shader Features Next /////////////////////////////////////// -// NOTE order of shader object attaching is VERY IMPORTANT!!! + // NOTE order of shader object attaching is VERY IMPORTANT!!! + + if (!shader->attachFragmentObject("deferred/globalF.glsl")) + { + return FALSE; + } + if (features->hasSrgb || features->hasAtmospherics || features->calculatesAtmospherics || features->isDeferred) { if (!shader->attachFragmentObject("environment/srgbF.glsl")) @@ -257,14 +264,6 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) } } - if (features->encodesNormal) - { - if (!shader->attachFragmentObject("environment/encodeNormF.glsl")) - { - return FALSE; - } - } - if (features->hasAtmospherics || features->isDeferred) { if (!shader->attachFragmentObject("windlight/atmosphericsFuncs.glsl")) { @@ -277,6 +276,14 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) } } + if (features->isPBRTerrain) + { + if (!shader->attachFragmentObject("deferred/pbrterrainUtilF.glsl")) + { + return FALSE; + } + } + // NOTE order of shader object attaching is VERY IMPORTANT!!! if (features->hasAtmospherics) { @@ -321,7 +328,7 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader) return FALSE; } } - shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); + shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels, 1); } } @@ -572,21 +579,38 @@ GLuint LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_lev } else { - //set version to 1.40 - shader_code_text[shader_code_count++] = strdup("#version 140\n"); - //some implementations of GLSL 1.30 require integer precision be explicitly declared - extra_code_text[extra_code_count++] = strdup("precision mediump int;\n"); - extra_code_text[extra_code_count++] = strdup("precision highp float;\n"); + if (type == GL_GEOMETRY_SHADER) + { + //set version to 1.50 + shader_code_text[shader_code_count++] = strdup("#version 150\n"); + //some implementations of GLSL 1.30 require integer precision be explicitly declared + extra_code_text[extra_code_count++] = strdup("precision mediump int;\n"); + extra_code_text[extra_code_count++] = strdup("precision highp float;\n"); + } + else + { + //set version to 1.40 + shader_code_text[shader_code_count++] = strdup("#version 140\n"); + //some implementations of GLSL 1.30 require integer precision be explicitly declared + extra_code_text[extra_code_count++] = strdup("precision mediump int;\n"); + extra_code_text[extra_code_count++] = strdup("precision highp float;\n"); + } } extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_130 1\n"); } + if (sMirrorsEnabled) + { + extra_code_text[extra_code_count++] = strdup("#define HERO_PROBES 1\n"); + } + // Use alpha float to store bit flags // See: C++: addDeferredAttachment(), shader: frag_data[2] extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_SKIP_ATMOS 0.0 \n"); // atmo kill extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_ATMOS 0.34\n"); // bit 0 extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_PBR 0.67\n"); // bit 1 + extra_code_text[extra_code_count++] = strdup("#define GBUFFER_FLAG_HAS_HDRI 1.0\n"); // bit 2 extra_code_text[extra_code_count++] = strdup("#define GET_GBUFFER_FLAG(flag) (abs(norm.w-flag)< 0.1)\n"); if (defines) @@ -1192,6 +1216,9 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("emissiveColor"); mReservedUniforms.push_back("metallicFactor"); mReservedUniforms.push_back("roughnessFactor"); + mReservedUniforms.push_back("mirror_flag"); + mReservedUniforms.push_back("clipPlane"); + mReservedUniforms.push_back("clipSign"); mReservedUniforms.push_back("diffuseMap"); mReservedUniforms.push_back("altDiffuseMap"); @@ -1204,6 +1231,7 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("sceneDepth"); mReservedUniforms.push_back("reflectionProbes"); mReservedUniforms.push_back("irradianceProbes"); + mReservedUniforms.push_back("heroProbes"); mReservedUniforms.push_back("cloud_noise_texture"); mReservedUniforms.push_back("cloud_noise_texture_next"); mReservedUniforms.push_back("fullbright"); @@ -1374,8 +1402,32 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("detail_1"); mReservedUniforms.push_back("detail_2"); mReservedUniforms.push_back("detail_3"); + mReservedUniforms.push_back("alpha_ramp"); + mReservedUniforms.push_back("detail_0_base_color"); + mReservedUniforms.push_back("detail_1_base_color"); + mReservedUniforms.push_back("detail_2_base_color"); + mReservedUniforms.push_back("detail_3_base_color"); + mReservedUniforms.push_back("detail_0_normal"); + mReservedUniforms.push_back("detail_1_normal"); + mReservedUniforms.push_back("detail_2_normal"); + mReservedUniforms.push_back("detail_3_normal"); + mReservedUniforms.push_back("detail_0_metallic_roughness"); + mReservedUniforms.push_back("detail_1_metallic_roughness"); + mReservedUniforms.push_back("detail_2_metallic_roughness"); + mReservedUniforms.push_back("detail_3_metallic_roughness"); + mReservedUniforms.push_back("detail_0_emissive"); + mReservedUniforms.push_back("detail_1_emissive"); + mReservedUniforms.push_back("detail_2_emissive"); + mReservedUniforms.push_back("detail_3_emissive"); + + mReservedUniforms.push_back("baseColorFactors"); + mReservedUniforms.push_back("metallicFactors"); + mReservedUniforms.push_back("roughnessFactors"); + mReservedUniforms.push_back("emissiveColors"); + mReservedUniforms.push_back("minimum_alphas"); + mReservedUniforms.push_back("origin"); mReservedUniforms.push_back("display_gamma"); @@ -1397,6 +1449,7 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("cloud_variance"); mReservedUniforms.push_back("reflection_probe_ambiance"); mReservedUniforms.push_back("max_probe_lod"); + mReservedUniforms.push_back("probe_strength"); mReservedUniforms.push_back("sh_input_r"); mReservedUniforms.push_back("sh_input_g"); @@ -1407,6 +1460,8 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("sun_up_factor"); mReservedUniforms.push_back("moonlight_color"); + mReservedUniforms.push_back("debug_normal_draw_length"); + llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS); std::set<std::string> dupe_check; |