diff options
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rwxr-xr-x | indra/newview/llviewershadermgr.cpp | 460 |
1 files changed, 317 insertions, 143 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index e24237522a..50f0a5f1af 100755 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -42,28 +42,19 @@ #include "llvosky.h" #include "llrender.h" -#if LL_DARWIN -#include "OpenGL/OpenGL.h" - -// include spec exp clamp to fix older mac rendering artifacts -// -#define SINGLE_FP_PERMUTATION(shader) \ - if (gGLManager.mIsMobileGF) \ - { \ - shader.addPermutation("SINGLE_FP_ONLY","1"); \ - } - - -#else -#define SINGLE_FP_PERMUTATION(shader) -#endif - #ifdef LL_RELEASE_FOR_DOWNLOAD #define UNIFORM_ERRS LL_WARNS_ONCE("Shader") #else #define UNIFORM_ERRS LL_ERRS("Shader") #endif +static LLStaticHashedString sTexture0("texture0"); +static LLStaticHashedString sTexture1("texture1"); +static LLStaticHashedString sTex0("tex0"); +static LLStaticHashedString sTex1("tex1"); +static LLStaticHashedString sGlowMap("glowMap"); +static LLStaticHashedString sScreenMap("screenMap"); + // Lots of STL stuff in here, using namespace std to keep things more readable using std::vector; using std::pair; @@ -99,6 +90,7 @@ LLGLSLShader gAlphaMaskProgram; //object shaders LLGLSLShader gObjectSimpleProgram; +LLGLSLShader gObjectSimpleImpostorProgram; LLGLSLShader gObjectPreviewProgram; LLGLSLShader gObjectSimpleWaterProgram; LLGLSLShader gObjectSimpleAlphaMaskProgram; @@ -184,6 +176,7 @@ LLGLSLShader gPostNightVisionProgram; // Deferred rendering shaders LLGLSLShader gDeferredImpostorProgram; LLGLSLShader gDeferredWaterProgram; +LLGLSLShader gDeferredUnderWaterProgram; LLGLSLShader gDeferredDiffuseProgram; LLGLSLShader gDeferredDiffuseAlphaMaskProgram; LLGLSLShader gDeferredNonIndexedDiffuseProgram; @@ -199,20 +192,26 @@ LLGLSLShader gDeferredTreeShadowProgram; LLGLSLShader gDeferredAvatarProgram; LLGLSLShader gDeferredAvatarAlphaProgram; LLGLSLShader gDeferredLightProgram; -LLGLSLShader gDeferredMultiLightProgram; +LLGLSLShader gDeferredMultiLightProgram[16]; LLGLSLShader gDeferredSpotLightProgram; LLGLSLShader gDeferredMultiSpotLightProgram; LLGLSLShader gDeferredSunProgram; LLGLSLShader gDeferredBlurLightProgram; LLGLSLShader gDeferredSoftenProgram; +LLGLSLShader gDeferredSoftenWaterProgram; LLGLSLShader gDeferredShadowProgram; LLGLSLShader gDeferredShadowCubeProgram; LLGLSLShader gDeferredShadowAlphaMaskProgram; LLGLSLShader gDeferredAvatarShadowProgram; LLGLSLShader gDeferredAttachmentShadowProgram; LLGLSLShader gDeferredAlphaProgram; +LLGLSLShader gDeferredAlphaImpostorProgram; +LLGLSLShader gDeferredAlphaWaterProgram; LLGLSLShader gDeferredAvatarEyesProgram; LLGLSLShader gDeferredFullbrightProgram; +LLGLSLShader gDeferredFullbrightAlphaMaskProgram; +LLGLSLShader gDeferredFullbrightWaterProgram; +LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram; LLGLSLShader gDeferredEmissiveProgram; LLGLSLShader gDeferredPostProgram; LLGLSLShader gDeferredCoFProgram; @@ -230,6 +229,7 @@ LLGLSLShader gNormalMapGenProgram; // Deferred materials shaders LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; +LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2]; LLViewerShaderMgr::LLViewerShaderMgr() : mVertexShaderLevel(SHADER_COUNT, 0), @@ -245,6 +245,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gWaterProgram); mShaderList.push_back(&gAvatarEyeballProgram); mShaderList.push_back(&gObjectSimpleProgram); + mShaderList.push_back(&gObjectSimpleImpostorProgram); mShaderList.push_back(&gObjectPreviewProgram); mShaderList.push_back(&gImpostorProgram); mShaderList.push_back(&gObjectFullbrightNoColorProgram); @@ -295,6 +296,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gUnderWaterProgram); mShaderList.push_back(&gDeferredSunProgram); mShaderList.push_back(&gDeferredSoftenProgram); + mShaderList.push_back(&gDeferredSoftenWaterProgram); mShaderList.push_back(&gDeferredMaterialProgram[1]); mShaderList.push_back(&gDeferredMaterialProgram[5]); mShaderList.push_back(&gDeferredMaterialProgram[9]); @@ -303,15 +305,29 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT]); mShaderList.push_back(&gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT]); mShaderList.push_back(&gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[1]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[5]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[9]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[13]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT]); + mShaderList.push_back(&gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT]); mShaderList.push_back(&gDeferredAlphaProgram); + mShaderList.push_back(&gDeferredAlphaImpostorProgram); + mShaderList.push_back(&gDeferredAlphaWaterProgram); mShaderList.push_back(&gDeferredSkinnedAlphaProgram); mShaderList.push_back(&gDeferredFullbrightProgram); + mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram); + mShaderList.push_back(&gDeferredFullbrightWaterProgram); + mShaderList.push_back(&gDeferredFullbrightAlphaMaskWaterProgram); mShaderList.push_back(&gDeferredFullbrightShinyProgram); mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram); mShaderList.push_back(&gDeferredSkinnedFullbrightProgram); mShaderList.push_back(&gDeferredEmissiveProgram); mShaderList.push_back(&gDeferredAvatarEyesProgram); mShaderList.push_back(&gDeferredWaterProgram); + mShaderList.push_back(&gDeferredUnderWaterProgram); mShaderList.push_back(&gDeferredAvatarAlphaProgram); mShaderList.push_back(&gDeferredWLSkyProgram); mShaderList.push_back(&gDeferredWLCloudProgram); @@ -339,47 +355,6 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void) if (mReservedAttribs.empty()) { LLShaderMgr::initAttribsAndUniforms(); - - mAvatarUniforms.push_back("matrixPalette"); - mAvatarUniforms.push_back("gWindDir"); - mAvatarUniforms.push_back("gSinWaveParams"); - mAvatarUniforms.push_back("gGravity"); - - mWLUniforms.push_back("camPosLocal"); - - mTerrainUniforms.reserve(5); - mTerrainUniforms.push_back("detail_0"); - mTerrainUniforms.push_back("detail_1"); - mTerrainUniforms.push_back("detail_2"); - mTerrainUniforms.push_back("detail_3"); - mTerrainUniforms.push_back("alpha_ramp"); - - mGlowUniforms.push_back("glowDelta"); - mGlowUniforms.push_back("glowStrength"); - - mGlowExtractUniforms.push_back("minLuminance"); - mGlowExtractUniforms.push_back("maxExtractAlpha"); - mGlowExtractUniforms.push_back("lumWeights"); - mGlowExtractUniforms.push_back("warmthWeights"); - mGlowExtractUniforms.push_back("warmthAmount"); - - mShinyUniforms.push_back("origin"); - - mWaterUniforms.reserve(12); - mWaterUniforms.push_back("screenTex"); - mWaterUniforms.push_back("screenDepth"); - mWaterUniforms.push_back("refTex"); - mWaterUniforms.push_back("eyeVec"); - mWaterUniforms.push_back("time"); - mWaterUniforms.push_back("d1"); - mWaterUniforms.push_back("d2"); - mWaterUniforms.push_back("lightDir"); - mWaterUniforms.push_back("specular"); - mWaterUniforms.push_back("lightExp"); - mWaterUniforms.push_back("fogCol"); - mWaterUniforms.push_back("kd"); - mWaterUniforms.push_back("refScale"); - mWaterUniforms.push_back("waterHeight"); } } @@ -721,6 +696,7 @@ void LLViewerShaderMgr::unloadShaders() gObjectFullbrightNoColorProgram.unload(); gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); + gObjectSimpleImpostorProgram.unload(); gObjectPreviewProgram.unload(); gImpostorProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); @@ -966,7 +942,7 @@ BOOL LLViewerShaderMgr::loadShadersEnvironment() gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB)); gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainF.glsl", GL_FRAGMENT_SHADER_ARB)); gTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT]; - success = gTerrainProgram.createShader(NULL, &mTerrainUniforms); + success = gTerrainProgram.createShader(NULL, NULL); } if (!success) @@ -1004,7 +980,7 @@ BOOL LLViewerShaderMgr::loadShadersWater() gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB)); gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB)); gWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER]; - success = gWaterProgram.createShader(NULL, &mWaterUniforms); + success = gWaterProgram.createShader(NULL, NULL); } if (success) @@ -1018,7 +994,7 @@ BOOL LLViewerShaderMgr::loadShadersWater() gUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER]; gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - success = gUnderWaterProgram.createShader(NULL, &mWaterUniforms); + success = gUnderWaterProgram.createShader(NULL, NULL); } if (success) @@ -1036,7 +1012,7 @@ BOOL LLViewerShaderMgr::loadShadersWater() gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gTerrainWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT]; gTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - terrainWaterSuccess = gTerrainWaterProgram.createShader(NULL, &mTerrainUniforms); + terrainWaterSuccess = gTerrainWaterProgram.createShader(NULL, NULL); } /// Keep track of water shader levels @@ -1085,7 +1061,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects() gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowV.glsl", GL_VERTEX_SHADER_ARB)); gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowF.glsl", GL_FRAGMENT_SHADER_ARB)); gGlowProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; - success = gGlowProgram.createShader(NULL, &mGlowUniforms); + success = gGlowProgram.createShader(NULL, NULL); if (!success) { LLPipeline::sRenderGlow = FALSE; @@ -1099,7 +1075,7 @@ BOOL LLViewerShaderMgr::loadShadersEffects() gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB)); gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB)); gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; - success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms); + success = gGlowExtractProgram.createShader(NULL, NULL); if (!success) { LLPipeline::sRenderGlow = FALSE; @@ -1128,12 +1104,16 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredImpostorProgram.unload(); gDeferredTerrainProgram.unload(); gDeferredLightProgram.unload(); - gDeferredMultiLightProgram.unload(); + for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i) + { + gDeferredMultiLightProgram[i].unload(); + } gDeferredSpotLightProgram.unload(); gDeferredMultiSpotLightProgram.unload(); gDeferredSunProgram.unload(); gDeferredBlurLightProgram.unload(); gDeferredSoftenProgram.unload(); + gDeferredSoftenWaterProgram.unload(); gDeferredShadowProgram.unload(); gDeferredShadowCubeProgram.unload(); gDeferredShadowAlphaMaskProgram.unload(); @@ -1142,7 +1122,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarProgram.unload(); gDeferredAvatarAlphaProgram.unload(); gDeferredAlphaProgram.unload(); + gDeferredAlphaWaterProgram.unload(); gDeferredFullbrightProgram.unload(); + gDeferredFullbrightAlphaMaskProgram.unload(); + gDeferredFullbrightWaterProgram.unload(); + gDeferredFullbrightAlphaMaskWaterProgram.unload(); gDeferredEmissiveProgram.unload(); gDeferredAvatarEyesProgram.unload(); gDeferredPostProgram.unload(); @@ -1151,6 +1135,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredPostGammaCorrectProgram.unload(); gFXAAProgram.unload(); gDeferredWaterProgram.unload(); + gDeferredUnderWaterProgram.unload(); gDeferredWLSkyProgram.unload(); gDeferredWLCloudProgram.unload(); gDeferredStarProgram.unload(); @@ -1162,6 +1147,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) { gDeferredMaterialProgram[i].unload(); + gDeferredMaterialWaterProgram[i].unload(); } return TRUE; } @@ -1246,11 +1232,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { gDeferredSkinnedAlphaProgram.mName = "Deferred Skinned Alpha Shader"; - gDeferredSkinnedAlphaProgram.mFeatures.atmosphericHelpers = true; gDeferredSkinnedAlphaProgram.mFeatures.hasObjectSkinning = true; - gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true; - gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true; - gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = false; gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = false; gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true; @@ -1260,8 +1242,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1"); - gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1"); + gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL); @@ -1289,6 +1271,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; + gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = false; + gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = false; + gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = false; + gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = false; + gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; + gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; + gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; + gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; + for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) { if (success) @@ -1308,8 +1299,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() bool has_skin = i & 0x10; gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0"); - SINGLE_FP_PERMUTATION(gDeferredMaterialProgram[i]); - if (has_skin) { gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true; @@ -1317,6 +1306,34 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() success = gDeferredMaterialProgram[i].createShader(NULL, NULL); } + + if (success) + { + gDeferredMaterialWaterProgram[i].mName = llformat("Deferred Underwater Material Shader %d", i); + + U32 alpha_mode = i & 0x3; + + gDeferredMaterialWaterProgram[i].mShaderFiles.clear(); + gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredMaterialWaterProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredMaterialWaterProgram[i].mShaderGroup = LLGLSLShader::SG_WATER; + + gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0"); + gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0"); + gDeferredMaterialWaterProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); + gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); + bool has_skin = i & 0x10; + gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0"); + gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1"); + + if (has_skin) + { + gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true; + } + + success = gDeferredMaterialWaterProgram[i].createShader(NULL, NULL);//&mWLUniforms); + } } gDeferredMaterialProgram[1].mFeatures.hasLighting = true; @@ -1328,6 +1345,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; + gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = true; + gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = true; + gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = true; + gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = true; + gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; + gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; + gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; + gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; if (success) @@ -1368,22 +1393,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - SINGLE_FP_PERMUTATION(gDeferredLightProgram); - success = gDeferredLightProgram.createShader(NULL, NULL); } + for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++) + { if (success) { - gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader"; - gDeferredMultiLightProgram.mShaderFiles.clear(); - gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); - gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - - SINGLE_FP_PERMUTATION(gDeferredMultiLightProgram); - - success = gDeferredMultiLightProgram.createShader(NULL, NULL); + gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i); + gDeferredMultiLightProgram[i].mShaderFiles.clear(); + gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredMultiLightProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1)); + success = gDeferredMultiLightProgram[i].createShader(NULL, NULL); + } } if (success) @@ -1394,8 +1418,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - SINGLE_FP_PERMUTATION(gDeferredSpotLightProgram); - success = gDeferredSpotLightProgram.createShader(NULL, NULL); } @@ -1407,8 +1429,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - SINGLE_FP_PERMUTATION(gDeferredMultiSpotLightProgram); - success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL); } @@ -1436,8 +1456,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gDeferredSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - SINGLE_FP_PERMUTATION(gDeferredSunProgram); - success = gDeferredSunProgram.createShader(NULL, NULL); } @@ -1449,19 +1467,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - SINGLE_FP_PERMUTATION(gDeferredBlurLightProgram); - success = gDeferredBlurLightProgram.createShader(NULL, NULL); } if (success) { gDeferredAlphaProgram.mName = "Deferred Alpha Shader"; - gDeferredAlphaProgram.mFeatures.atmosphericHelpers = true; + gDeferredAlphaProgram.mFeatures.calculatesLighting = false; - gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true; - gDeferredAlphaProgram.mFeatures.hasGamma = true; - gDeferredAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredAlphaProgram.mFeatures.hasLighting = false; gDeferredAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels @@ -1478,12 +1491,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1"); - gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); + gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - SINGLE_FP_PERMUTATION(gDeferredAlphaProgram); - success = gDeferredAlphaProgram.createShader(NULL, NULL); // Hack @@ -1493,6 +1504,72 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + gDeferredAlphaImpostorProgram.mName = "Deferred Alpha Shader"; + + gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = false; + gDeferredAlphaImpostorProgram.mFeatures.hasLighting = false; + gDeferredAlphaImpostorProgram.mFeatures.isAlphaLighting = true; + gDeferredAlphaImpostorProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels + if (mVertexShaderLevel[SHADER_DEFERRED] < 1) + { + gDeferredAlphaImpostorProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + } + else + { //shave off some texture units for shadow maps + gDeferredAlphaImpostorProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1); + } + + gDeferredAlphaImpostorProgram.mShaderFiles.clear(); + gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAlphaImpostorProgram.addPermutation("USE_INDEXED_TEX", "1"); + gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); + gDeferredAlphaImpostorProgram.addPermutation("USE_VERTEX_COLOR", "1"); + gDeferredAlphaImpostorProgram.addPermutation("FOR_IMPOSTOR", "1"); + + gDeferredAlphaImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + + success = gDeferredAlphaImpostorProgram.createShader(NULL, NULL); + + // Hack + gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = true; + gDeferredAlphaImpostorProgram.mFeatures.hasLighting = true; + } + + if (success) + { + gDeferredAlphaWaterProgram.mName = "Deferred Alpha Underwater Shader"; + gDeferredAlphaWaterProgram.mFeatures.calculatesLighting = false; + gDeferredAlphaWaterProgram.mFeatures.hasLighting = false; + gDeferredAlphaWaterProgram.mFeatures.isAlphaLighting = true; + gDeferredAlphaWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels + if (mVertexShaderLevel[SHADER_DEFERRED] < 1) + { + gDeferredAlphaWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + } + else + { //shave off some texture units for shadow maps + gDeferredAlphaWaterProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1); + } + gDeferredAlphaWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + gDeferredAlphaWaterProgram.mShaderFiles.clear(); + gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAlphaWaterProgram.addPermutation("USE_INDEXED_TEX", "1"); + gDeferredAlphaWaterProgram.addPermutation("WATER_FOG", "1"); + gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1"); + gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); + gDeferredAlphaWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + + success = gDeferredAlphaWaterProgram.createShader(NULL, NULL); + + // Hack + gDeferredAlphaWaterProgram.mFeatures.calculatesLighting = true; + gDeferredAlphaWaterProgram.mFeatures.hasLighting = true; + } + + if (success) + { gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader"; gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true; gDeferredAvatarEyesProgram.mFeatures.hasGamma = true; @@ -1521,6 +1598,54 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + gDeferredFullbrightAlphaMaskProgram.mName = "Deferred Fullbright Alpha Masking Shader"; + gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true; + gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear(); + gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1"); + gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredFullbrightWaterProgram.mName = "Deferred Fullbright Underwater Shader"; + gDeferredFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true; + gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true; + gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredFullbrightWaterProgram.mShaderFiles.clear(); + gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + gDeferredFullbrightWaterProgram.addPermutation("WATER_FOG","1"); + success = gDeferredFullbrightWaterProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredFullbrightAlphaMaskWaterProgram.mName = "Deferred Fullbright Underwater Alpha Masking Shader"; + gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.calculatesAtmospherics = true; + gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true; + gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true; + gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; + gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear(); + gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredFullbrightAlphaMaskWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredFullbrightAlphaMaskWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("HAS_ALPHA_MASK","1"); + gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("WATER_FOG","1"); + success = gDeferredFullbrightAlphaMaskWaterProgram.createShader(NULL, NULL); + } + + if (success) + { gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader"; gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true; @@ -1530,7 +1655,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredFullbrightShinyProgram.createShader(NULL, &mShinyUniforms); + success = gDeferredFullbrightShinyProgram.createShader(NULL, NULL); } if (success) @@ -1560,7 +1685,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSkinnedFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; - success = gDeferredSkinnedFullbrightShinyProgram.createShader(NULL, &mShinyUniforms); + success = gDeferredSkinnedFullbrightShinyProgram.createShader(NULL, NULL); } if (success) @@ -1588,7 +1713,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredWaterProgram.createShader(NULL, &mWaterUniforms); + success = gDeferredWaterProgram.createShader(NULL, NULL); + } + + if (success) + { + // load water shader + gDeferredUnderWaterProgram.mName = "Deferred Under Water Shader"; + gDeferredUnderWaterProgram.mFeatures.calculatesAtmospherics = true; + gDeferredUnderWaterProgram.mFeatures.hasGamma = true; + gDeferredUnderWaterProgram.mFeatures.hasTransport = true; + gDeferredUnderWaterProgram.mShaderFiles.clear(); + gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredUnderWaterProgram.createShader(NULL, NULL); } if (success) @@ -1600,8 +1739,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - SINGLE_FP_PERMUTATION(gDeferredSoftenProgram); - if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { //if using SSAO, take screen space light map into account as if shadows are enabled gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2); @@ -1612,6 +1749,25 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + gDeferredSoftenWaterProgram.mName = "Deferred Soften Underwater Shader"; + gDeferredSoftenWaterProgram.mShaderFiles.clear(); + gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + + gDeferredSoftenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1"); + gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + + if (gSavedSettings.getBOOL("RenderDeferredSSAO")) + { //if using SSAO, take screen space light map into account as if shadows are enabled + gDeferredSoftenWaterProgram.mShaderLevel = llmax(gDeferredSoftenWaterProgram.mShaderLevel, 2); + } + + success = gDeferredSoftenWaterProgram.createShader(NULL, NULL); + } + + if (success) + { gDeferredShadowProgram.mName = "Deferred Shadow Shader"; gDeferredShadowProgram.mShaderFiles.clear(); gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1653,7 +1809,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0"); gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredAvatarShadowProgram.createShader(NULL, &mAvatarUniforms); + success = gDeferredAvatarShadowProgram.createShader(NULL, NULL); } if (success) @@ -1675,7 +1831,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredTerrainProgram.createShader(NULL, &mTerrainUniforms); + success = gDeferredTerrainProgram.createShader(NULL, NULL); } if (success) @@ -1686,18 +1842,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredAvatarProgram.createShader(NULL, &mAvatarUniforms); + success = gDeferredAvatarProgram.createShader(NULL, NULL); } if (success) { gDeferredAvatarAlphaProgram.mName = "Avatar Alpha Shader"; - gDeferredAvatarAlphaProgram.mFeatures.atmosphericHelpers = true; gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true; gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false; - gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true; - gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true; - gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false; gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true; @@ -1709,7 +1861,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; - success = gDeferredAvatarAlphaProgram.createShader(NULL, &mAvatarUniforms); + success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL); gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true; gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; @@ -1784,7 +1936,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; - success = gDeferredWLSkyProgram.createShader(NULL, &mWLUniforms); + success = gDeferredWLSkyProgram.createShader(NULL, NULL); } if (success) @@ -1795,7 +1947,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY; - success = gDeferredWLCloudProgram.createShader(NULL, &mWLUniforms); + success = gDeferredWLCloudProgram.createShader(NULL, NULL); } if (success) @@ -1806,7 +1958,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY; - success = gDeferredStarProgram.createShader(NULL, &mWLUniforms); + success = gDeferredStarProgram.createShader(NULL, NULL); } if (success) @@ -1836,6 +1988,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightNoColorProgram.unload(); gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); + gObjectSimpleImpostorProgram.unload(); gObjectPreviewProgram.unload(); gImpostorProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); @@ -2157,7 +2310,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; - success = gObjectShinyNonIndexedProgram.createShader(NULL, &mShinyUniforms); + success = gObjectShinyNonIndexedProgram.createShader(NULL, NULL); } if (success) @@ -2174,7 +2327,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - success = gObjectShinyNonIndexedWaterProgram.createShader(NULL, &mShinyUniforms); + success = gObjectShinyNonIndexedWaterProgram.createShader(NULL, NULL); } if (success) @@ -2190,7 +2343,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; - success = gObjectFullbrightShinyNonIndexedProgram.createShader(NULL, &mShinyUniforms); + success = gObjectFullbrightShinyNonIndexedProgram.createShader(NULL, NULL); } if (success) @@ -2208,7 +2361,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectFullbrightShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - success = gObjectFullbrightShinyNonIndexedWaterProgram.createShader(NULL, &mShinyUniforms); + success = gObjectFullbrightShinyNonIndexedWaterProgram.createShader(NULL, NULL); } if (success) @@ -2258,6 +2411,27 @@ BOOL LLViewerShaderMgr::loadShadersObject() if (success) { + gObjectSimpleImpostorProgram.mName = "Simple Impostor Shader"; + gObjectSimpleImpostorProgram.mFeatures.calculatesLighting = true; + gObjectSimpleImpostorProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleImpostorProgram.mFeatures.hasGamma = true; + gObjectSimpleImpostorProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleImpostorProgram.mFeatures.hasLighting = true; + gObjectSimpleImpostorProgram.mFeatures.mIndexedTextureChannels = 0; + // force alpha mask version of lighting so we can weed out + // transparent pixels from impostor temp buffer + // + gObjectSimpleImpostorProgram.mFeatures.hasAlphaMask = true; + gObjectSimpleImpostorProgram.mShaderFiles.clear(); + gObjectSimpleImpostorProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleImpostorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + + success = gObjectSimpleImpostorProgram.createShader(NULL, NULL); + } + + if (success) + { gObjectSimpleWaterProgram.mName = "Simple Water Shader"; gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true; gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true; @@ -2287,12 +2461,11 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectBumpProgram.createShader(NULL, NULL); - if (success) { //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1 gObjectBumpProgram.bind(); - gObjectBumpProgram.uniform1i("texture0", 0); - gObjectBumpProgram.uniform1i("texture1", 1); + gObjectBumpProgram.uniform1i(sTexture0, 0); + gObjectBumpProgram.uniform1i(sTexture1, 1); gObjectBumpProgram.unbind(); } } @@ -2441,7 +2614,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; - success = gObjectShinyProgram.createShader(NULL, &mShinyUniforms); + success = gObjectShinyProgram.createShader(NULL, NULL); } if (success) @@ -2458,7 +2631,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - success = gObjectShinyWaterProgram.createShader(NULL, &mShinyUniforms); + success = gObjectShinyWaterProgram.createShader(NULL, NULL); } if (success) @@ -2474,7 +2647,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; - success = gObjectFullbrightShinyProgram.createShader(NULL, &mShinyUniforms); + success = gObjectFullbrightShinyProgram.createShader(NULL, NULL); } if (success) @@ -2492,7 +2665,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - success = gObjectFullbrightShinyWaterProgram.createShader(NULL, &mShinyUniforms); + success = gObjectFullbrightShinyWaterProgram.createShader(NULL, NULL); } if (mVertexShaderLevel[SHADER_AVATAR] > 0) @@ -2580,7 +2753,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gSkinnedObjectFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; - success = gSkinnedObjectFullbrightShinyProgram.createShader(NULL, &mShinyUniforms); + success = gSkinnedObjectFullbrightShinyProgram.createShader(NULL, NULL); } if (success) @@ -2598,7 +2771,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gSkinnedObjectShinySimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; - success = gSkinnedObjectShinySimpleProgram.createShader(NULL, &mShinyUniforms); + success = gSkinnedObjectShinySimpleProgram.createShader(NULL, NULL); } if (success) @@ -2657,7 +2830,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gSkinnedObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; - success = gSkinnedObjectFullbrightShinyWaterProgram.createShader(NULL, &mShinyUniforms); + success = gSkinnedObjectFullbrightShinyWaterProgram.createShader(NULL, NULL); } if (success) @@ -2677,7 +2850,7 @@ BOOL LLViewerShaderMgr::loadShadersObject() gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gSkinnedObjectShinySimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; - success = gSkinnedObjectShinySimpleWaterProgram.createShader(NULL, &mShinyUniforms); + success = gSkinnedObjectShinySimpleWaterProgram.createShader(NULL, NULL); } } @@ -2718,7 +2891,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB)); gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER_ARB)); gAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR]; - success = gAvatarProgram.createShader(NULL, &mAvatarUniforms); + success = gAvatarProgram.createShader(NULL, NULL); if (success) { @@ -2737,7 +2910,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() // Note: no cloth under water: gAvatarWaterProgram.mShaderLevel = llmin(mVertexShaderLevel[SHADER_AVATAR], 1); gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; - success = gAvatarWaterProgram.createShader(NULL, &mAvatarUniforms); + success = gAvatarWaterProgram.createShader(NULL, NULL); } /// Keep track of avatar levels @@ -2756,7 +2929,7 @@ BOOL LLViewerShaderMgr::loadShadersAvatar() gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarV.glsl", GL_VERTEX_SHADER_ARB)); gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarF.glsl", GL_FRAGMENT_SHADER_ARB)); gAvatarPickProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR]; - success = gAvatarPickProgram.createShader(NULL, &mAvatarUniforms); + success = gAvatarPickProgram.createShader(NULL, NULL); } if (success) @@ -2878,7 +3051,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface() if (success) { gSplatTextureRectProgram.bind(); - gSplatTextureRectProgram.uniform1i("screenMap", 0); + gSplatTextureRectProgram.uniform1i(sScreenMap, 0); gSplatTextureRectProgram.unbind(); } } @@ -2894,8 +3067,8 @@ BOOL LLViewerShaderMgr::loadShadersInterface() if (success) { gGlowCombineProgram.bind(); - gGlowCombineProgram.uniform1i("glowMap", 0); - gGlowCombineProgram.uniform1i("screenMap", 1); + gGlowCombineProgram.uniform1i(sGlowMap, 0); + gGlowCombineProgram.uniform1i(sScreenMap, 1); gGlowCombineProgram.unbind(); } } @@ -2911,8 +3084,8 @@ BOOL LLViewerShaderMgr::loadShadersInterface() if (success) { gGlowCombineFXAAProgram.bind(); - gGlowCombineFXAAProgram.uniform1i("glowMap", 0); - gGlowCombineFXAAProgram.uniform1i("screenMap", 1); + gGlowCombineFXAAProgram.uniform1i(sGlowMap, 0); + gGlowCombineFXAAProgram.uniform1i(sScreenMap, 1); gGlowCombineFXAAProgram.unbind(); } } @@ -2929,8 +3102,8 @@ BOOL LLViewerShaderMgr::loadShadersInterface() if (success) { gTwoTextureAddProgram.bind(); - gTwoTextureAddProgram.uniform1i("tex0", 0); - gTwoTextureAddProgram.uniform1i("tex1", 1); + gTwoTextureAddProgram.uniform1i(sTex0, 0); + gTwoTextureAddProgram.uniform1i(sTex1, 1); } } @@ -2945,7 +3118,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface() if (success) { gOneTextureNoColorProgram.bind(); - gOneTextureNoColorProgram.uniform1i("tex0", 0); + gOneTextureNoColorProgram.uniform1i(sTex0, 0); } } @@ -2960,7 +3133,7 @@ BOOL LLViewerShaderMgr::loadShadersInterface() if (success) { gSolidColorProgram.bind(); - gSolidColorProgram.uniform1i("tex0", 0); + gSolidColorProgram.uniform1i(sTex0, 0); gSolidColorProgram.unbind(); } } @@ -3064,7 +3237,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB)); gWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; - success = gWLSkyProgram.createShader(NULL, &mWLUniforms); + success = gWLSkyProgram.createShader(NULL, NULL); } if (success) @@ -3076,7 +3249,7 @@ BOOL LLViewerShaderMgr::loadShadersWindLight() gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB)); gWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; gWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY; - success = gWLCloudProgram.createShader(NULL, &mWLUniforms); + success = gWLCloudProgram.createShader(NULL, NULL); } return success; @@ -3191,3 +3364,4 @@ LLViewerShaderMgr::shader_iter LLViewerShaderMgr::endShaders() const { return mShaderList.end(); } + |