diff options
Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 245 |
1 files changed, 216 insertions, 29 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 4c2ea27253..49eeffe228 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -2,25 +2,31 @@ * @file llviewershadermgr.cpp * @brief Viewer shader manager implementation. * - * $LicenseInfo:firstyear=2005&license=viewerlgpl$ - * Second Life Viewer Source Code - * Copyright (C) 2010, Linden Research, Inc. + * $LicenseInfo:firstyear=2005&license=viewergpl$ + * + * Copyright (c) 2005-2009, 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. + * Second Life Viewer Source Code + * The source code in this file ("Source Code") is provided by Linden Lab + * to you under the terms of the GNU General Public License, version 2.0 + * ("GPL"), unless you have obtained a separate licensing agreement + * ("Other License"), formally executed by you and Linden Lab. Terms of + * the GPL can be found in doc/GPL-license.txt in this distribution, or + * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * - * 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. + * There are special exceptions to the terms and conditions of the GPL as + * it is applied to this Source Code. View the full text of the exception + * in the file doc/FLOSS-exception.txt in this software distribution, or + * online at + * http://secondlifegrid.net/programs/open_source/licensing/flossexception * - * 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 + * By copying, modifying or distributing this software, you acknowledge + * that you have read and understood your obligations described above, + * and agree to abide by those obligations. * - * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO + * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, + * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ @@ -71,6 +77,12 @@ LLGLSLShader gObjectFullbrightShinyProgram; LLGLSLShader gObjectShinyProgram; LLGLSLShader gObjectShinyWaterProgram; +//object hardware skinning shaders +LLGLSLShader gSkinnedObjectSimpleProgram; +LLGLSLShader gSkinnedObjectFullbrightProgram; +LLGLSLShader gSkinnedObjectFullbrightShinyProgram; +LLGLSLShader gSkinnedObjectShinySimpleProgram; + //environment shaders LLGLSLShader gTerrainProgram; LLGLSLShader gTerrainWaterProgram; @@ -101,6 +113,9 @@ LLGLSLShader gDeferredImpostorProgram; LLGLSLShader gDeferredEdgeProgram; LLGLSLShader gDeferredWaterProgram; LLGLSLShader gDeferredDiffuseProgram; +LLGLSLShader gDeferredSkinnedDiffuseProgram; +LLGLSLShader gDeferredSkinnedBumpProgram; +LLGLSLShader gDeferredSkinnedAlphaProgram; LLGLSLShader gDeferredBumpProgram; LLGLSLShader gDeferredTerrainProgram; LLGLSLShader gDeferredTreeProgram; @@ -115,6 +130,7 @@ LLGLSLShader gDeferredBlurLightProgram; LLGLSLShader gDeferredSoftenProgram; LLGLSLShader gDeferredShadowProgram; LLGLSLShader gDeferredAvatarShadowProgram; +LLGLSLShader gDeferredAttachmentShadowProgram; LLGLSLShader gDeferredAlphaProgram; LLGLSLShader gDeferredFullbrightProgram; LLGLSLShader gDeferredGIProgram; @@ -142,6 +158,10 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gObjectSimpleProgram); mShaderList.push_back(&gObjectFullbrightProgram); mShaderList.push_back(&gObjectFullbrightShinyProgram); + mShaderList.push_back(&gSkinnedObjectSimpleProgram); + mShaderList.push_back(&gSkinnedObjectFullbrightProgram); + mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram); + mShaderList.push_back(&gSkinnedObjectShinySimpleProgram); mShaderList.push_back(&gTerrainProgram); mShaderList.push_back(&gTerrainWaterProgram); mShaderList.push_back(&gObjectSimpleWaterProgram); @@ -155,6 +175,7 @@ LLViewerShaderMgr::LLViewerShaderMgr() : mShaderList.push_back(&gDeferredLightProgram); mShaderList.push_back(&gDeferredMultiLightProgram); mShaderList.push_back(&gDeferredAlphaProgram); + mShaderList.push_back(&gDeferredSkinnedAlphaProgram); mShaderList.push_back(&gDeferredFullbrightProgram); mShaderList.push_back(&gDeferredPostGIProgram); mShaderList.push_back(&gDeferredEdgeProgram); @@ -189,6 +210,7 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void) mReservedAttribs.push_back("materialColor"); mReservedAttribs.push_back("specularColor"); mReservedAttribs.push_back("binormal"); + mReservedAttribs.push_back("object_weight"); mAvatarAttribs.reserve(5); mAvatarAttribs.push_back("weight"); @@ -311,10 +333,16 @@ S32 LLViewerShaderMgr::getVertexShaderLevel(S32 type) void LLViewerShaderMgr::setShaders() { - if (!gPipeline.mInitialized || !sInitialized) + //setShaders might be called redundantly by gSavedSettings, so return on reentrance + static bool reentrance = false; + + if (!gPipeline.mInitialized || !sInitialized || reentrance) { return; } + + reentrance = true; + // Make sure the compiled shader map is cleared before we recompile shaders. mShaderObjects.clear(); @@ -362,17 +390,11 @@ void LLViewerShaderMgr::setShaders() S32 wl_class = 2; S32 water_class = 2; S32 deferred_class = 0; - if (!(LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders") - && gSavedSettings.getBOOL("WindLightUseAtmosShaders"))) - { - // user has disabled WindLight in their settings, downgrade - // windlight shaders to stub versions. - wl_class = 1; - } - - if (LLPipeline::sRenderDeferred) + + if (LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") && + gSavedSettings.getBOOL("RenderDeferred")) { - if (gSavedSettings.getBOOL("RenderDeferredShadow")) + if (gSavedSettings.getS32("RenderShadowDetail") > 0) { if (gSavedSettings.getBOOL("RenderDeferredGI")) { //shadows + gi @@ -387,6 +409,24 @@ void LLViewerShaderMgr::setShaders() { //no shadows deferred_class = 1; } + + //make sure framebuffer objects are enabled + gSavedSettings.setBOOL("RenderUseFBO", TRUE); + + //make sure hardware skinning is enabled + gSavedSettings.setBOOL("RenderAvatarVP", TRUE); + + //make sure atmospheric shaders are enabled + gSavedSettings.setBOOL("WindLightUseAtmosShaders", TRUE); + } + + + if (!(LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders") + && gSavedSettings.getBOOL("WindLightUseAtmosShaders"))) + { + // user has disabled WindLight in their settings, downgrade + // windlight shaders to stub versions. + wl_class = 1; } if(!gSavedSettings.getBOOL("EnableRippleWater")) @@ -475,6 +515,9 @@ void LLViewerShaderMgr::setShaders() if (!loadShadersDeferred()) { gSavedSettings.setBOOL("RenderDeferred", FALSE); + reentrance = false; + setShaders(); + return; } #endif } @@ -511,6 +554,8 @@ void LLViewerShaderMgr::setShaders() gViewerWindow->setCursor(UI_CURSOR_ARROW); } gPipeline.createGLBuffers(); + + reentrance = false; } void LLViewerShaderMgr::unloadShaders() @@ -523,6 +568,13 @@ void LLViewerShaderMgr::unloadShaders() gObjectShinyProgram.unload(); gObjectFullbrightShinyProgram.unload(); gObjectShinyWaterProgram.unload(); + + gSkinnedObjectSimpleProgram.unload(); + gSkinnedObjectFullbrightProgram.unload(); + gSkinnedObjectFullbrightShinyProgram.unload(); + gSkinnedObjectShinySimpleProgram.unload(); + + gWaterProgram.unload(); gUnderWaterProgram.unload(); gTerrainProgram.unload(); @@ -542,6 +594,9 @@ void LLViewerShaderMgr::unloadShaders() gPostNightVisionProgram.unload(); gDeferredDiffuseProgram.unload(); + gDeferredSkinnedDiffuseProgram.unload(); + gDeferredSkinnedBumpProgram.unload(); + gDeferredSkinnedAlphaProgram.unload(); mVertexShaderLevel[SHADER_LIGHTING] = 0; mVertexShaderLevel[SHADER_OBJECT] = 0; @@ -600,6 +655,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders() shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) ); + shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) ); // We no longer have to bind the shaders to global glhandles, they are automatically added to a map now. for (U32 i = 0; i < shaders.size(); i++) @@ -855,6 +911,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() { gDeferredTreeProgram.unload(); gDeferredDiffuseProgram.unload(); + gDeferredSkinnedDiffuseProgram.unload(); + gDeferredSkinnedBumpProgram.unload(); + gDeferredSkinnedAlphaProgram.unload(); gDeferredBumpProgram.unload(); gDeferredImpostorProgram.unload(); gDeferredTerrainProgram.unload(); @@ -867,6 +926,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredSoftenProgram.unload(); gDeferredShadowProgram.unload(); gDeferredAvatarShadowProgram.unload(); + gDeferredAttachmentShadowProgram.unload(); gDeferredAvatarProgram.unload(); gDeferredAvatarAlphaProgram.unload(); gDeferredAlphaProgram.unload(); @@ -878,7 +938,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredGIProgram.unload(); gDeferredGIFinalProgram.unload(); gDeferredWaterProgram.unload(); - return FALSE; + return TRUE; } mVertexShaderLevel[SHADER_AVATAR] = 1; @@ -897,6 +957,44 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + gDeferredSkinnedDiffuseProgram.mName = "Deferred Skinned Diffuse Shader"; + gDeferredSkinnedDiffuseProgram.mFeatures.hasObjectSkinning = true; + gDeferredSkinnedDiffuseProgram.mShaderFiles.clear(); + gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredSkinnedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredSkinnedDiffuseProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredSkinnedBumpProgram.mName = "Deferred Skinned Bump Shader"; + gDeferredSkinnedBumpProgram.mFeatures.hasObjectSkinning = true; + gDeferredSkinnedBumpProgram.mShaderFiles.clear(); + gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredSkinnedBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredSkinnedBumpProgram.createShader(NULL, NULL); + } + + if (success) + { + gDeferredSkinnedAlphaProgram.mName = "Deferred Skinned Alpha Shader"; + gDeferredSkinnedAlphaProgram.mFeatures.hasObjectSkinning = true; + gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true; + gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true; + gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true; + gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true; + gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true; + gDeferredSkinnedAlphaProgram.mShaderFiles.clear(); + gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL); + } + + if (success) + { gDeferredBumpProgram.mName = "Deferred Bump Shader"; gDeferredBumpProgram.mShaderFiles.clear(); gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER_ARB)); @@ -967,10 +1065,21 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + std::string fragment; + + if (gSavedSettings.getBOOL("RenderDeferredSSAO")) + { + fragment = "deferred/sunLightSSAOF.glsl"; + } + else + { + fragment = "deferred/sunLightF.glsl"; + } + gDeferredSunProgram.mName = "Deferred Sun Shader"; gDeferredSunProgram.mShaderFiles.clear(); gDeferredSunProgram.mShaderFiles.push_back(make_pair("deferred/sunLightV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredSunProgram.mShaderFiles.push_back(make_pair("deferred/sunLightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gDeferredSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredSunProgram.createShader(NULL, NULL); } @@ -1061,6 +1170,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() if (success) { + gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader"; + gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true; + gDeferredAttachmentShadowProgram.mShaderFiles.clear(); + gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAttachmentShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL); + } + + if (success) + { gTerrainProgram.mName = "Deferred Terrain Shader"; gDeferredTerrainProgram.mShaderFiles.clear(); gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB)); @@ -1091,7 +1211,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; gDeferredAvatarAlphaProgram.mShaderFiles.clear(); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB)); - gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); } @@ -1178,6 +1298,11 @@ BOOL LLViewerShaderMgr::loadShadersObject() gObjectSimpleWaterProgram.unload(); gObjectFullbrightProgram.unload(); gObjectFullbrightWaterProgram.unload(); + gSkinnedObjectSimpleProgram.unload(); + gSkinnedObjectFullbrightProgram.unload(); + gSkinnedObjectFullbrightShinyProgram.unload(); + gSkinnedObjectShinySimpleProgram.unload(); + return FALSE; } @@ -1287,6 +1412,68 @@ BOOL LLViewerShaderMgr::loadShadersObject() success = gObjectFullbrightShinyProgram.createShader(NULL, &mShinyUniforms); } + if (success) + { + gSkinnedObjectSimpleProgram.mName = "Skinned Simple Shader"; + gSkinnedObjectSimpleProgram.mFeatures.calculatesLighting = true; + gSkinnedObjectSimpleProgram.mFeatures.calculatesAtmospherics = true; + gSkinnedObjectSimpleProgram.mFeatures.hasGamma = true; + gSkinnedObjectSimpleProgram.mFeatures.hasAtmospherics = true; + gSkinnedObjectSimpleProgram.mFeatures.hasLighting = true; + gSkinnedObjectSimpleProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectSimpleProgram.mShaderFiles.clear(); + gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); + gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gSkinnedObjectSimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gSkinnedObjectSimpleProgram.createShader(NULL, NULL); + } + + if (success) + { + gSkinnedObjectFullbrightProgram.mName = "Skinned Fullbright Shader"; + gSkinnedObjectFullbrightProgram.mFeatures.calculatesAtmospherics = true; + gSkinnedObjectFullbrightProgram.mFeatures.hasGamma = true; + gSkinnedObjectFullbrightProgram.mFeatures.hasTransport = true; + gSkinnedObjectFullbrightProgram.mFeatures.isFullbright = true; + gSkinnedObjectFullbrightProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectFullbrightProgram.mShaderFiles.clear(); + gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); + gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gSkinnedObjectFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gSkinnedObjectFullbrightProgram.createShader(NULL, NULL); + } + + if (success) + { + gSkinnedObjectFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader"; + gSkinnedObjectFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; + gSkinnedObjectFullbrightShinyProgram.mFeatures.hasGamma = true; + gSkinnedObjectFullbrightShinyProgram.mFeatures.hasTransport = true; + gSkinnedObjectFullbrightShinyProgram.mFeatures.isShiny = true; + gSkinnedObjectFullbrightShinyProgram.mFeatures.isFullbright = true; + gSkinnedObjectFullbrightShinyProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectFullbrightShinyProgram.mShaderFiles.clear(); + 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); + } + + if (success) + { + gSkinnedObjectShinySimpleProgram.mName = "Skinned Shiny Simple Shader"; + gSkinnedObjectShinySimpleProgram.mFeatures.calculatesLighting = true; + gSkinnedObjectShinySimpleProgram.mFeatures.calculatesAtmospherics = true; + gSkinnedObjectShinySimpleProgram.mFeatures.hasGamma = true; + gSkinnedObjectShinySimpleProgram.mFeatures.hasAtmospherics = true; + gSkinnedObjectShinySimpleProgram.mFeatures.hasObjectSkinning = true; + gSkinnedObjectShinySimpleProgram.mFeatures.isShiny = true; + gSkinnedObjectShinySimpleProgram.mShaderFiles.clear(); + 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); + } if( !success ) { |