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-rw-r--r--indra/newview/llviewershadermgr.cpp231
1 files changed, 201 insertions, 30 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index b5bd2f93af..d078c15316 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -2,31 +2,25 @@
* @file llviewershadermgr.cpp
* @brief Viewer shader manager implementation.
*
- * $LicenseInfo:firstyear=2005&license=viewergpl$
- *
- * Copyright (c) 2005-2009, Linden Research, Inc.
- *
+ * $LicenseInfo:firstyear=2005&license=viewerlgpl$
* 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
+ * Copyright (C) 2010, 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.
*
- * 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
+ * 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.
*
- * 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.
+ * 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
*
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -104,6 +98,7 @@ LLGLSLShader gPostNightVisionProgram;
// Deferred rendering shaders
LLGLSLShader gDeferredImpostorProgram;
+LLGLSLShader gDeferredEdgeProgram;
LLGLSLShader gDeferredWaterProgram;
LLGLSLShader gDeferredDiffuseProgram;
LLGLSLShader gDeferredBumpProgram;
@@ -113,6 +108,8 @@ LLGLSLShader gDeferredAvatarProgram;
LLGLSLShader gDeferredAvatarAlphaProgram;
LLGLSLShader gDeferredLightProgram;
LLGLSLShader gDeferredMultiLightProgram;
+LLGLSLShader gDeferredSpotLightProgram;
+LLGLSLShader gDeferredMultiSpotLightProgram;
LLGLSLShader gDeferredSunProgram;
LLGLSLShader gDeferredBlurLightProgram;
LLGLSLShader gDeferredSoftenProgram;
@@ -120,12 +117,20 @@ LLGLSLShader gDeferredShadowProgram;
LLGLSLShader gDeferredAvatarShadowProgram;
LLGLSLShader gDeferredAlphaProgram;
LLGLSLShader gDeferredFullbrightProgram;
+LLGLSLShader gDeferredGIProgram;
+LLGLSLShader gDeferredGIFinalProgram;
+LLGLSLShader gDeferredPostGIProgram;
+LLGLSLShader gDeferredPostProgram;
+
+LLGLSLShader gLuminanceGatherProgram;
+
//current avatar shader parameter pointer
GLint gAvatarMatrixParam;
LLViewerShaderMgr::LLViewerShaderMgr() :
- mVertexShaderLevel(SHADER_COUNT, 0)
+ mVertexShaderLevel(SHADER_COUNT, 0),
+ mMaxAvatarShaderLevel(0)
{
/// Make sure WL Sky is the first program
mShaderList.push_back(&gWLSkyProgram);
@@ -151,6 +156,11 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gDeferredMultiLightProgram);
mShaderList.push_back(&gDeferredAlphaProgram);
mShaderList.push_back(&gDeferredFullbrightProgram);
+ mShaderList.push_back(&gDeferredPostGIProgram);
+ mShaderList.push_back(&gDeferredEdgeProgram);
+ mShaderList.push_back(&gDeferredPostProgram);
+ mShaderList.push_back(&gDeferredGIProgram);
+ mShaderList.push_back(&gDeferredGIFinalProgram);
mShaderList.push_back(&gDeferredWaterProgram);
mShaderList.push_back(&gDeferredAvatarAlphaProgram);
}
@@ -220,13 +230,35 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void)
mReservedUniforms.push_back("shadowMap1");
mReservedUniforms.push_back("shadowMap2");
mReservedUniforms.push_back("shadowMap3");
+ mReservedUniforms.push_back("shadowMap4");
+ mReservedUniforms.push_back("shadowMap5");
+
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("luminanceMap");
+ mReservedUniforms.push_back("giLightMap");
+ mReservedUniforms.push_back("giMip");
+ mReservedUniforms.push_back("edgeMap");
+ mReservedUniforms.push_back("bloomMap");
+ mReservedUniforms.push_back("sunLightMap");
+ mReservedUniforms.push_back("localLightMap");
+ mReservedUniforms.push_back("projectionMap");
+ mReservedUniforms.push_back("diffuseGIMap");
+ mReservedUniforms.push_back("specularGIMap");
+ mReservedUniforms.push_back("normalGIMap");
+ mReservedUniforms.push_back("minpGIMap");
+ mReservedUniforms.push_back("maxpGIMap");
+ mReservedUniforms.push_back("depthGIMap");
+ mReservedUniforms.push_back("lastDiffuseGIMap");
+ mReservedUniforms.push_back("lastNormalGIMap");
+ mReservedUniforms.push_back("lastMinpGIMap");
+ mReservedUniforms.push_back("lastMaxpGIMap");
+
mWLUniforms.push_back("camPosLocal");
mTerrainUniforms.reserve(5);
@@ -279,10 +311,16 @@ 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();
@@ -330,6 +368,37 @@ void LLViewerShaderMgr::setShaders()
S32 wl_class = 2;
S32 water_class = 2;
S32 deferred_class = 0;
+
+ if (LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
+ gSavedSettings.getBOOL("RenderDeferred"))
+ {
+ if (gSavedSettings.getS32("RenderShadowDetail") > 0)
+ {
+ if (gSavedSettings.getBOOL("RenderDeferredGI"))
+ { //shadows + gi
+ deferred_class = 3;
+ }
+ else
+ { //shadows
+ deferred_class = 2;
+ }
+ }
+ else
+ { //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")))
{
@@ -338,11 +407,6 @@ void LLViewerShaderMgr::setShaders()
wl_class = 1;
}
- if (LLPipeline::sRenderDeferred)
- {
- deferred_class = 1;
- }
-
if(!gSavedSettings.getBOOL("EnableRippleWater"))
{
water_class = 0;
@@ -465,6 +529,8 @@ void LLViewerShaderMgr::setShaders()
gViewerWindow->setCursor(UI_CURSOR_ARROW);
}
gPipeline.createGLBuffers();
+
+ reentrance = false;
}
void LLViewerShaderMgr::unloadShaders()
@@ -814,6 +880,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredTerrainProgram.unload();
gDeferredLightProgram.unload();
gDeferredMultiLightProgram.unload();
+ gDeferredSpotLightProgram.unload();
+ gDeferredMultiSpotLightProgram.unload();
gDeferredSunProgram.unload();
gDeferredBlurLightProgram.unload();
gDeferredSoftenProgram.unload();
@@ -823,6 +891,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarAlphaProgram.unload();
gDeferredAlphaProgram.unload();
gDeferredFullbrightProgram.unload();
+ gDeferredPostGIProgram.unload();
+ gDeferredEdgeProgram.unload();
+ gDeferredPostProgram.unload();
+ gLuminanceGatherProgram.unload();
+ gDeferredGIProgram.unload();
+ gDeferredGIFinalProgram.unload();
gDeferredWaterProgram.unload();
return FALSE;
}
@@ -893,10 +967,41 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
+ gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader";
+ gDeferredSpotLightProgram.mShaderFiles.clear();
+ gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredSpotLightProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";
+ gDeferredMultiSpotLightProgram.mShaderFiles.clear();
+ gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
+ }
+
+ 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);
}
@@ -1022,6 +1127,72 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
}
+ if (mVertexShaderLevel[SHADER_DEFERRED] > 1)
+ {
+ if (success)
+ {
+ gDeferredEdgeProgram.mName = "Deferred Edge Shader";
+ gDeferredEdgeProgram.mShaderFiles.clear();
+ gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredEdgeProgram.mShaderFiles.push_back(make_pair("deferred/edgeF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredEdgeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredEdgeProgram.createShader(NULL, NULL);
+ }
+ }
+
+ if (mVertexShaderLevel[SHADER_DEFERRED] > 2)
+ {
+ if (success)
+ {
+ gDeferredPostProgram.mName = "Deferred Post Shader";
+ gDeferredPostProgram.mShaderFiles.clear();
+ gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredPostProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gDeferredPostGIProgram.mName = "Deferred Post GI Shader";
+ gDeferredPostGIProgram.mShaderFiles.clear();
+ gDeferredPostGIProgram.mShaderFiles.push_back(make_pair("deferred/postgiV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredPostGIProgram.mShaderFiles.push_back(make_pair("deferred/postgiF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredPostGIProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredPostGIProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gDeferredGIProgram.mName = "Deferred GI Shader";
+ gDeferredGIProgram.mShaderFiles.clear();
+ gDeferredGIProgram.mShaderFiles.push_back(make_pair("deferred/giV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredGIProgram.mShaderFiles.push_back(make_pair("deferred/giF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredGIProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredGIProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gDeferredGIFinalProgram.mName = "Deferred GI Final Shader";
+ gDeferredGIFinalProgram.mShaderFiles.clear();
+ gDeferredGIFinalProgram.mShaderFiles.push_back(make_pair("deferred/giFinalV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredGIFinalProgram.mShaderFiles.push_back(make_pair("deferred/giFinalF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredGIFinalProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gDeferredGIFinalProgram.createShader(NULL, NULL);
+ }
+
+ if (success)
+ {
+ gLuminanceGatherProgram.mName = "Luminance Gather Shader";
+ gLuminanceGatherProgram.mShaderFiles.clear();
+ gLuminanceGatherProgram.mShaderFiles.push_back(make_pair("deferred/luminanceV.glsl", GL_VERTEX_SHADER_ARB));
+ gLuminanceGatherProgram.mShaderFiles.push_back(make_pair("deferred/luminanceF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gLuminanceGatherProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
+ success = gLuminanceGatherProgram.createShader(NULL, NULL);
+ }
+ }
+
return success;
}