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Diffstat (limited to 'indra/newview/llviewershadermgr.cpp')
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 1094 |
1 files changed, 1094 insertions, 0 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp new file mode 100644 index 0000000000..fe0f3f12a6 --- /dev/null +++ b/indra/newview/llviewershadermgr.cpp @@ -0,0 +1,1094 @@ +/** + * @file llviewershadermgr.cpp + * @brief Viewer shader manager implementation. + * + * $LicenseInfo:firstyear=2005&license=viewergpl$ + * + * Copyright (c) 2005-2007, Linden Research, Inc. + * + * 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://secondlife.com/developers/opensource/gplv2 + * + * 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://secondlife.com/developers/opensource/flossexception + * + * 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. + * + * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO + * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, + * COMPLETENESS OR PERFORMANCE. + * $/LicenseInfo$ + */ + + +#include "llviewerprecompiledheaders.h" + +#include "llfeaturemanager.h" +#include "llviewershadermgr.h" + +#include "llfile.h" +#include "llviewerwindow.h" +#include "llviewercontrol.h" +#include "pipeline.h" +#include "llworld.h" +#include "llwlparammanager.h" +#include "llwaterparammanager.h" +#include "llsky.h" +#include "llvosky.h" +#include "llrender.h" + +#if LL_DARWIN +#include "OpenGL/OpenGL.h" +#endif + +#ifdef LL_RELEASE_FOR_DOWNLOAD +#define UNIFORM_ERRS LL_WARNS_ONCE("Shader") +#else +#define UNIFORM_ERRS LL_ERRS("Shader") +#endif + +// Lots of STL stuff in here, using namespace std to keep things more readable +using std::vector; +using std::pair; +using std::make_pair; +using std::string; + +LLVector4 gShinyOrigin; + +//object shaders +LLGLSLShader gObjectSimpleProgram; +LLGLSLShader gObjectSimpleWaterProgram; +LLGLSLShader gObjectFullbrightProgram; +LLGLSLShader gObjectFullbrightWaterProgram; + +LLGLSLShader gObjectFullbrightShinyProgram; +LLGLSLShader gObjectShinyProgram; +LLGLSLShader gObjectShinyWaterProgram; + +//environment shaders +LLGLSLShader gTerrainProgram; +LLGLSLShader gTerrainWaterProgram; +LLGLSLShader gWaterProgram; +LLGLSLShader gUnderWaterProgram; + +//interface shaders +LLGLSLShader gHighlightProgram; + +//avatar shader handles +LLGLSLShader gAvatarProgram; +LLGLSLShader gAvatarWaterProgram; +LLGLSLShader gAvatarEyeballProgram; +LLGLSLShader gAvatarPickProgram; + +// WindLight shader handles +LLGLSLShader gWLSkyProgram; +LLGLSLShader gWLCloudProgram; + +// Effects Shaders +LLGLSLShader gGlowProgram; +LLGLSLShader gGlowExtractProgram; +LLGLSLShader gPostColorFilterProgram; +LLGLSLShader gPostNightVisionProgram; + +// Deferred rendering shaders +LLGLSLShader gDeferredDiffuseProgram; + +//current avatar shader parameter pointer +GLint gAvatarMatrixParam; + +LLViewerShaderMgr::LLViewerShaderMgr() : + mVertexShaderLevel(SHADER_COUNT, 0) +{ +/// Make sure WL Sky is the first program + mShaderList.push_back(&gWLSkyProgram); + mShaderList.push_back(&gWLCloudProgram); + mShaderList.push_back(&gAvatarProgram); + mShaderList.push_back(&gObjectShinyProgram); + mShaderList.push_back(&gWaterProgram); + mShaderList.push_back(&gAvatarEyeballProgram); + mShaderList.push_back(&gObjectSimpleProgram); + mShaderList.push_back(&gObjectFullbrightProgram); + mShaderList.push_back(&gObjectFullbrightShinyProgram); + mShaderList.push_back(&gTerrainProgram); + mShaderList.push_back(&gTerrainWaterProgram); + mShaderList.push_back(&gObjectSimpleWaterProgram); + mShaderList.push_back(&gObjectFullbrightWaterProgram); + mShaderList.push_back(&gAvatarWaterProgram); + mShaderList.push_back(&gObjectShinyWaterProgram); + mShaderList.push_back(&gUnderWaterProgram); +} + +LLViewerShaderMgr::~LLViewerShaderMgr() +{ + mVertexShaderLevel.clear(); + mShaderList.clear(); +} + +// static +LLViewerShaderMgr * LLViewerShaderMgr::instance() +{ + if(NULL == sInstance) + { + sInstance = new LLViewerShaderMgr(); + } + + return static_cast<LLViewerShaderMgr*>(sInstance); + } + +void LLViewerShaderMgr::initAttribsAndUniforms(void) + { + if (mReservedAttribs.empty()) + { + mReservedAttribs.push_back("materialColor"); + mReservedAttribs.push_back("specularColor"); + mReservedAttribs.push_back("binormal"); + + mAvatarAttribs.reserve(5); + mAvatarAttribs.push_back("weight"); + mAvatarAttribs.push_back("clothing"); + mAvatarAttribs.push_back("gWindDir"); + mAvatarAttribs.push_back("gSinWaveParams"); + mAvatarAttribs.push_back("gGravity"); + + mAvatarUniforms.push_back("matrixPalette"); + + mReservedUniforms.reserve(24); + 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"); + + 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"); + } + } + + +//============================================================================ +// Set Levels + +S32 LLViewerShaderMgr::getVertexShaderLevel(S32 type) +{ + return LLPipeline::sDisableShaders ? 0 : mVertexShaderLevel[type]; +} + +//============================================================================ +// Shader Management + +void LLViewerShaderMgr::setShaders() +{ + if (!gPipeline.mInitialized) + { + return; + } + // Make sure the compiled shader map is cleared before we recompile shaders. + mShaderObjects.clear(); + + initAttribsAndUniforms(); + gPipeline.releaseGLBuffers(); + + if (gSavedSettings.getBOOL("VertexShaderEnable")) + { + LLPipeline::sWaterReflections = gGLManager.mHasCubeMap; + LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow"); + } + else + { + LLPipeline::sRenderGlow = + LLPipeline::sWaterReflections = FALSE; + } + + //hack to reset buffers that change behavior with shaders + gPipeline.resetVertexBuffers(); + + if (gViewerWindow) + { + gViewerWindow->setCursor(UI_CURSOR_WAIT); + } + + // Lighting + gPipeline.setLightingDetail(-1); + + // Shaders + LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL; + for (S32 i = 0; i < SHADER_COUNT; i++) + { + mVertexShaderLevel[i] = 0; + } + mMaxAvatarShaderLevel = 0; + + if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") + && gSavedSettings.getBOOL("VertexShaderEnable")) + { + S32 light_class = 2; + S32 env_class = 2; + S32 obj_class = 2; + S32 effect_class = 2; + S32 wl_class = 2; + S32 water_class = 2; + S32 deferred_class = 0; + if (!gSavedSettings.getBOOL("WindLightUseAtmosShaders")) + { + // user has disabled WindLight in their settings, downgrade + // windlight shaders to stub versions. + wl_class = 1; + + // if class one or less, turn off more shaders + // since higher end cards won't see any real gain + // from turning off most of the shaders, + // but class one would + // TODO: Make water on class one cards color things + // beneath it properly + if(LLFeatureManager::getInstance()->getGPUClass() < GPU_CLASS_2) + { + // use lesser water and other stuff + light_class = 2; + env_class = 0; + obj_class = 0; + effect_class = 1; + water_class = 1; + } + } + + if (gSavedSettings.getBOOL("RenderDeferred")) + { + light_class = 1; + env_class = 0; + obj_class = 0; + water_class = 1; + effect_class = 1; + deferred_class = 1; + } + + if(!gSavedSettings.getBOOL("EnableRippleWater")) + { + water_class = 0; + } + + // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders + if (mVertexShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull()) + { + gSky.mVOSkyp->forceSkyUpdate(); + } + + // Load lighting shaders + mVertexShaderLevel[SHADER_LIGHTING] = light_class; + mVertexShaderLevel[SHADER_INTERFACE] = light_class; + mVertexShaderLevel[SHADER_ENVIRONMENT] = env_class; + mVertexShaderLevel[SHADER_WATER] = water_class; + mVertexShaderLevel[SHADER_OBJECT] = obj_class; + mVertexShaderLevel[SHADER_EFFECT] = effect_class; + mVertexShaderLevel[SHADER_WINDLIGHT] = wl_class; + mVertexShaderLevel[SHADER_DEFERRED] = deferred_class; + + BOOL loaded = loadBasicShaders(); + + if (loaded) + { + gPipeline.mVertexShadersEnabled = TRUE; + gPipeline.mVertexShadersLoaded = 1; + + // Load all shaders to set max levels + loadShadersEnvironment(); + loadShadersWater(); + loadShadersObject(); + loadShadersWindLight(); + loadShadersEffects(); + loadShadersInterface(); + loadShadersDeferred(); + + // Load max avatar shaders to set the max level + mVertexShaderLevel[SHADER_AVATAR] = 3; + mMaxAvatarShaderLevel = 3; + loadShadersAvatar(); + +#if 0 && LL_DARWIN // force avatar shaders off for mac + mVertexShaderLevel[SHADER_AVATAR] = 0; + sMaxAvatarShaderLevel = 0; +#else + if (gSavedSettings.getBOOL("RenderAvatarVP")) + { + BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth"); + S32 avatar_class = 1; + + // cloth is a class3 shader + if(avatar_cloth) + { + avatar_class = 3; + } + + // Set the actual level + mVertexShaderLevel[SHADER_AVATAR] = avatar_class; + loadShadersAvatar(); + if (mVertexShaderLevel[SHADER_AVATAR] != avatar_class) + { + if (mVertexShaderLevel[SHADER_AVATAR] == 0) + { + gSavedSettings.setBOOL("RenderAvatarVP", FALSE); + } + if(llmax(mVertexShaderLevel[SHADER_AVATAR]-1,0) >= 3) + { + avatar_cloth = true; + } + else + { + avatar_cloth = false; + } + gSavedSettings.setBOOL("RenderAvatarCloth", avatar_cloth); + } + } + else + { + mVertexShaderLevel[SHADER_AVATAR] = 0; + gSavedSettings.setBOOL("RenderAvatarCloth", FALSE); + loadShadersAvatar(); // unloads + } +#endif + } + else + { + gPipeline.mVertexShadersEnabled = FALSE; + gPipeline.mVertexShadersLoaded = 0; + mVertexShaderLevel[SHADER_LIGHTING] = 0; + mVertexShaderLevel[SHADER_INTERFACE] = 0; + mVertexShaderLevel[SHADER_ENVIRONMENT] = 0; + mVertexShaderLevel[SHADER_WATER] = 0; + mVertexShaderLevel[SHADER_OBJECT] = 0; + mVertexShaderLevel[SHADER_EFFECT] = 0; + mVertexShaderLevel[SHADER_WINDLIGHT] = 0; + } + } + else + { + gPipeline.mVertexShadersEnabled = FALSE; + gPipeline.mVertexShadersLoaded = 0; + mVertexShaderLevel[SHADER_LIGHTING] = 0; + mVertexShaderLevel[SHADER_INTERFACE] = 0; + mVertexShaderLevel[SHADER_ENVIRONMENT] = 0; + mVertexShaderLevel[SHADER_WATER] = 0; + mVertexShaderLevel[SHADER_OBJECT] = 0; + mVertexShaderLevel[SHADER_EFFECT] = 0; + mVertexShaderLevel[SHADER_WINDLIGHT] = 0; + } + + if (gViewerWindow) + { + gViewerWindow->setCursor(UI_CURSOR_ARROW); + } + gPipeline.createGLBuffers(); +} + +void LLViewerShaderMgr::unloadShaders() +{ + gObjectSimpleProgram.unload(); + gObjectSimpleWaterProgram.unload(); + gObjectFullbrightProgram.unload(); + gObjectFullbrightWaterProgram.unload(); + + gObjectShinyProgram.unload(); + gObjectFullbrightShinyProgram.unload(); + gObjectShinyWaterProgram.unload(); + gWaterProgram.unload(); + gUnderWaterProgram.unload(); + gTerrainProgram.unload(); + gTerrainWaterProgram.unload(); + gGlowProgram.unload(); + gGlowExtractProgram.unload(); + gAvatarProgram.unload(); + gAvatarWaterProgram.unload(); + gAvatarEyeballProgram.unload(); + gAvatarPickProgram.unload(); + gHighlightProgram.unload(); + + gWLSkyProgram.unload(); + gWLCloudProgram.unload(); + + gPostColorFilterProgram.unload(); + gPostNightVisionProgram.unload(); + + gDeferredDiffuseProgram.unload(); + + mVertexShaderLevel[SHADER_LIGHTING] = 0; + mVertexShaderLevel[SHADER_OBJECT] = 0; + mVertexShaderLevel[SHADER_AVATAR] = 0; + mVertexShaderLevel[SHADER_ENVIRONMENT] = 0; + mVertexShaderLevel[SHADER_WATER] = 0; + mVertexShaderLevel[SHADER_INTERFACE] = 0; + + gPipeline.mVertexShadersLoaded = 0; +} + +BOOL LLViewerShaderMgr::loadBasicShaders() +{ + // Load basic dependency shaders first + // All of these have to load for any shaders to function + +#if LL_DARWIN // Mac can't currently handle all 8 lights, + S32 sum_lights_class = 2; +#else + S32 sum_lights_class = 3; + + // class one cards will get the lower sum lights + // class zero we're not going to think about + // since a class zero card COULD be a ridiculous new card + // and old cards should have the features masked + if(LLFeatureManager::getInstance()->getGPUClass() == GPU_CLASS_1) + { + sum_lights_class = 2; + } +#endif + + // If we have sun and moon only checked, then only sum those lights. + if (gPipeline.getLightingDetail() == 0) + { + sum_lights_class = 1; + } + + // Load the Basic Vertex Shaders at the appropriate level. + // (in order of shader function call depth for reference purposes, deepest level first) + + vector< pair<string, S32> > shaders; + shaders.reserve(10); + shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) ); + shaders.push_back( make_pair( "lighting/lightV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/sumLightsSpecularV.glsl", sum_lights_class ) ); + 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 ) ); + + // 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++) + { + // Note usage of GL_VERTEX_SHADER_ARB + if (loadShaderFile(shaders[i].first, shaders[i].second, GL_VERTEX_SHADER_ARB) == 0) + { + return FALSE; + } + } + + // Load the Basic Fragment Shaders at the appropriate level. + // (in order of shader function call depth for reference purposes, deepest level first) + + shaders.clear(); + shaders.reserve(12); + shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) ); + shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); + shaders.push_back( make_pair( "environment/waterFogF.glsl", mVertexShaderLevel[SHADER_WATER] ) ); + shaders.push_back( make_pair( "lighting/lightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); + + for (U32 i = 0; i < shaders.size(); i++) + { + // Note usage of GL_FRAGMENT_SHADER_ARB + if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER_ARB) == 0) + { + return FALSE; + } + } + + return TRUE; +} + +BOOL LLViewerShaderMgr::loadShadersEnvironment() +{ + BOOL success = TRUE; + + if (mVertexShaderLevel[SHADER_ENVIRONMENT] == 0) + { + gTerrainProgram.unload(); + return FALSE; + } + + if (success) + { + gTerrainProgram.mName = "Terrain Shader"; + gTerrainProgram.mFeatures.calculatesLighting = true; + gTerrainProgram.mFeatures.calculatesAtmospherics = true; + gTerrainProgram.mFeatures.hasAtmospherics = true; + gTerrainProgram.mFeatures.hasGamma = true; + gTerrainProgram.mShaderFiles.clear(); + 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); + } + + if (!success) + { + mVertexShaderLevel[SHADER_ENVIRONMENT] = 0; + return FALSE; + } + + LLWorld::getInstance()->updateWaterObjects(); + + return TRUE; +} + +BOOL LLViewerShaderMgr::loadShadersWater() +{ + BOOL success = TRUE; + BOOL terrainWaterSuccess = TRUE; + + if (mVertexShaderLevel[SHADER_WATER] == 0) + { + gWaterProgram.unload(); + gUnderWaterProgram.unload(); + gTerrainWaterProgram.unload(); + return FALSE; + } + + if (success) + { + // load water shader + gWaterProgram.mName = "Water Shader"; + gWaterProgram.mFeatures.calculatesAtmospherics = true; + gWaterProgram.mFeatures.hasGamma = true; + gWaterProgram.mFeatures.hasTransport = true; + gWaterProgram.mShaderFiles.clear(); + 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); + } + + if (success) + { + //load under water vertex shader + gUnderWaterProgram.mName = "Underwater Shader"; + gUnderWaterProgram.mFeatures.calculatesAtmospherics = true; + gUnderWaterProgram.mShaderFiles.clear(); + gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB)); + gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER]; + gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + + success = gUnderWaterProgram.createShader(NULL, &mWaterUniforms); + } + + if (success) + { + //load terrain water shader + gTerrainWaterProgram.mName = "Terrain Water Shader"; + gTerrainWaterProgram.mFeatures.calculatesLighting = true; + gTerrainWaterProgram.mFeatures.calculatesAtmospherics = true; + gTerrainWaterProgram.mFeatures.hasAtmospherics = true; + gTerrainWaterProgram.mFeatures.hasWaterFog = true; + gTerrainWaterProgram.mShaderFiles.clear(); + gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB)); + 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); + } + + /// Keep track of water shader levels + if (gWaterProgram.mShaderLevel != mVertexShaderLevel[SHADER_WATER] + || gUnderWaterProgram.mShaderLevel != mVertexShaderLevel[SHADER_WATER]) + { + mVertexShaderLevel[SHADER_WATER] = llmin(gWaterProgram.mShaderLevel, gUnderWaterProgram.mShaderLevel); + } + + if (!success) + { + mVertexShaderLevel[SHADER_WATER] = 0; + return FALSE; + } + + // if we failed to load the terrain water shaders and we need them (using class2 water), + // then drop down to class1 water. + if (mVertexShaderLevel[SHADER_WATER] > 1 && !terrainWaterSuccess) + { + mVertexShaderLevel[SHADER_WATER]--; + return loadShadersWater(); + } + + LLWorld::getInstance()->updateWaterObjects(); + + return TRUE; +} + +BOOL LLViewerShaderMgr::loadShadersEffects() +{ + BOOL success = TRUE; + + if (mVertexShaderLevel[SHADER_EFFECT] == 0) + { + gGlowProgram.unload(); + gGlowExtractProgram.unload(); + gPostColorFilterProgram.unload(); + gPostNightVisionProgram.unload(); + return FALSE; + } + + if (success) + { + gGlowProgram.mName = "Glow Shader (Post)"; + gGlowProgram.mShaderFiles.clear(); + 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); + if (!success) + { + LLPipeline::sRenderGlow = FALSE; + } + } + + if (success) + { + gGlowExtractProgram.mName = "Glow Extract Shader (Post)"; + gGlowExtractProgram.mShaderFiles.clear(); + 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); + if (!success) + { + LLPipeline::sRenderGlow = FALSE; + } + } + +#if 0 + // disabling loading of postprocess shaders until we fix + // ATI sampler2DRect compatibility. + + //load Color Filter Shader + if (success) + { + vector<string> shaderUniforms; + shaderUniforms.reserve(7); + shaderUniforms.push_back("RenderTexture"); + shaderUniforms.push_back("gamma"); + shaderUniforms.push_back("brightness"); + shaderUniforms.push_back("contrast"); + shaderUniforms.push_back("contrastBase"); + shaderUniforms.push_back("saturation"); + shaderUniforms.push_back("lumWeights"); + + gPostColorFilterProgram.mName = "Color Filter Shader (Post)"; + gPostColorFilterProgram.mShaderFiles.clear(); + gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/colorFilterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB)); + gPostColorFilterProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; + success = gPostColorFilterProgram.createShader(NULL, &shaderUniforms); + } + + //load Night Vision Shader + if (success) + { + vector<string> shaderUniforms; + shaderUniforms.reserve(5); + shaderUniforms.push_back("RenderTexture"); + shaderUniforms.push_back("NoiseTexture"); + shaderUniforms.push_back("brightMult"); + shaderUniforms.push_back("noiseStrength"); + shaderUniforms.push_back("lumWeights"); + + gPostNightVisionProgram.mName = "Night Vision Shader (Post)"; + gPostNightVisionProgram.mShaderFiles.clear(); + gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/nightVisionF.glsl", GL_FRAGMENT_SHADER_ARB)); + gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB)); + gPostNightVisionProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; + success = gPostNightVisionProgram.createShader(NULL, &shaderUniforms); + } + #endif + + return success; + +} + +BOOL LLViewerShaderMgr::loadShadersDeferred() +{ + if (mVertexShaderLevel[SHADER_DEFERRED] == 0) + { + gDeferredDiffuseProgram.unload(); + return FALSE; + } + + BOOL success = TRUE; + + if (success) + { + gDeferredDiffuseProgram.mName = "Deffered Diffuse Shader"; + gDeferredDiffuseProgram.mShaderFiles.clear(); + gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); + gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); + gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; + success = gDeferredDiffuseProgram.createShader(NULL, NULL); + } + + return success; +} + +BOOL LLViewerShaderMgr::loadShadersObject() +{ + BOOL success = TRUE; + + if (mVertexShaderLevel[SHADER_OBJECT] == 0) + { + gObjectShinyProgram.unload(); + gObjectFullbrightShinyProgram.unload(); + gObjectShinyWaterProgram.unload(); + gObjectSimpleProgram.unload(); + gObjectSimpleWaterProgram.unload(); + gObjectFullbrightProgram.unload(); + gObjectFullbrightWaterProgram.unload(); + return FALSE; + } + + if (success) + { + gObjectSimpleProgram.mName = "Simple Shader"; + gObjectSimpleProgram.mFeatures.calculatesLighting = true; + gObjectSimpleProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleProgram.mFeatures.hasGamma = true; + gObjectSimpleProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleProgram.mFeatures.hasLighting = true; + gObjectSimpleProgram.mShaderFiles.clear(); + gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectSimpleProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectSimpleWaterProgram.mName = "Simple Water Shader"; + gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true; + gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true; + gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true; + gObjectSimpleWaterProgram.mFeatures.hasLighting = true; + gObjectSimpleWaterProgram.mShaderFiles.clear(); + gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectSimpleWaterProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectFullbrightProgram.mName = "Fullbright Shader"; + gObjectFullbrightProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightProgram.mFeatures.hasGamma = true; + gObjectFullbrightProgram.mFeatures.hasTransport = true; + gObjectFullbrightProgram.mFeatures.isFullbright = true; + gObjectFullbrightProgram.mShaderFiles.clear(); + gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + success = gObjectFullbrightProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectFullbrightWaterProgram.mName = "Fullbright Water Shader"; + gObjectFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightWaterProgram.mFeatures.isFullbright = true; + gObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true; + gObjectFullbrightWaterProgram.mFeatures.hasTransport = true; + gObjectFullbrightWaterProgram.mShaderFiles.clear(); + gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); + gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + gObjectFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; + gObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gObjectFullbrightWaterProgram.createShader(NULL, NULL); + } + + if (success) + { + gObjectShinyProgram.mName = "Shiny Shader"; + gObjectShinyProgram.mFeatures.calculatesAtmospherics = true; + gObjectShinyProgram.mFeatures.calculatesLighting = true; + gObjectShinyProgram.mFeatures.hasGamma = true; + gObjectShinyProgram.mFeatures.hasAtmospherics = true; + gObjectShinyProgram.mFeatures.isShiny = true; + gObjectShinyProgram.mShaderFiles.clear(); + 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); + } + + if (success) + { + gObjectShinyWaterProgram.mName = "Shiny Water Shader"; + gObjectShinyWaterProgram.mFeatures.calculatesAtmospherics = true; + gObjectShinyWaterProgram.mFeatures.calculatesLighting = true; + gObjectShinyWaterProgram.mFeatures.isShiny = true; + gObjectShinyWaterProgram.mFeatures.hasWaterFog = true; + gObjectShinyWaterProgram.mFeatures.hasAtmospherics = true; + gObjectShinyWaterProgram.mShaderFiles.clear(); + gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + 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); + } + + if (success) + { + gObjectFullbrightShinyProgram.mName = "Fullbright Shiny Shader"; + gObjectFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; + gObjectFullbrightShinyProgram.mFeatures.isFullbright = true; + gObjectFullbrightShinyProgram.mFeatures.isShiny = true; + gObjectFullbrightShinyProgram.mFeatures.hasGamma = true; + gObjectFullbrightShinyProgram.mFeatures.hasTransport = true; + gObjectFullbrightShinyProgram.mShaderFiles.clear(); + 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); + } + + + if( !success ) + { + mVertexShaderLevel[SHADER_OBJECT] = 0; + return FALSE; + } + + return TRUE; +} + +BOOL LLViewerShaderMgr::loadShadersAvatar() +{ + BOOL success = TRUE; + + if (mVertexShaderLevel[SHADER_AVATAR] == 0) + { + gAvatarProgram.unload(); + gAvatarWaterProgram.unload(); + gAvatarEyeballProgram.unload(); + gAvatarPickProgram.unload(); + return FALSE; + } + + if (success) + { + gAvatarProgram.mName = "Avatar Shader"; + gAvatarProgram.mFeatures.hasSkinning = true; + gAvatarProgram.mFeatures.calculatesAtmospherics = true; + gAvatarProgram.mFeatures.calculatesLighting = true; + gAvatarProgram.mFeatures.hasGamma = true; + gAvatarProgram.mFeatures.hasAtmospherics = true; + gAvatarProgram.mFeatures.hasLighting = true; + gAvatarProgram.mShaderFiles.clear(); + 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(&mAvatarAttribs, &mAvatarUniforms); + + if (success) + { + gAvatarWaterProgram.mName = "Avatar Water Shader"; + gAvatarWaterProgram.mFeatures.hasSkinning = true; + gAvatarWaterProgram.mFeatures.calculatesAtmospherics = true; + gAvatarWaterProgram.mFeatures.calculatesLighting = true; + gAvatarWaterProgram.mFeatures.hasWaterFog = true; + gAvatarWaterProgram.mFeatures.hasAtmospherics = true; + gAvatarWaterProgram.mFeatures.hasLighting = true; + gAvatarWaterProgram.mShaderFiles.clear(); + gAvatarWaterProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB)); + gAvatarWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); + // Note: no cloth under water: + gAvatarWaterProgram.mShaderLevel = llmin(mVertexShaderLevel[SHADER_AVATAR], 1); + gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; + success = gAvatarWaterProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); + } + + /// Keep track of avatar levels + if (gAvatarProgram.mShaderLevel != mVertexShaderLevel[SHADER_AVATAR]) + { + mMaxAvatarShaderLevel = mVertexShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel; + } + } + + if (success) + { + gAvatarPickProgram.mName = "Avatar Pick Shader"; + gAvatarPickProgram.mFeatures.hasSkinning = true; + gAvatarPickProgram.mShaderFiles.clear(); + 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(&mAvatarAttribs, &mAvatarUniforms); + } + + if (success) + { + gAvatarEyeballProgram.mName = "Avatar Eyeball Program"; + gAvatarEyeballProgram.mFeatures.calculatesLighting = true; + gAvatarEyeballProgram.mFeatures.isSpecular = true; + gAvatarEyeballProgram.mFeatures.calculatesAtmospherics = true; + gAvatarEyeballProgram.mFeatures.hasGamma = true; + gAvatarEyeballProgram.mFeatures.hasAtmospherics = true; + gAvatarEyeballProgram.mFeatures.hasLighting = true; + gAvatarEyeballProgram.mShaderFiles.clear(); + gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER_ARB)); + gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER_ARB)); + gAvatarEyeballProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR]; + success = gAvatarEyeballProgram.createShader(NULL, NULL); + } + + if( !success ) + { + mVertexShaderLevel[SHADER_AVATAR] = 0; + mMaxAvatarShaderLevel = 0; + return FALSE; + } + + return TRUE; +} + +BOOL LLViewerShaderMgr::loadShadersInterface() +{ + BOOL success = TRUE; + + if (mVertexShaderLevel[SHADER_INTERFACE] == 0) + { + gHighlightProgram.unload(); + return FALSE; + } + + if (success) + { + gHighlightProgram.mName = "Highlight Shader"; + gHighlightProgram.mShaderFiles.clear(); + gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER_ARB)); + gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER_ARB)); + gHighlightProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; + success = gHighlightProgram.createShader(NULL, NULL); + } + + if( !success ) + { + mVertexShaderLevel[SHADER_INTERFACE] = 0; + return FALSE; + } + + return TRUE; +} + +BOOL LLViewerShaderMgr::loadShadersWindLight() +{ + BOOL success = TRUE; + + if (mVertexShaderLevel[SHADER_WINDLIGHT] < 2) + { + gWLSkyProgram.unload(); + gWLCloudProgram.unload(); + return FALSE; + } + + if (success) + { + gWLSkyProgram.mName = "Windlight Sky Shader"; + //gWLSkyProgram.mFeatures.hasGamma = true; + gWLSkyProgram.mShaderFiles.clear(); + gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyV.glsl", GL_VERTEX_SHADER_ARB)); + 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); + } + + if (success) + { + gWLCloudProgram.mName = "Windlight Cloud Program"; + //gWLCloudProgram.mFeatures.hasGamma = true; + gWLCloudProgram.mShaderFiles.clear(); + gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsV.glsl", GL_VERTEX_SHADER_ARB)); + 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); + } + + return success; +} + +std::string LLViewerShaderMgr::getShaderDirPrefix(void) + { + return gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/class"); + } + +void LLViewerShaderMgr::updateShaderUniforms(LLGLSLShader * shader) + { + LLWLParamManager::instance()->updateShaderUniforms(shader); + LLWaterParamManager::instance()->updateShaderUniforms(shader); +} |