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path: root/indra/newview/llviewershadermgr.cpp
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-rw-r--r--indra/newview/llviewershadermgr.cpp1537
1 files changed, 605 insertions, 932 deletions
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 945b51d819..086b433c72 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -77,6 +77,7 @@ LLGLSLShader gTransformTangentProgram;
//utility shaders
LLGLSLShader gOcclusionProgram;
+LLGLSLShader gSkinnedOcclusionProgram;
LLGLSLShader gOcclusionCubeProgram;
LLGLSLShader gCustomAlphaProgram;
LLGLSLShader gGlowCombineProgram;
@@ -87,6 +88,7 @@ LLGLSLShader gTwoTextureCompareProgram;
LLGLSLShader gOneTextureFilterProgram;
LLGLSLShader gOneTextureNoColorProgram;
LLGLSLShader gDebugProgram;
+LLGLSLShader gSkinnedDebugProgram;
LLGLSLShader gClipProgram;
LLGLSLShader gDownsampleDepthProgram;
LLGLSLShader gDownsampleDepthRectProgram;
@@ -96,56 +98,50 @@ LLGLSLShader gBenchmarkProgram;
//object shaders
LLGLSLShader gObjectSimpleProgram;
+LLGLSLShader gSkinnedObjectSimpleProgram;
LLGLSLShader gObjectSimpleImpostorProgram;
+LLGLSLShader gSkinnedObjectSimpleImpostorProgram;
LLGLSLShader gObjectPreviewProgram;
+LLGLSLShader gPhysicsPreviewProgram;
LLGLSLShader gObjectSimpleWaterProgram;
+LLGLSLShader gSkinnedObjectSimpleWaterProgram;
LLGLSLShader gObjectSimpleAlphaMaskProgram;
+LLGLSLShader gSkinnedObjectSimpleAlphaMaskProgram;
LLGLSLShader gObjectSimpleWaterAlphaMaskProgram;
+LLGLSLShader gSkinnedObjectSimpleWaterAlphaMaskProgram;
LLGLSLShader gObjectFullbrightProgram;
+LLGLSLShader gSkinnedObjectFullbrightProgram;
LLGLSLShader gObjectFullbrightWaterProgram;
+LLGLSLShader gSkinnedObjectFullbrightWaterProgram;
LLGLSLShader gObjectEmissiveProgram;
+LLGLSLShader gSkinnedObjectEmissiveProgram;
LLGLSLShader gObjectEmissiveWaterProgram;
+LLGLSLShader gSkinnedObjectEmissiveWaterProgram;
LLGLSLShader gObjectFullbrightAlphaMaskProgram;
+LLGLSLShader gSkinnedObjectFullbrightAlphaMaskProgram;
LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram;
+LLGLSLShader gSkinnedObjectFullbrightWaterAlphaMaskProgram;
LLGLSLShader gObjectFullbrightShinyProgram;
+LLGLSLShader gSkinnedObjectFullbrightShinyProgram;
LLGLSLShader gObjectFullbrightShinyWaterProgram;
+LLGLSLShader gSkinnedObjectFullbrightShinyWaterProgram;
LLGLSLShader gObjectShinyProgram;
+LLGLSLShader gSkinnedObjectShinyProgram;
LLGLSLShader gObjectShinyWaterProgram;
+LLGLSLShader gSkinnedObjectShinyWaterProgram;
LLGLSLShader gObjectBumpProgram;
+LLGLSLShader gSkinnedObjectBumpProgram;
LLGLSLShader gTreeProgram;
LLGLSLShader gTreeWaterProgram;
LLGLSLShader gObjectFullbrightNoColorProgram;
LLGLSLShader gObjectFullbrightNoColorWaterProgram;
-LLGLSLShader gObjectSimpleNonIndexedProgram;
LLGLSLShader gObjectSimpleNonIndexedTexGenProgram;
LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram;
-LLGLSLShader gObjectSimpleNonIndexedWaterProgram;
LLGLSLShader gObjectAlphaMaskNonIndexedProgram;
LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram;
LLGLSLShader gObjectAlphaMaskNoColorProgram;
LLGLSLShader gObjectAlphaMaskNoColorWaterProgram;
-LLGLSLShader gObjectFullbrightNonIndexedProgram;
-LLGLSLShader gObjectFullbrightNonIndexedWaterProgram;
-LLGLSLShader gObjectEmissiveNonIndexedProgram;
-LLGLSLShader gObjectEmissiveNonIndexedWaterProgram;
-LLGLSLShader gObjectFullbrightShinyNonIndexedProgram;
-LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram;
-LLGLSLShader gObjectShinyNonIndexedProgram;
-LLGLSLShader gObjectShinyNonIndexedWaterProgram;
-
-//object hardware skinning shaders
-LLGLSLShader gSkinnedObjectSimpleProgram;
-LLGLSLShader gSkinnedObjectFullbrightProgram;
-LLGLSLShader gSkinnedObjectEmissiveProgram;
-LLGLSLShader gSkinnedObjectFullbrightShinyProgram;
-LLGLSLShader gSkinnedObjectShinySimpleProgram;
-
-LLGLSLShader gSkinnedObjectSimpleWaterProgram;
-LLGLSLShader gSkinnedObjectFullbrightWaterProgram;
-LLGLSLShader gSkinnedObjectEmissiveWaterProgram;
-LLGLSLShader gSkinnedObjectFullbrightShinyWaterProgram;
-LLGLSLShader gSkinnedObjectShinySimpleWaterProgram;
//environment shaders
LLGLSLShader gTerrainProgram;
@@ -156,6 +152,7 @@ LLGLSLShader gUnderWaterProgram;
//interface shaders
LLGLSLShader gHighlightProgram;
+LLGLSLShader gSkinnedHighlightProgram;
LLGLSLShader gHighlightNormalProgram;
LLGLSLShader gHighlightSpecularProgram;
@@ -191,17 +188,18 @@ LLGLSLShader gDeferredWaterProgram;
LLGLSLShader gDeferredUnderWaterProgram;
LLGLSLShader gDeferredDiffuseProgram;
LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
+LLGLSLShader gDeferredSkinnedDiffuseAlphaMaskProgram;
LLGLSLShader gDeferredNonIndexedDiffuseProgram;
LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram;
LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
LLGLSLShader gDeferredSkinnedDiffuseProgram;
LLGLSLShader gDeferredSkinnedBumpProgram;
-LLGLSLShader gDeferredSkinnedAlphaProgram;
LLGLSLShader gDeferredBumpProgram;
LLGLSLShader gDeferredTerrainProgram;
LLGLSLShader gDeferredTerrainWaterProgram;
LLGLSLShader gDeferredTreeProgram;
LLGLSLShader gDeferredTreeShadowProgram;
+LLGLSLShader gDeferredSkinnedTreeShadowProgram;
LLGLSLShader gDeferredAvatarProgram;
LLGLSLShader gDeferredAvatarAlphaProgram;
LLGLSLShader gDeferredLightProgram;
@@ -213,9 +211,12 @@ LLGLSLShader gDeferredBlurLightProgram;
LLGLSLShader gDeferredSoftenProgram;
LLGLSLShader gDeferredSoftenWaterProgram;
LLGLSLShader gDeferredShadowProgram;
+LLGLSLShader gDeferredSkinnedShadowProgram;
LLGLSLShader gDeferredShadowCubeProgram;
LLGLSLShader gDeferredShadowAlphaMaskProgram;
+LLGLSLShader gDeferredSkinnedShadowAlphaMaskProgram;
LLGLSLShader gDeferredShadowFullbrightAlphaMaskProgram;
+LLGLSLShader gDeferredSkinnedShadowFullbrightAlphaMaskProgram;
LLGLSLShader gDeferredAvatarShadowProgram;
LLGLSLShader gDeferredAvatarAlphaShadowProgram;
LLGLSLShader gDeferredAvatarAlphaMaskShadowProgram;
@@ -223,14 +224,20 @@ LLGLSLShader gDeferredAttachmentShadowProgram;
LLGLSLShader gDeferredAttachmentAlphaShadowProgram;
LLGLSLShader gDeferredAttachmentAlphaMaskShadowProgram;
LLGLSLShader gDeferredAlphaProgram;
+LLGLSLShader gDeferredSkinnedAlphaProgram;
LLGLSLShader gDeferredAlphaImpostorProgram;
+LLGLSLShader gDeferredSkinnedAlphaImpostorProgram;
LLGLSLShader gDeferredAlphaWaterProgram;
+LLGLSLShader gDeferredSkinnedAlphaWaterProgram;
LLGLSLShader gDeferredAvatarEyesProgram;
LLGLSLShader gDeferredFullbrightProgram;
LLGLSLShader gDeferredFullbrightAlphaMaskProgram;
LLGLSLShader gDeferredFullbrightWaterProgram;
+LLGLSLShader gDeferredSkinnedFullbrightWaterProgram;
LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram;
+LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskWaterProgram;
LLGLSLShader gDeferredEmissiveProgram;
+LLGLSLShader gDeferredSkinnedEmissiveProgram;
LLGLSLShader gDeferredPostProgram;
LLGLSLShader gDeferredCoFProgram;
LLGLSLShader gDeferredDoFCombineProgram;
@@ -243,14 +250,31 @@ LLGLSLShader gDeferredWLSunProgram;
LLGLSLShader gDeferredWLMoonProgram;
LLGLSLShader gDeferredStarProgram;
LLGLSLShader gDeferredFullbrightShinyProgram;
-LLGLSLShader gDeferredSkinnedFullbrightShinyProgram;
+LLGLSLShader gDeferredSkinnedFullbrightShinyProgram;
LLGLSLShader gDeferredSkinnedFullbrightProgram;
+LLGLSLShader gDeferredSkinnedFullbrightAlphaMaskProgram;
LLGLSLShader gNormalMapGenProgram;
// Deferred materials shaders
LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
+//helper for making a rigged variant of a given shader
+bool make_rigged_variant(LLGLSLShader& shader, LLGLSLShader& riggedShader)
+{
+ riggedShader.mName = llformat("Skinned %s", shader.mName.c_str());
+ riggedShader.mFeatures = shader.mFeatures;
+ riggedShader.mFeatures.hasObjectSkinning = true;
+ riggedShader.mDefines = shader.mDefines; // NOTE: Must come before addPermutation
+ riggedShader.addPermutation("HAS_SKIN", "1");
+ riggedShader.mShaderFiles = shader.mShaderFiles;
+ riggedShader.mShaderLevel = shader.mShaderLevel;
+ riggedShader.mShaderGroup = shader.mShaderGroup;
+
+ shader.mRiggedVariant = &riggedShader;
+ return riggedShader.createShader(NULL, NULL);
+}
+
LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderLevel(SHADER_COUNT, 0),
mMaxAvatarShaderLevel(0)
@@ -263,75 +287,77 @@ LLViewerShaderMgr::LLViewerShaderMgr() :
mShaderList.push_back(&gWLMoonProgram);
mShaderList.push_back(&gAvatarProgram);
mShaderList.push_back(&gObjectShinyProgram);
- mShaderList.push_back(&gObjectShinyNonIndexedProgram);
+ mShaderList.push_back(&gSkinnedObjectShinyProgram);
mShaderList.push_back(&gWaterProgram);
mShaderList.push_back(&gWaterEdgeProgram);
mShaderList.push_back(&gAvatarEyeballProgram);
mShaderList.push_back(&gObjectSimpleProgram);
+ mShaderList.push_back(&gSkinnedObjectSimpleProgram);
mShaderList.push_back(&gObjectSimpleImpostorProgram);
+ mShaderList.push_back(&gSkinnedObjectSimpleImpostorProgram);
mShaderList.push_back(&gObjectPreviewProgram);
mShaderList.push_back(&gImpostorProgram);
mShaderList.push_back(&gObjectFullbrightNoColorProgram);
mShaderList.push_back(&gObjectFullbrightNoColorWaterProgram);
mShaderList.push_back(&gObjectSimpleAlphaMaskProgram);
+ mShaderList.push_back(&gSkinnedObjectSimpleAlphaMaskProgram);
mShaderList.push_back(&gObjectBumpProgram);
+ mShaderList.push_back(&gSkinnedObjectBumpProgram);
mShaderList.push_back(&gObjectEmissiveProgram);
+ mShaderList.push_back(&gSkinnedObjectEmissiveProgram);
mShaderList.push_back(&gObjectEmissiveWaterProgram);
+ mShaderList.push_back(&gSkinnedObjectEmissiveWaterProgram);
mShaderList.push_back(&gObjectFullbrightProgram);
+ mShaderList.push_back(&gSkinnedObjectFullbrightProgram);
mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram);
+ mShaderList.push_back(&gSkinnedObjectFullbrightAlphaMaskProgram);
mShaderList.push_back(&gObjectFullbrightShinyProgram);
+ mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram);
mShaderList.push_back(&gObjectFullbrightShinyWaterProgram);
- mShaderList.push_back(&gObjectSimpleNonIndexedProgram);
+ mShaderList.push_back(&gSkinnedObjectFullbrightShinyWaterProgram);
mShaderList.push_back(&gObjectSimpleNonIndexedTexGenProgram);
mShaderList.push_back(&gObjectSimpleNonIndexedTexGenWaterProgram);
- mShaderList.push_back(&gObjectSimpleNonIndexedWaterProgram);
mShaderList.push_back(&gObjectAlphaMaskNonIndexedProgram);
mShaderList.push_back(&gObjectAlphaMaskNonIndexedWaterProgram);
mShaderList.push_back(&gObjectAlphaMaskNoColorProgram);
mShaderList.push_back(&gObjectAlphaMaskNoColorWaterProgram);
mShaderList.push_back(&gTreeProgram);
mShaderList.push_back(&gTreeWaterProgram);
- mShaderList.push_back(&gObjectFullbrightNonIndexedProgram);
- mShaderList.push_back(&gObjectFullbrightNonIndexedWaterProgram);
- mShaderList.push_back(&gObjectEmissiveNonIndexedProgram);
- mShaderList.push_back(&gObjectEmissiveNonIndexedWaterProgram);
- mShaderList.push_back(&gObjectFullbrightShinyNonIndexedProgram);
- mShaderList.push_back(&gObjectFullbrightShinyNonIndexedWaterProgram);
- mShaderList.push_back(&gSkinnedObjectSimpleProgram);
- mShaderList.push_back(&gSkinnedObjectFullbrightProgram);
- mShaderList.push_back(&gSkinnedObjectEmissiveProgram);
- mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram);
- mShaderList.push_back(&gSkinnedObjectShinySimpleProgram);
- mShaderList.push_back(&gSkinnedObjectSimpleWaterProgram);
- mShaderList.push_back(&gSkinnedObjectFullbrightWaterProgram);
- mShaderList.push_back(&gSkinnedObjectEmissiveWaterProgram);
- mShaderList.push_back(&gSkinnedObjectFullbrightShinyWaterProgram);
- mShaderList.push_back(&gSkinnedObjectShinySimpleWaterProgram);
mShaderList.push_back(&gTerrainProgram);
mShaderList.push_back(&gTerrainWaterProgram);
mShaderList.push_back(&gObjectSimpleWaterProgram);
+ mShaderList.push_back(&gSkinnedObjectSimpleWaterProgram);
mShaderList.push_back(&gObjectFullbrightWaterProgram);
+ mShaderList.push_back(&gSkinnedObjectFullbrightWaterProgram);
mShaderList.push_back(&gObjectSimpleWaterAlphaMaskProgram);
+ mShaderList.push_back(&gSkinnedObjectSimpleWaterAlphaMaskProgram);
mShaderList.push_back(&gObjectFullbrightWaterAlphaMaskProgram);
+ mShaderList.push_back(&gSkinnedObjectFullbrightWaterAlphaMaskProgram);
mShaderList.push_back(&gAvatarWaterProgram);
mShaderList.push_back(&gObjectShinyWaterProgram);
- mShaderList.push_back(&gObjectShinyNonIndexedWaterProgram);
+ mShaderList.push_back(&gSkinnedObjectShinyWaterProgram);
mShaderList.push_back(&gUnderWaterProgram);
mShaderList.push_back(&gDeferredSunProgram);
mShaderList.push_back(&gDeferredSoftenProgram);
mShaderList.push_back(&gDeferredSoftenWaterProgram);
mShaderList.push_back(&gDeferredAlphaProgram);
+ mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
mShaderList.push_back(&gDeferredAlphaImpostorProgram);
+ mShaderList.push_back(&gDeferredSkinnedAlphaImpostorProgram);
mShaderList.push_back(&gDeferredAlphaWaterProgram);
- mShaderList.push_back(&gDeferredSkinnedAlphaProgram);
+ mShaderList.push_back(&gDeferredSkinnedAlphaWaterProgram);
mShaderList.push_back(&gDeferredFullbrightProgram);
mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram);
mShaderList.push_back(&gDeferredFullbrightWaterProgram);
- mShaderList.push_back(&gDeferredFullbrightAlphaMaskWaterProgram);
+ mShaderList.push_back(&gDeferredSkinnedFullbrightWaterProgram);
+ mShaderList.push_back(&gDeferredFullbrightAlphaMaskWaterProgram);
+ mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskWaterProgram);
mShaderList.push_back(&gDeferredFullbrightShinyProgram);
- mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram);
+ mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram);
mShaderList.push_back(&gDeferredSkinnedFullbrightProgram);
+ mShaderList.push_back(&gDeferredSkinnedFullbrightAlphaMaskProgram);
mShaderList.push_back(&gDeferredEmissiveProgram);
+ mShaderList.push_back(&gDeferredSkinnedEmissiveProgram);
mShaderList.push_back(&gDeferredAvatarEyesProgram);
mShaderList.push_back(&gDeferredWaterProgram);
mShaderList.push_back(&gDeferredUnderWaterProgram);
@@ -384,7 +410,7 @@ void LLViewerShaderMgr::initAttribsAndUniforms(void)
S32 LLViewerShaderMgr::getShaderLevel(S32 type)
{
- return LLPipeline::sDisableShaders ? 0 : mShaderLevel[type];
+ return mShaderLevel[type];
}
//============================================================================
@@ -400,12 +426,10 @@ void LLViewerShaderMgr::setShaders()
return;
}
- if (!gGLManager.mHasShaderObjects
- || !gGLManager.mHasVertexShader
- || !gGLManager.mHasFragmentShader)
+ if (!gGLManager.mHasRequirements)
{
// Viewer will show 'hardware requirements' warning later
- LL_INFOS("ShaderLoading") << "Shaders not supported" << LL_ENDL;
+ LL_INFOS("ShaderLoading") << "Not supported hardware/software" << LL_ENDL;
return;
}
@@ -433,7 +457,7 @@ void LLViewerShaderMgr::setShaders()
initAttribsAndUniforms();
gPipeline.releaseGLBuffers();
- LLPipeline::sWaterReflections = gGLManager.mHasCubeMap;
+ LLPipeline::sWaterReflections = gGLManager.mHasCubeMap && LLPipeline::sRenderTransparentWater;
LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow");
LLPipeline::updateRenderDeferred();
@@ -458,7 +482,6 @@ void LLViewerShaderMgr::setShaders()
}
mMaxAvatarShaderLevel = 0;
- LLGLSLShader::sNoFixedFunction = false;
LLVertexBuffer::unbind();
llassert((gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10));
@@ -467,10 +490,7 @@ void LLViewerShaderMgr::setShaders()
bool hasWindLightShaders = LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders");
S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail");
bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders");
- bool useRenderDeferred = doingWindLight && canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP");
-
- //using shaders, disable fixed function
- LLGLSLShader::sNoFixedFunction = true;
+ bool useRenderDeferred = doingWindLight && canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred");
S32 light_class = 3;
S32 interface_class = 2;
@@ -543,192 +563,168 @@ void LLViewerShaderMgr::setShaders()
}
else
{
- LL_WARNS() << "Failed to load basic shaders." << LL_ENDL;
+ LL_ERRS() << "Unable to load basic shaders, verify graphics driver installed and current." << LL_ENDL;
llassert(loaded);
+ reentrance = false; // For hygiene only, re-try probably helps nothing
+ return;
}
+ gPipeline.mShadersLoaded = true;
+
+ // Load all shaders to set max levels
+ loaded = loadShadersEnvironment();
+
if (loaded)
{
- gPipeline.mVertexShadersEnabled = TRUE;
- gPipeline.mVertexShadersLoaded = 1;
-
- // Load all shaders to set max levels
- loaded = loadShadersEnvironment();
+ LL_INFOS() << "Loaded environment shaders." << LL_ENDL;
+ }
+ else
+ {
+ LL_WARNS() << "Failed to load environment shaders." << LL_ENDL;
+ llassert(loaded);
+ }
+ if (loaded)
+ {
+ loaded = loadShadersWater();
if (loaded)
{
- LL_INFOS() << "Loaded environment shaders." << LL_ENDL;
+ LL_INFOS() << "Loaded water shaders." << LL_ENDL;
}
else
{
- LL_WARNS() << "Failed to load environment shaders." << LL_ENDL;
+ LL_WARNS() << "Failed to load water shaders." << LL_ENDL;
llassert(loaded);
}
+ }
+ if (loaded)
+ {
+ loaded = loadShadersWindLight();
if (loaded)
{
- loaded = loadShadersWater();
- if (loaded)
- {
- LL_INFOS() << "Loaded water shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load water shaders." << LL_ENDL;
- llassert(loaded);
- }
+ LL_INFOS() << "Loaded windlight shaders." << LL_ENDL;
}
-
- if (loaded)
+ else
{
- loaded = loadShadersWindLight();
- if (loaded)
- {
- LL_INFOS() << "Loaded windlight shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load windlight shaders." << LL_ENDL;
- llassert(loaded);
- }
+ LL_WARNS() << "Failed to load windlight shaders." << LL_ENDL;
+ llassert(loaded);
}
+ }
+ if (loaded)
+ {
+ loaded = loadShadersEffects();
if (loaded)
{
- loaded = loadShadersEffects();
- if (loaded)
- {
- LL_INFOS() << "Loaded effects shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load effects shaders." << LL_ENDL;
- llassert(loaded);
- }
+ LL_INFOS() << "Loaded effects shaders." << LL_ENDL;
}
-
- if (loaded)
+ else
{
- loaded = loadShadersInterface();
- if (loaded)
- {
- LL_INFOS() << "Loaded interface shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load interface shaders." << LL_ENDL;
- llassert(loaded);
- }
+ LL_WARNS() << "Failed to load effects shaders." << LL_ENDL;
+ llassert(loaded);
}
+ }
+ if (loaded)
+ {
+ loaded = loadShadersInterface();
if (loaded)
-
{
- loaded = loadTransformShaders();
- if (loaded)
- {
- LL_INFOS() << "Loaded transform shaders." << LL_ENDL;
- }
- else
- {
- LL_WARNS() << "Failed to load transform shaders." << LL_ENDL;
- llassert(loaded);
- }
+ LL_INFOS() << "Loaded interface shaders." << LL_ENDL;
+ }
+ else
+ {
+ LL_WARNS() << "Failed to load interface shaders." << LL_ENDL;
+ llassert(loaded);
}
+ }
+ if (loaded)
+
+ {
+ loaded = loadTransformShaders();
if (loaded)
{
- // Load max avatar shaders to set the max level
- mShaderLevel[SHADER_AVATAR] = 3;
- mMaxAvatarShaderLevel = 3;
+ LL_INFOS() << "Loaded transform shaders." << LL_ENDL;
+ }
+ else
+ {
+ LL_WARNS() << "Failed to load transform shaders." << LL_ENDL;
+ llassert(loaded);
+ }
+ }
+
+ if (loaded)
+ {
+ // Load max avatar shaders to set the max level
+ mShaderLevel[SHADER_AVATAR] = 3;
+ mMaxAvatarShaderLevel = 3;
- if (gSavedSettings.getBOOL("RenderAvatarVP") && loadShadersObject())
- { //hardware skinning is enabled and rigged attachment shaders loaded correctly
- BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth");
+ if (loadShadersObject())
+ { //hardware skinning is enabled and rigged attachment shaders loaded correctly
+ BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth");
- // cloth is a class3 shader
- S32 avatar_class = avatar_cloth ? 3 : 1;
+ // cloth is a class3 shader
+ S32 avatar_class = avatar_cloth ? 3 : 1;
- // Set the actual level
- mShaderLevel[SHADER_AVATAR] = avatar_class;
+ // Set the actual level
+ mShaderLevel[SHADER_AVATAR] = avatar_class;
- loaded = loadShadersAvatar();
- llassert(loaded);
+ loaded = loadShadersAvatar();
+ llassert(loaded);
- if (mShaderLevel[SHADER_AVATAR] != avatar_class)
+ if (mShaderLevel[SHADER_AVATAR] != avatar_class)
+ {
+ if(llmax(mShaderLevel[SHADER_AVATAR]-1,0) >= 3)
{
- if (mShaderLevel[SHADER_AVATAR] == 0)
- {
- gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
- }
- if(llmax(mShaderLevel[SHADER_AVATAR]-1,0) >= 3)
- {
- avatar_cloth = true;
- }
- else
- {
- avatar_cloth = false;
- }
- gSavedSettings.setBOOL("RenderAvatarCloth", avatar_cloth);
+ avatar_cloth = true;
}
- }
- else
- { //hardware skinning not possible, neither is deferred rendering
- mShaderLevel[SHADER_AVATAR] = 0;
- mShaderLevel[SHADER_DEFERRED] = 0;
-
- if (gSavedSettings.getBOOL("RenderAvatarVP"))
+ else
{
- gSavedSettings.setBOOL("RenderDeferred", FALSE);
- gSavedSettings.setBOOL("RenderAvatarCloth", FALSE);
- gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
+ avatar_cloth = false;
}
-
- loadShadersAvatar(); // unloads
-
- loaded = loadShadersObject();
- llassert(loaded);
+ gSavedSettings.setBOOL("RenderAvatarCloth", avatar_cloth);
}
}
+ else
+ { //hardware skinning not possible, neither is deferred rendering
+ mShaderLevel[SHADER_AVATAR] = 0;
+ mShaderLevel[SHADER_DEFERRED] = 0;
- if (!loaded)
- { //some shader absolutely could not load, try to fall back to a simpler setting
- if (gSavedSettings.getBOOL("WindLightUseAtmosShaders"))
- { //disable windlight and try again
- gSavedSettings.setBOOL("WindLightUseAtmosShaders", FALSE);
- LL_WARNS() << "Falling back to no windlight shaders." << LL_ENDL;
- reentrance = false;
- setShaders();
- return;
- }
- }
+ gSavedSettings.setBOOL("RenderDeferred", FALSE);
+ gSavedSettings.setBOOL("RenderAvatarCloth", FALSE);
- llassert(loaded);
+ loadShadersAvatar(); // unloads
+
+ loaded = loadShadersObject();
+ llassert(loaded);
+ }
+ }
- if (loaded && !loadShadersDeferred())
- { //everything else succeeded but deferred failed, disable deferred and try again
- gSavedSettings.setBOOL("RenderDeferred", FALSE);
- LL_WARNS() << "Falling back to no deferred shaders." << LL_ENDL;
+ if (!loaded)
+ { //some shader absolutely could not load, try to fall back to a simpler setting
+ if (gSavedSettings.getBOOL("WindLightUseAtmosShaders"))
+ { //disable windlight and try again
+ gSavedSettings.setBOOL("WindLightUseAtmosShaders", FALSE);
+ LL_WARNS() << "Falling back to no windlight shaders." << LL_ENDL;
reentrance = false;
setShaders();
return;
}
+ }
+
+ llassert(loaded);
+
+ if (loaded && !loadShadersDeferred())
+ { //everything else succeeded but deferred failed, disable deferred and try again
+ gSavedSettings.setBOOL("RenderDeferred", FALSE);
+ LL_WARNS() << "Falling back to no deferred shaders." << LL_ENDL;
+ reentrance = false;
+ setShaders();
+ return;
}
- else
- {
- LLGLSLShader::sNoFixedFunction = false;
- gPipeline.mVertexShadersEnabled = FALSE;
- gPipeline.mVertexShadersLoaded = 0;
- mShaderLevel[SHADER_LIGHTING] = 0;
- mShaderLevel[SHADER_INTERFACE] = 0;
- mShaderLevel[SHADER_ENVIRONMENT] = 0;
- mShaderLevel[SHADER_WATER] = 0;
- mShaderLevel[SHADER_OBJECT] = 0;
- mShaderLevel[SHADER_EFFECT] = 0;
- mShaderLevel[SHADER_WINDLIGHT] = 0;
- mShaderLevel[SHADER_AVATAR] = 0;
- }
-
+
if (gViewerWindow)
{
gViewerWindow->setCursor(UI_CURSOR_ARROW);
@@ -741,8 +737,10 @@ void LLViewerShaderMgr::setShaders()
void LLViewerShaderMgr::unloadShaders()
{
gOcclusionProgram.unload();
+ gSkinnedOcclusionProgram.unload();
gOcclusionCubeProgram.unload();
gDebugProgram.unload();
+ gSkinnedDebugProgram.unload();
gClipProgram.unload();
gDownsampleDepthProgram.unload();
gDownsampleDepthRectProgram.unload();
@@ -764,58 +762,51 @@ void LLViewerShaderMgr::unloadShaders()
gObjectFullbrightNoColorProgram.unload();
gObjectFullbrightNoColorWaterProgram.unload();
gObjectSimpleProgram.unload();
+ gSkinnedObjectSimpleProgram.unload();
gObjectSimpleImpostorProgram.unload();
+ gSkinnedObjectSimpleImpostorProgram.unload();
gObjectPreviewProgram.unload();
+ gPhysicsPreviewProgram.unload();
gImpostorProgram.unload();
gObjectSimpleAlphaMaskProgram.unload();
+ gSkinnedObjectSimpleAlphaMaskProgram.unload();
gObjectBumpProgram.unload();
+ gSkinnedObjectBumpProgram.unload();
gObjectSimpleWaterProgram.unload();
+ gSkinnedObjectSimpleWaterProgram.unload();
gObjectSimpleWaterAlphaMaskProgram.unload();
+ gSkinnedObjectSimpleWaterAlphaMaskProgram.unload();
gObjectFullbrightProgram.unload();
+ gSkinnedObjectFullbrightProgram.unload();
gObjectFullbrightWaterProgram.unload();
+ gSkinnedObjectFullbrightWaterProgram.unload();
gObjectEmissiveProgram.unload();
+ gSkinnedObjectEmissiveProgram.unload();
gObjectEmissiveWaterProgram.unload();
+ gSkinnedObjectEmissiveWaterProgram.unload();
gObjectFullbrightAlphaMaskProgram.unload();
+ gSkinnedObjectFullbrightAlphaMaskProgram.unload();
gObjectFullbrightWaterAlphaMaskProgram.unload();
+ gSkinnedObjectFullbrightWaterAlphaMaskProgram.unload();
gObjectShinyProgram.unload();
+ gSkinnedObjectShinyProgram.unload();
gObjectFullbrightShinyProgram.unload();
+ gSkinnedObjectFullbrightShinyProgram.unload();
gObjectFullbrightShinyWaterProgram.unload();
+ gSkinnedObjectFullbrightShinyWaterProgram.unload();
gObjectShinyWaterProgram.unload();
+ gSkinnedObjectShinyWaterProgram.unload();
- gObjectSimpleNonIndexedProgram.unload();
gObjectSimpleNonIndexedTexGenProgram.unload();
gObjectSimpleNonIndexedTexGenWaterProgram.unload();
- gObjectSimpleNonIndexedWaterProgram.unload();
gObjectAlphaMaskNonIndexedProgram.unload();
gObjectAlphaMaskNonIndexedWaterProgram.unload();
gObjectAlphaMaskNoColorProgram.unload();
gObjectAlphaMaskNoColorWaterProgram.unload();
- gObjectFullbrightNonIndexedProgram.unload();
- gObjectFullbrightNonIndexedWaterProgram.unload();
- gObjectEmissiveNonIndexedProgram.unload();
- gObjectEmissiveNonIndexedWaterProgram.unload();
gTreeProgram.unload();
gTreeWaterProgram.unload();
- gObjectShinyNonIndexedProgram.unload();
- gObjectFullbrightShinyNonIndexedProgram.unload();
- gObjectFullbrightShinyNonIndexedWaterProgram.unload();
- gObjectShinyNonIndexedWaterProgram.unload();
-
- gSkinnedObjectSimpleProgram.unload();
- gSkinnedObjectFullbrightProgram.unload();
- gSkinnedObjectEmissiveProgram.unload();
- gSkinnedObjectFullbrightShinyProgram.unload();
- gSkinnedObjectShinySimpleProgram.unload();
-
- gSkinnedObjectSimpleWaterProgram.unload();
- gSkinnedObjectFullbrightWaterProgram.unload();
- gSkinnedObjectEmissiveWaterProgram.unload();
- gSkinnedObjectFullbrightShinyWaterProgram.unload();
- gSkinnedObjectShinySimpleWaterProgram.unload();
-
-
gWaterProgram.unload();
gWaterEdgeProgram.unload();
gUnderWaterProgram.unload();
@@ -828,6 +819,7 @@ void LLViewerShaderMgr::unloadShaders()
gAvatarEyeballProgram.unload();
gAvatarPickProgram.unload();
gHighlightProgram.unload();
+ gSkinnedHighlightProgram.unload();
gHighlightNormalProgram.unload();
gHighlightSpecularProgram.unload();
@@ -841,13 +833,13 @@ void LLViewerShaderMgr::unloadShaders()
gDeferredDiffuseProgram.unload();
gDeferredDiffuseAlphaMaskProgram.unload();
+ gDeferredSkinnedDiffuseAlphaMaskProgram.unload();
gDeferredNonIndexedDiffuseAlphaMaskProgram.unload();
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload();
gDeferredNonIndexedDiffuseProgram.unload();
gDeferredSkinnedDiffuseProgram.unload();
gDeferredSkinnedBumpProgram.unload();
- gDeferredSkinnedAlphaProgram.unload();
-
+
gTransformPositionProgram.unload();
gTransformTexCoordProgram.unload();
gTransformNormalProgram.unload();
@@ -864,7 +856,7 @@ void LLViewerShaderMgr::unloadShaders()
mShaderLevel[SHADER_WINDLIGHT] = 0;
mShaderLevel[SHADER_TRANSFORM] = 0;
- gPipeline.mVertexShadersLoaded = 0;
+ gPipeline.mShadersLoaded = false;
}
BOOL LLViewerShaderMgr::loadBasicShaders()
@@ -924,7 +916,7 @@ BOOL LLViewerShaderMgr::loadBasicShaders()
}
shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) );
- boost::unordered_map<std::string, std::string> attribs;
+ std::unordered_map<std::string, std::string> attribs;
attribs["MAX_JOINTS_PER_MESH_OBJECT"] =
boost::lexical_cast<std::string>(LLSkinningUtil::getMaxJointCount());
@@ -1236,14 +1228,15 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredTreeProgram.unload();
gDeferredTreeShadowProgram.unload();
+ gDeferredSkinnedTreeShadowProgram.unload();
gDeferredDiffuseProgram.unload();
gDeferredDiffuseAlphaMaskProgram.unload();
+ gDeferredSkinnedDiffuseAlphaMaskProgram.unload();
gDeferredNonIndexedDiffuseAlphaMaskProgram.unload();
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload();
gDeferredNonIndexedDiffuseProgram.unload();
gDeferredSkinnedDiffuseProgram.unload();
gDeferredSkinnedBumpProgram.unload();
- gDeferredSkinnedAlphaProgram.unload();
gDeferredBumpProgram.unload();
gDeferredImpostorProgram.unload();
gDeferredTerrainProgram.unload();
@@ -1260,9 +1253,12 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredSoftenProgram.unload();
gDeferredSoftenWaterProgram.unload();
gDeferredShadowProgram.unload();
+ gDeferredSkinnedShadowProgram.unload();
gDeferredShadowCubeProgram.unload();
gDeferredShadowAlphaMaskProgram.unload();
+ gDeferredSkinnedShadowAlphaMaskProgram.unload();
gDeferredShadowFullbrightAlphaMaskProgram.unload();
+ gDeferredSkinnedShadowFullbrightAlphaMaskProgram.unload();
gDeferredAvatarShadowProgram.unload();
gDeferredAvatarAlphaShadowProgram.unload();
gDeferredAvatarAlphaMaskShadowProgram.unload();
@@ -1272,12 +1268,17 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredAvatarProgram.unload();
gDeferredAvatarAlphaProgram.unload();
gDeferredAlphaProgram.unload();
+ gDeferredSkinnedAlphaProgram.unload();
gDeferredAlphaWaterProgram.unload();
+ gDeferredSkinnedAlphaWaterProgram.unload();
gDeferredFullbrightProgram.unload();
gDeferredFullbrightAlphaMaskProgram.unload();
gDeferredFullbrightWaterProgram.unload();
+ gDeferredSkinnedFullbrightWaterProgram.unload();
gDeferredFullbrightAlphaMaskWaterProgram.unload();
+ gDeferredSkinnedFullbrightAlphaMaskWaterProgram.unload();
gDeferredEmissiveProgram.unload();
+ gDeferredSkinnedEmissiveProgram.unload();
gDeferredAvatarEyesProgram.unload();
gDeferredPostProgram.unload();
gDeferredCoFProgram.unload();
@@ -1292,8 +1293,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLMoonProgram.unload();
gDeferredStarProgram.unload();
gDeferredFullbrightShinyProgram.unload();
- gDeferredSkinnedFullbrightShinyProgram.unload();
+ gDeferredSkinnedFullbrightShinyProgram.unload();
gDeferredSkinnedFullbrightProgram.unload();
+ gDeferredSkinnedFullbrightAlphaMaskProgram.unload();
gDeferredHighlightProgram.unload();
gDeferredHighlightNormalProgram.unload();
@@ -1350,7 +1352,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredDiffuseProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gDeferredDiffuseProgram, gDeferredSkinnedDiffuseProgram);
+ success = success && gDeferredDiffuseProgram.createShader(NULL, NULL);
}
if (success)
@@ -1362,7 +1365,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gDeferredDiffuseAlphaMaskProgram, gDeferredSkinnedDiffuseAlphaMaskProgram);
+ success = success && gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL);
}
if (success)
@@ -1404,94 +1408,14 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
- gDeferredSkinnedDiffuseProgram.mName = "Deferred Skinned Diffuse Shader";
- gDeferredSkinnedDiffuseProgram.mFeatures.hasObjectSkinning = true;
- gDeferredSkinnedDiffuseProgram.mFeatures.encodesNormal = true;
- gDeferredSkinnedDiffuseProgram.mFeatures.hasSrgb = 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 = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredSkinnedDiffuseProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredSkinnedBumpProgram.mName = "Deferred Skinned Bump Shader";
- gDeferredSkinnedBumpProgram.mFeatures.hasObjectSkinning = true;
- gDeferredSkinnedBumpProgram.mFeatures.encodesNormal = 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 = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredSkinnedBumpProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredSkinnedAlphaProgram.mName = "Deferred Skinned Alpha Shader";
- gDeferredSkinnedAlphaProgram.mFeatures.hasObjectSkinning = true;
- gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = false;
- gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = false;
- gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true;
- gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true;
- gDeferredSkinnedAlphaProgram.mFeatures.hasSrgb = true;
- gDeferredSkinnedAlphaProgram.mFeatures.encodesNormal = true;
- gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true;
- gDeferredSkinnedAlphaProgram.mFeatures.hasTransport = true;
- gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true;
- gDeferredSkinnedAlphaProgram.mFeatures.hasShadows = true;
-
- gDeferredSkinnedAlphaProgram.mShaderFiles.clear();
- gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSkinnedAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
-
- gDeferredSkinnedAlphaProgram.clearPermutations();
- gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
- gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
- gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
-
- if (use_sun_shadow)
- {
- gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", "1");
- }
-
- if (ambient_kill)
- {
- gDeferredSkinnedAlphaProgram.addPermutation("AMBIENT_KILL", "1");
- }
-
- if (sunlight_kill)
- {
- gDeferredSkinnedAlphaProgram.addPermutation("SUNLIGHT_KILL", "1");
- }
-
- if (local_light_kill)
- {
- gDeferredSkinnedAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
- }
-
- success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
- llassert(success);
-
- // Hack to include uniforms for lighting without linking in lighting file
- gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true;
- gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true;
- }
-
- if (success)
- {
gDeferredBumpProgram.mName = "Deferred Bump Shader";
gDeferredBumpProgram.mFeatures.encodesNormal = true;
gDeferredBumpProgram.mShaderFiles.clear();
gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredBumpProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredBumpProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gDeferredBumpProgram, gDeferredSkinnedBumpProgram);
+ success = success && gDeferredBumpProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -1579,6 +1503,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredMaterialProgram[i].addPermutation("HAS_SKIN", "1");
gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true;
}
+ else
+ {
+ gDeferredMaterialProgram[i].mRiggedVariant = &gDeferredMaterialProgram[i + 0x10];
+ }
success = gDeferredMaterialProgram[i].createShader(NULL, NULL);
llassert(success);
@@ -1624,6 +1552,10 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN", "1");
}
+ else
+ {
+ gDeferredMaterialWaterProgram[i].mRiggedVariant = &(gDeferredMaterialWaterProgram[i + 0x10]);
+ }
gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1");
if (ambient_kill)
@@ -1700,10 +1632,25 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ gDeferredTreeShadowProgram.mRiggedVariant = &gDeferredSkinnedTreeShadowProgram;
success = gDeferredTreeShadowProgram.createShader(NULL, NULL);
llassert(success);
}
+ if (success)
+ {
+ gDeferredSkinnedTreeShadowProgram.mName = "Deferred Skinned Tree Shadow Shader";
+ gDeferredSkinnedTreeShadowProgram.mShaderFiles.clear();
+ gDeferredSkinnedTreeShadowProgram.mFeatures.isDeferred = true;
+ gDeferredSkinnedTreeShadowProgram.mFeatures.hasShadows = true;
+ gDeferredSkinnedTreeShadowProgram.mFeatures.hasObjectSkinning = true;
+ gDeferredSkinnedTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredSkinnedTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredSkinnedTreeShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ success = gDeferredSkinnedTreeShadowProgram.createShader(NULL, NULL);
+ llassert(success);
+ }
+
if (success)
{
gDeferredImpostorProgram.mName = "Deferred Impostor Shader";
@@ -1892,172 +1839,238 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
if (success)
{
- gDeferredAlphaProgram.mName = "Deferred Alpha Shader";
-
- gDeferredAlphaProgram.mFeatures.calculatesLighting = false;
- gDeferredAlphaProgram.mFeatures.hasLighting = false;
- gDeferredAlphaProgram.mFeatures.isAlphaLighting = true;
- gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
- gDeferredAlphaProgram.mFeatures.hasSrgb = true;
- gDeferredAlphaProgram.mFeatures.encodesNormal = true;
- gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;
- gDeferredAlphaProgram.mFeatures.hasGamma = true;
- gDeferredAlphaProgram.mFeatures.hasTransport = true;
- gDeferredAlphaProgram.mFeatures.hasShadows = use_sun_shadow;
-
- if (mShaderLevel[SHADER_DEFERRED] < 1)
+ for (int i = 0; i < 2 && success; ++i)
{
- gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
- }
- else
- { //shave off some texture units for shadow maps
- gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
- }
-
- gDeferredAlphaProgram.mShaderFiles.clear();
- 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.clearPermutations();
- gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
- gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1");
- if (use_sun_shadow)
- {
- gDeferredAlphaProgram.addPermutation("HAS_SHADOW", "1");
- }
+ LLGLSLShader* shader = nullptr;
+ bool rigged = i == 1;
+ if (!rigged)
+ {
+ shader = &gDeferredAlphaProgram;
+ shader->mName = "Deferred Alpha Shader";
+ shader->mRiggedVariant = &gDeferredSkinnedAlphaProgram;
+ }
+ else
+ {
+ shader = &gDeferredSkinnedAlphaProgram;
+ shader->mName = "Skinned Deferred Alpha Shader";
+ shader->mFeatures.hasObjectSkinning = true;
+ }
- if (ambient_kill)
- {
- gDeferredAlphaProgram.addPermutation("AMBIENT_KILL", "1");
- }
+ shader->mFeatures.calculatesLighting = false;
+ shader->mFeatures.hasLighting = false;
+ shader->mFeatures.isAlphaLighting = true;
+ shader->mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
+ shader->mFeatures.hasSrgb = true;
+ shader->mFeatures.encodesNormal = true;
+ shader->mFeatures.calculatesAtmospherics = true;
+ shader->mFeatures.hasAtmospherics = true;
+ shader->mFeatures.hasGamma = true;
+ shader->mFeatures.hasTransport = true;
+ shader->mFeatures.hasShadows = use_sun_shadow;
+
+ if (mShaderLevel[SHADER_DEFERRED] < 1)
+ {
+ shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ }
+ else
+ { //shave off some texture units for shadow maps
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
+ }
- if (sunlight_kill)
- {
- gDeferredAlphaProgram.addPermutation("SUNLIGHT_KILL", "1");
- }
+ shader->mShaderFiles.clear();
+ shader->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
+ shader->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
- if (local_light_kill)
- {
- gDeferredAlphaProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
- }
+ shader->clearPermutations();
+ shader->addPermutation("USE_VERTEX_COLOR", "1");
+ shader->addPermutation("HAS_ALPHA_MASK", "1");
+ shader->addPermutation("USE_INDEXED_TEX", "1");
+ if (use_sun_shadow)
+ {
+ shader->addPermutation("HAS_SHADOW", "1");
+ }
- gDeferredAlphaProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ if (ambient_kill)
+ {
+ shader->addPermutation("AMBIENT_KILL", "1");
+ }
- success = gDeferredAlphaProgram.createShader(NULL, NULL);
- llassert(success);
+ if (sunlight_kill)
+ {
+ shader->addPermutation("SUNLIGHT_KILL", "1");
+ }
+
+ if (local_light_kill)
+ {
+ shader->addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
+
+ if (rigged)
+ {
+ shader->addPermutation("HAS_SKIN", "1");
+ }
+
+ shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+
+ success = shader->createShader(NULL, NULL);
+ llassert(success);
- // Hack
- gDeferredAlphaProgram.mFeatures.calculatesLighting = true;
- gDeferredAlphaProgram.mFeatures.hasLighting = true;
+ // Hack
+ shader->mFeatures.calculatesLighting = true;
+ shader->mFeatures.hasLighting = true;
+ }
}
if (success)
{
- gDeferredAlphaImpostorProgram.mName = "Deferred Alpha Impostor Shader";
+ LLGLSLShader* shaders[] = {
+ &gDeferredAlphaImpostorProgram,
+ &gDeferredSkinnedAlphaImpostorProgram
+ };
-// Begin Hack
- gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = false;
- gDeferredAlphaImpostorProgram.mFeatures.hasLighting = false;
+ for (int i = 0; i < 2 && success; ++i)
+ {
+ bool rigged = i == 1;
+ LLGLSLShader* shader = shaders[i];
- gDeferredAlphaImpostorProgram.mFeatures.hasSrgb = true;
- gDeferredAlphaImpostorProgram.mFeatures.isAlphaLighting = true;
- gDeferredAlphaImpostorProgram.mFeatures.encodesNormal = true;
- gDeferredAlphaImpostorProgram.mFeatures.hasShadows = use_sun_shadow;
+ shader->mName = rigged ? "Skinned Deferred Alpha Impostor Shader" : "Deferred Alpha Impostor Shader";
- if (mShaderLevel[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);
- }
+ // Begin Hack
+ shader->mFeatures.calculatesLighting = false;
+ shader->mFeatures.hasLighting = false;
- 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));
+ shader->mFeatures.hasSrgb = true;
+ shader->mFeatures.isAlphaLighting = true;
+ shader->mFeatures.encodesNormal = true;
+ shader->mFeatures.hasShadows = use_sun_shadow;
- gDeferredAlphaImpostorProgram.clearPermutations();
- gDeferredAlphaImpostorProgram.addPermutation("USE_INDEXED_TEX", "1");
- gDeferredAlphaImpostorProgram.addPermutation("FOR_IMPOSTOR", "1");
- gDeferredAlphaImpostorProgram.addPermutation("USE_VERTEX_COLOR", "1");
+ if (mShaderLevel[SHADER_DEFERRED] < 1)
+ {
+ shader->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ }
+ else
+ { //shave off some texture units for shadow maps
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
+ }
- if (use_sun_shadow)
- {
- gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", "1");
- }
+ shader->mShaderFiles.clear();
+ shader->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
+ shader->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredAlphaImpostorProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ shader->clearPermutations();
+ shader->addPermutation("USE_INDEXED_TEX", "1");
+ shader->addPermutation("FOR_IMPOSTOR", "1");
+ shader->addPermutation("HAS_ALPHA_MASK", "1");
+ shader->addPermutation("USE_VERTEX_COLOR", "1");
+ if (rigged)
+ {
+ shader->mFeatures.hasObjectSkinning = true;
+ shader->addPermutation("HAS_SKIN", "1");
+ }
- success = gDeferredAlphaImpostorProgram.createShader(NULL, NULL);
- llassert(success);
+ if (use_sun_shadow)
+ {
+ shader->addPermutation("HAS_SHADOW", "1");
+ }
-// End Hack
- gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = true;
- gDeferredAlphaImpostorProgram.mFeatures.hasLighting = true;
+ shader->mRiggedVariant = &gDeferredSkinnedAlphaImpostorProgram;
+ shader->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ if (!rigged)
+ {
+ shader->mRiggedVariant = shaders[1];
+ }
+ success = shader->createShader(NULL, NULL);
+ llassert(success);
+
+ // End Hack
+ shader->mFeatures.calculatesLighting = true;
+ shader->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
- gDeferredAlphaWaterProgram.mFeatures.hasWaterFog = true;
- gDeferredAlphaWaterProgram.mFeatures.hasSrgb = true;
- gDeferredAlphaWaterProgram.mFeatures.encodesNormal = true;
- gDeferredAlphaWaterProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true;
- gDeferredAlphaWaterProgram.mFeatures.hasGamma = true;
- gDeferredAlphaWaterProgram.mFeatures.hasTransport = true;
- gDeferredAlphaWaterProgram.mFeatures.hasShadows = use_sun_shadow;
-
- if (mShaderLevel[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.clearPermutations();
- gDeferredAlphaWaterProgram.addPermutation("USE_INDEXED_TEX", "1");
- gDeferredAlphaWaterProgram.addPermutation("WATER_FOG", "1");
- gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1");
- if (use_sun_shadow)
- {
- gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", "1");
- }
+ if (success)
+ {
+ LLGLSLShader* shader[] = {
+ &gDeferredAlphaWaterProgram,
+ &gDeferredSkinnedAlphaWaterProgram
+ };
+
+ gDeferredAlphaWaterProgram.mRiggedVariant = &gDeferredSkinnedAlphaWaterProgram;
+
+ gDeferredAlphaWaterProgram.mName = "Deferred Alpha Underwater Shader";
+ gDeferredSkinnedAlphaWaterProgram.mName = "Deferred Skinned Alpha Underwater Shader";
- if (ambient_kill)
+ for (int i = 0; i < 2 && success; ++i)
{
- gDeferredAlphaWaterProgram.addPermutation("AMBIENT_KILL", "1");
- }
+ shader[i]->mFeatures.calculatesLighting = false;
+ shader[i]->mFeatures.hasLighting = false;
+ shader[i]->mFeatures.isAlphaLighting = true;
+ shader[i]->mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
+ shader[i]->mFeatures.hasWaterFog = true;
+ shader[i]->mFeatures.hasSrgb = true;
+ shader[i]->mFeatures.encodesNormal = true;
+ shader[i]->mFeatures.calculatesAtmospherics = true;
+ shader[i]->mFeatures.hasAtmospherics = true;
+ shader[i]->mFeatures.hasGamma = true;
+ shader[i]->mFeatures.hasTransport = true;
+ shader[i]->mFeatures.hasShadows = use_sun_shadow;
+
+ if (mShaderLevel[SHADER_DEFERRED] < 1)
+ {
+ shader[i]->mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ }
+ else
+ { //shave off some texture units for shadow maps
+ shader[i]->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
+ }
+ shader[i]->mShaderGroup = LLGLSLShader::SG_WATER;
+ shader[i]->mShaderFiles.clear();
+ shader[i]->mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
+ shader[i]->mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
+
+ shader[i]->clearPermutations();
+ shader[i]->addPermutation("USE_INDEXED_TEX", "1");
+ shader[i]->addPermutation("WATER_FOG", "1");
+ shader[i]->addPermutation("USE_VERTEX_COLOR", "1");
+ shader[i]->addPermutation("HAS_ALPHA_MASK", "1");
+ if (use_sun_shadow)
+ {
+ shader[i]->addPermutation("HAS_SHADOW", "1");
+ }
- if (sunlight_kill)
- {
- gDeferredAlphaWaterProgram.addPermutation("SUNLIGHT_KILL", "1");
- }
+ if (ambient_kill)
+ {
+ shader[i]->addPermutation("AMBIENT_KILL", "1");
+ }
- if (local_light_kill)
- {
- gDeferredAlphaWaterProgram.addPermutation("LOCAL_LIGHT_KILL", "1");
- }
- gDeferredAlphaWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ if (sunlight_kill)
+ {
+ shader[i]->addPermutation("SUNLIGHT_KILL", "1");
+ }
- success = gDeferredAlphaWaterProgram.createShader(NULL, NULL);
- llassert(success);
+ if (local_light_kill)
+ {
+ shader[i]->addPermutation("LOCAL_LIGHT_KILL", "1");
+ }
- // Hack
- gDeferredAlphaWaterProgram.mFeatures.calculatesLighting = true;
- gDeferredAlphaWaterProgram.mFeatures.hasLighting = true;
+ if (i == 1)
+ { // rigged variant
+ shader[i]->mFeatures.hasObjectSkinning = true;
+ shader[i]->addPermutation("HAS_SKIN", "1");
+ }
+ else
+ {
+ shader[i]->mRiggedVariant = shader[1];
+ }
+ shader[i]->mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+
+ success = shader[i]->createShader(NULL, NULL);
+ llassert(success);
+
+ // Hack
+ shader[i]->mFeatures.calculatesLighting = true;
+ shader[i]->mFeatures.hasLighting = true;
+ }
}
if (success)
@@ -2091,6 +2104,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ success = make_rigged_variant(gDeferredFullbrightProgram, gDeferredSkinnedFullbrightProgram);
success = gDeferredFullbrightProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2108,7 +2122,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1");
gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gDeferredFullbrightAlphaMaskProgram, gDeferredSkinnedFullbrightAlphaMaskProgram);
+ success = success && gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2127,10 +2142,11 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightWaterProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
gDeferredFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredFullbrightWaterProgram.addPermutation("WATER_FOG","1");
- success = gDeferredFullbrightWaterProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gDeferredFullbrightWaterProgram, gDeferredSkinnedFullbrightWaterProgram);
+ success = success && gDeferredFullbrightWaterProgram.createShader(NULL, NULL);
llassert(success);
}
-
+
if (success)
{
gDeferredFullbrightAlphaMaskWaterProgram.mName = "Deferred Fullbright Underwater Alpha Masking Shader";
@@ -2147,7 +2163,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredFullbrightAlphaMaskWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("HAS_ALPHA_MASK","1");
gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("WATER_FOG","1");
- success = gDeferredFullbrightAlphaMaskWaterProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gDeferredFullbrightAlphaMaskWaterProgram, gDeferredSkinnedFullbrightAlphaMaskWaterProgram);
+ success = success && gDeferredFullbrightAlphaMaskWaterProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2164,43 +2181,8 @@ 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 = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredFullbrightShinyProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredSkinnedFullbrightProgram.mName = "Skinned Fullbright Shader";
- gDeferredSkinnedFullbrightProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredSkinnedFullbrightProgram.mFeatures.hasAtmospherics = true;
- gDeferredSkinnedFullbrightProgram.mFeatures.hasGamma = true;
- gDeferredSkinnedFullbrightProgram.mFeatures.hasTransport = true;
- gDeferredSkinnedFullbrightProgram.mFeatures.hasObjectSkinning = true;
- gDeferredSkinnedFullbrightProgram.mFeatures.disableTextureIndex = true;
- gDeferredSkinnedFullbrightProgram.mFeatures.hasSrgb = true;
- gDeferredSkinnedFullbrightProgram.mShaderFiles.clear();
- gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
- gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gDeferredSkinnedFullbrightProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gDeferredSkinnedFullbrightProgram.createShader(NULL, NULL);
- llassert(success);
- }
-
- if (success)
- {
- gDeferredSkinnedFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader";
- gDeferredSkinnedFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
- gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasAtmospherics = true;
- gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasGamma = true;
- gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasTransport = true;
- gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasObjectSkinning = true;
- gDeferredSkinnedFullbrightShinyProgram.mFeatures.disableTextureIndex = true;
- gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasSrgb = true;
- gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear();
- 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 = mShaderLevel[SHADER_OBJECT];
- success = gDeferredSkinnedFullbrightShinyProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gDeferredFullbrightShinyProgram, gDeferredSkinnedFullbrightShinyProgram);
+ success = success && gDeferredFullbrightShinyProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2215,7 +2197,8 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
- success = gDeferredEmissiveProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gDeferredEmissiveProgram, gDeferredSkinnedEmissiveProgram);
+ success = success && gDeferredEmissiveProgram.createShader(NULL, NULL);
llassert(success);
}
@@ -2358,10 +2341,29 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
{
gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", "1");
}
+ gDeferredShadowProgram.mRiggedVariant = &gDeferredSkinnedShadowProgram;
success = gDeferredShadowProgram.createShader(NULL, NULL);
llassert(success);
}
+ if (success)
+ {
+ gDeferredSkinnedShadowProgram.mName = "Deferred Skinned Shadow Shader";
+ gDeferredSkinnedShadowProgram.mFeatures.isDeferred = true;
+ gDeferredSkinnedShadowProgram.mFeatures.hasShadows = true;
+ gDeferredSkinnedShadowProgram.mFeatures.hasObjectSkinning = true;
+ gDeferredSkinnedShadowProgram.mShaderFiles.clear();
+ gDeferredSkinnedShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredSkinnedShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDeferredSkinnedShadowProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ if (gGLManager.mHasDepthClamp)
+ {
+ gDeferredSkinnedShadowProgram.addPermutation("DEPTH_CLAMP", "1");
+ }
+ success = gDeferredSkinnedShadowProgram.createShader(NULL, NULL);
+ llassert(success);
+ }
+
if (success)
{
gDeferredShadowCubeProgram.mName = "Deferred Shadow Cube Shader";
@@ -2395,11 +2397,32 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
}
gDeferredShadowFullbrightAlphaMaskProgram.addPermutation("IS_FULLBRIGHT", "1");
gDeferredShadowFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ gDeferredShadowFullbrightAlphaMaskProgram.mRiggedVariant = &gDeferredSkinnedShadowFullbrightAlphaMaskProgram;
success = gDeferredShadowFullbrightAlphaMaskProgram.createShader(NULL, NULL);
llassert(success);
}
if (success)
+ {
+ gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mName = "Deferred Skinned Shadow Fullbright Alpha Mask Shader";
+ gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mFeatures.hasObjectSkinning = true;
+ gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderFiles.clear();
+ gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
+
+ gDeferredSkinnedShadowFullbrightAlphaMaskProgram.clearPermutations();
+ if (gGLManager.mHasDepthClamp)
+ {
+ gDeferredSkinnedShadowFullbrightAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1");
+ }
+ gDeferredSkinnedShadowFullbrightAlphaMaskProgram.addPermutation("IS_FULLBRIGHT", "1");
+ gDeferredSkinnedShadowFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ success = gDeferredSkinnedShadowFullbrightAlphaMaskProgram.createShader(NULL, NULL);
+ llassert(success);
+ }
+
+ if (success)
{
gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader";
gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
@@ -2412,10 +2435,28 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1");
}
gDeferredShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ gDeferredShadowAlphaMaskProgram.mRiggedVariant = &gDeferredSkinnedShadowAlphaMaskProgram;
success = gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL);
llassert(success);
}
+ if (success)
+ {
+ gDeferredSkinnedShadowAlphaMaskProgram.mName = "Deferred Skinned Shadow Alpha Mask Shader";
+ gDeferredSkinnedShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
+ gDeferredSkinnedShadowAlphaMaskProgram.mFeatures.hasObjectSkinning = true;
+ gDeferredSkinnedShadowAlphaMaskProgram.mShaderFiles.clear();
+ gDeferredSkinnedShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gDeferredSkinnedShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
+ if (gGLManager.mHasDepthClamp)
+ {
+ gDeferredSkinnedShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", "1");
+ }
+ gDeferredSkinnedShadowAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_DEFERRED];
+ success = gDeferredSkinnedShadowAlphaMaskProgram.createShader(NULL, NULL);
+ llassert(success);
+ }
+
if (success)
{
gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader";
@@ -2791,79 +2832,9 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
BOOL LLViewerShaderMgr::loadShadersObject()
{
BOOL success = TRUE;
-
- if (mShaderLevel[SHADER_OBJECT] == 0)
- {
- gObjectShinyProgram.unload();
- gObjectFullbrightShinyProgram.unload();
- gObjectFullbrightShinyWaterProgram.unload();
- gObjectShinyWaterProgram.unload();
- gObjectFullbrightNoColorProgram.unload();
- gObjectFullbrightNoColorWaterProgram.unload();
- gObjectSimpleProgram.unload();
- gObjectSimpleImpostorProgram.unload();
- gObjectPreviewProgram.unload();
- gImpostorProgram.unload();
- gObjectSimpleAlphaMaskProgram.unload();
- gObjectBumpProgram.unload();
- gObjectSimpleWaterProgram.unload();
- gObjectSimpleWaterAlphaMaskProgram.unload();
- gObjectEmissiveProgram.unload();
- gObjectEmissiveWaterProgram.unload();
- gObjectFullbrightProgram.unload();
- gObjectFullbrightAlphaMaskProgram.unload();
- gObjectFullbrightWaterProgram.unload();
- gObjectFullbrightWaterAlphaMaskProgram.unload();
- gObjectShinyNonIndexedProgram.unload();
- gObjectFullbrightShinyNonIndexedProgram.unload();
- gObjectFullbrightShinyNonIndexedWaterProgram.unload();
- gObjectShinyNonIndexedWaterProgram.unload();
- gObjectSimpleNonIndexedTexGenProgram.unload();
- gObjectSimpleNonIndexedTexGenWaterProgram.unload();
- gObjectSimpleNonIndexedWaterProgram.unload();
- gObjectAlphaMaskNonIndexedProgram.unload();
- gObjectAlphaMaskNonIndexedWaterProgram.unload();
- gObjectAlphaMaskNoColorProgram.unload();
- gObjectAlphaMaskNoColorWaterProgram.unload();
- gObjectFullbrightNonIndexedProgram.unload();
- gObjectFullbrightNonIndexedWaterProgram.unload();
- gObjectEmissiveNonIndexedProgram.unload();
- gObjectEmissiveNonIndexedWaterProgram.unload();
- gSkinnedObjectSimpleProgram.unload();
- gSkinnedObjectFullbrightProgram.unload();
- gSkinnedObjectEmissiveProgram.unload();
- gSkinnedObjectFullbrightShinyProgram.unload();
- gSkinnedObjectShinySimpleProgram.unload();
- gSkinnedObjectSimpleWaterProgram.unload();
- gSkinnedObjectFullbrightWaterProgram.unload();
- gSkinnedObjectEmissiveWaterProgram.unload();
- gSkinnedObjectFullbrightShinyWaterProgram.unload();
- gSkinnedObjectShinySimpleWaterProgram.unload();
- gTreeProgram.unload();
- gTreeWaterProgram.unload();
-
- return TRUE;
- }
if (success)
{
- gObjectSimpleNonIndexedProgram.mName = "Non indexed Shader";
- gObjectSimpleNonIndexedProgram.mFeatures.calculatesLighting = true;
- gObjectSimpleNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
- gObjectSimpleNonIndexedProgram.mFeatures.hasGamma = true;
- gObjectSimpleNonIndexedProgram.mFeatures.hasAtmospherics = true;
- gObjectSimpleNonIndexedProgram.mFeatures.hasLighting = true;
- gObjectSimpleNonIndexedProgram.mFeatures.hasAlphaMask = true; // Fix for MAINT-8836
- gObjectSimpleNonIndexedProgram.mFeatures.disableTextureIndex = true;
- gObjectSimpleNonIndexedProgram.mShaderFiles.clear();
- gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gObjectSimpleNonIndexedProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
gObjectSimpleNonIndexedTexGenProgram.mName = "Non indexed tex-gen Shader";
gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesLighting = true;
gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesAtmospherics = true;
@@ -2878,24 +2849,6 @@ BOOL LLViewerShaderMgr::loadShadersObject()
success = gObjectSimpleNonIndexedTexGenProgram.createShader(NULL, NULL);
}
-
- if (success)
- {
- gObjectSimpleNonIndexedWaterProgram.mName = "Non indexed Water Shader";
- gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesLighting = true;
- gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
- gObjectSimpleNonIndexedWaterProgram.mFeatures.hasWaterFog = true;
- gObjectSimpleNonIndexedWaterProgram.mFeatures.hasAtmospherics = true;
- gObjectSimpleNonIndexedWaterProgram.mFeatures.hasLighting = true;
- gObjectSimpleNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
- gObjectSimpleNonIndexedWaterProgram.mShaderFiles.clear();
- gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectSimpleNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- gObjectSimpleNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectSimpleNonIndexedWaterProgram.createShader(NULL, NULL);
- }
-
if (success)
{
gObjectSimpleNonIndexedTexGenWaterProgram.mName = "Non indexed tex-gen Water Shader";
@@ -3020,70 +2973,6 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
- gObjectFullbrightNonIndexedProgram.mName = "Non Indexed Fullbright Shader";
- gObjectFullbrightNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
- gObjectFullbrightNonIndexedProgram.mFeatures.hasGamma = true;
- gObjectFullbrightNonIndexedProgram.mFeatures.hasTransport = true;
- gObjectFullbrightNonIndexedProgram.mFeatures.isFullbright = true;
- gObjectFullbrightNonIndexedProgram.mFeatures.disableTextureIndex = true;
- gObjectFullbrightNonIndexedProgram.mShaderFiles.clear();
- gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gObjectFullbrightNonIndexedProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gObjectFullbrightNonIndexedWaterProgram.mName = "Non Indexed Fullbright Water Shader";
- gObjectFullbrightNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
- gObjectFullbrightNonIndexedWaterProgram.mFeatures.isFullbright = true;
- gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasWaterFog = true;
- gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasTransport = true;
- gObjectFullbrightNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
- gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasSrgb = true;
- gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.clear();
- gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- gObjectFullbrightNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectFullbrightNonIndexedWaterProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gObjectEmissiveNonIndexedProgram.mName = "Non Indexed Emissive Shader";
- gObjectEmissiveNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
- gObjectEmissiveNonIndexedProgram.mFeatures.hasGamma = true;
- gObjectEmissiveNonIndexedProgram.mFeatures.hasTransport = true;
- gObjectEmissiveNonIndexedProgram.mFeatures.isFullbright = true;
- gObjectEmissiveNonIndexedProgram.mFeatures.disableTextureIndex = true;
- gObjectEmissiveNonIndexedProgram.mFeatures.hasSrgb = true;
- gObjectEmissiveNonIndexedProgram.mShaderFiles.clear();
- gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectEmissiveNonIndexedProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gObjectEmissiveNonIndexedProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gObjectEmissiveNonIndexedWaterProgram.mName = "Non Indexed Emissive Water Shader";
- gObjectEmissiveNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
- gObjectEmissiveNonIndexedWaterProgram.mFeatures.isFullbright = true;
- gObjectEmissiveNonIndexedWaterProgram.mFeatures.hasWaterFog = true;
- gObjectEmissiveNonIndexedWaterProgram.mFeatures.hasTransport = true;
- gObjectEmissiveNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
- gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.clear();
- gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectEmissiveNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- gObjectEmissiveNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectEmissiveNonIndexedWaterProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
gObjectFullbrightNoColorProgram.mName = "Non Indexed no color Fullbright Shader";
gObjectFullbrightNoColorProgram.mFeatures.calculatesAtmospherics = true;
gObjectFullbrightNoColorProgram.mFeatures.hasGamma = true;
@@ -3116,73 +3005,6 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
- gObjectShinyNonIndexedProgram.mName = "Non Indexed Shiny Shader";
- gObjectShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
- gObjectShinyNonIndexedProgram.mFeatures.calculatesLighting = true;
- gObjectShinyNonIndexedProgram.mFeatures.hasGamma = true;
- gObjectShinyNonIndexedProgram.mFeatures.hasAtmospherics = true;
- gObjectShinyNonIndexedProgram.mFeatures.isShiny = true;
- gObjectShinyNonIndexedProgram.mFeatures.disableTextureIndex = true;
- gObjectShinyNonIndexedProgram.mShaderFiles.clear();
- 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 = mShaderLevel[SHADER_OBJECT];
- success = gObjectShinyNonIndexedProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gObjectShinyNonIndexedWaterProgram.mName = "Non Indexed Shiny Water Shader";
- gObjectShinyNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
- gObjectShinyNonIndexedWaterProgram.mFeatures.calculatesLighting = true;
- gObjectShinyNonIndexedWaterProgram.mFeatures.isShiny = true;
- gObjectShinyNonIndexedWaterProgram.mFeatures.hasWaterFog = true;
- gObjectShinyNonIndexedWaterProgram.mFeatures.hasAtmospherics = true;
- gObjectShinyNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
- gObjectShinyNonIndexedWaterProgram.mShaderFiles.clear();
- gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectShinyNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- gObjectShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectShinyNonIndexedWaterProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gObjectFullbrightShinyNonIndexedProgram.mName = "Non Indexed Fullbright Shiny Shader";
- gObjectFullbrightShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true;
- gObjectFullbrightShinyNonIndexedProgram.mFeatures.isFullbright = true;
- gObjectFullbrightShinyNonIndexedProgram.mFeatures.isShiny = true;
- gObjectFullbrightShinyNonIndexedProgram.mFeatures.hasGamma = true;
- gObjectFullbrightShinyNonIndexedProgram.mFeatures.hasTransport = true;
- gObjectFullbrightShinyNonIndexedProgram.mFeatures.disableTextureIndex = true;
- gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.clear();
- 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 = mShaderLevel[SHADER_OBJECT];
- success = gObjectFullbrightShinyNonIndexedProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gObjectFullbrightShinyNonIndexedWaterProgram.mName = "Non Indexed Fullbright Shiny Water Shader";
- gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true;
- gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.isFullbright = true;
- gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.isShiny = true;
- gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasGamma = true;
- gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasTransport = true;
- gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasWaterFog = true;
- gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.disableTextureIndex = true;
- gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.clear();
- gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
- gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gObjectFullbrightShinyNonIndexedWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- gObjectFullbrightShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectFullbrightShinyNonIndexedWaterProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
gImpostorProgram.mName = "Impostor Shader";
gImpostorProgram.mFeatures.disableTextureIndex = true;
gImpostorProgram.mFeatures.hasSrgb = true;
@@ -3213,6 +3035,24 @@ BOOL LLViewerShaderMgr::loadShadersObject()
if (success)
{
+ gPhysicsPreviewProgram.mName = "Preview Physics Shader";
+ gPhysicsPreviewProgram.mFeatures.calculatesLighting = false;
+ gPhysicsPreviewProgram.mFeatures.calculatesAtmospherics = false;
+ gPhysicsPreviewProgram.mFeatures.hasGamma = false;
+ gPhysicsPreviewProgram.mFeatures.hasAtmospherics = false;
+ gPhysicsPreviewProgram.mFeatures.hasLighting = false;
+ gPhysicsPreviewProgram.mFeatures.mIndexedTextureChannels = 0;
+ gPhysicsPreviewProgram.mFeatures.disableTextureIndex = true;
+ gPhysicsPreviewProgram.mShaderFiles.clear();
+ gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsV.glsl", GL_VERTEX_SHADER_ARB));
+ gPhysicsPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewPhysicsF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gPhysicsPreviewProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
+ success = gPhysicsPreviewProgram.createShader(NULL, NULL);
+ gPhysicsPreviewProgram.mFeatures.hasLighting = false;
+ }
+
+ if (success)
+ {
gObjectSimpleProgram.mName = "Simple Shader";
gObjectSimpleProgram.mFeatures.calculatesLighting = true;
gObjectSimpleProgram.mFeatures.calculatesAtmospherics = true;
@@ -3224,7 +3064,8 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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 = mShaderLevel[SHADER_OBJECT];
- success = gObjectSimpleProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gObjectSimpleProgram, gSkinnedObjectSimpleProgram);
+ success = success && gObjectSimpleProgram.createShader(NULL, NULL);
}
if (success)
@@ -3244,8 +3085,8 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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 = mShaderLevel[SHADER_OBJECT];
-
- success = gObjectSimpleImpostorProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gObjectSimpleImpostorProgram, gSkinnedObjectSimpleImpostorProgram);
+ success = success && gObjectSimpleImpostorProgram.createShader(NULL, NULL);
}
if (success)
@@ -3262,30 +3103,30 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectSimpleWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
+ make_rigged_variant(gObjectSimpleWaterProgram, gSkinnedObjectSimpleWaterProgram);
success = gObjectSimpleWaterProgram.createShader(NULL, NULL);
}
if (success)
{
gObjectBumpProgram.mName = "Bump Shader";
- /*gObjectBumpProgram.mFeatures.calculatesLighting = true;
- gObjectBumpProgram.mFeatures.calculatesAtmospherics = true;
- gObjectBumpProgram.mFeatures.hasGamma = true;
- gObjectBumpProgram.mFeatures.hasAtmospherics = true;
- gObjectBumpProgram.mFeatures.hasLighting = true;
- gObjectBumpProgram.mFeatures.mIndexedTextureChannels = 0;*/
gObjectBumpProgram.mFeatures.encodesNormal = true;
gObjectBumpProgram.mShaderFiles.clear();
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpV.glsl", GL_VERTEX_SHADER_ARB));
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectBumpProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gObjectBumpProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gObjectBumpProgram, gSkinnedObjectBumpProgram);
+ success = success && gObjectBumpProgram.createShader(NULL, NULL);
if (success)
{ //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1
- gObjectBumpProgram.bind();
- gObjectBumpProgram.uniform1i(sTexture0, 0);
- gObjectBumpProgram.uniform1i(sTexture1, 1);
- gObjectBumpProgram.unbind();
+ LLGLSLShader* shader[] = { &gObjectBumpProgram, &gSkinnedObjectBumpProgram };
+ for (int i = 0; i < 2; ++i)
+ {
+ shader[i]->bind();
+ shader[i]->uniform1i(sTexture0, 0);
+ shader[i]->uniform1i(sTexture1, 1);
+ shader[i]->unbind();
+ }
}
}
@@ -3304,7 +3145,8 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectSimpleAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gObjectSimpleAlphaMaskProgram, gSkinnedObjectSimpleAlphaMaskProgram);
+ success = success && gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL);
}
if (success)
@@ -3322,7 +3164,8 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectSimpleWaterAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectSimpleWaterAlphaMaskProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectSimpleWaterAlphaMaskProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gObjectSimpleWaterAlphaMaskProgram, gSkinnedObjectSimpleWaterAlphaMaskProgram);
+ success = success && gObjectSimpleWaterAlphaMaskProgram.createShader(NULL, NULL);
}
if (success)
@@ -3338,7 +3181,8 @@ BOOL LLViewerShaderMgr::loadShadersObject()
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 = mShaderLevel[SHADER_OBJECT];
- success = gObjectFullbrightProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gObjectFullbrightProgram, gSkinnedObjectFullbrightProgram);
+ success = success && gObjectFullbrightProgram.createShader(NULL, NULL);
}
if (success)
@@ -3346,7 +3190,7 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightWaterProgram.mName = "Fullbright Water Shader";
gObjectFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true;
gObjectFullbrightWaterProgram.mFeatures.isFullbright = true;
- gObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true;
+ gObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true;
gObjectFullbrightWaterProgram.mFeatures.hasTransport = true;
gObjectFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = 0;
gObjectFullbrightWaterProgram.mShaderFiles.clear();
@@ -3354,7 +3198,8 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectFullbrightWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectFullbrightWaterProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gObjectFullbrightWaterProgram, gSkinnedObjectFullbrightWaterProgram);
+ success = success && gObjectFullbrightWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -3370,7 +3215,8 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gObjectEmissiveProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gObjectEmissiveProgram, gSkinnedObjectEmissiveProgram);
+ success = success && gObjectEmissiveProgram.createShader(NULL, NULL);
}
if (success)
@@ -3386,7 +3232,8 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectEmissiveWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectEmissiveWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectEmissiveWaterProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gObjectEmissiveWaterProgram, gSkinnedObjectEmissiveWaterProgram);
+ success = success && gObjectEmissiveWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -3403,12 +3250,13 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectFullbrightAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gObjectFullbrightAlphaMaskProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gObjectFullbrightAlphaMaskProgram, gSkinnedObjectFullbrightAlphaMaskProgram);
+ success = success && gObjectFullbrightAlphaMaskProgram.createShader(NULL, NULL);
}
if (success)
{
- gObjectFullbrightWaterAlphaMaskProgram.mName = "Fullbright Water Shader";
+ gObjectFullbrightWaterAlphaMaskProgram.mName = "Fullbright Water Alpha Mask Shader";
gObjectFullbrightWaterAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
gObjectFullbrightWaterAlphaMaskProgram.mFeatures.isFullbright = true;
gObjectFullbrightWaterAlphaMaskProgram.mFeatures.hasWaterFog = true;
@@ -3420,7 +3268,8 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectFullbrightWaterAlphaMaskProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightWaterAlphaMaskProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectFullbrightWaterAlphaMaskProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gObjectFullbrightWaterAlphaMaskProgram, gSkinnedObjectFullbrightWaterAlphaMaskProgram);
+ success = success && gObjectFullbrightWaterAlphaMaskProgram.createShader(NULL, NULL);
}
if (success)
@@ -3436,7 +3285,8 @@ 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 = mShaderLevel[SHADER_OBJECT];
- success = gObjectShinyProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gObjectShinyProgram, gSkinnedObjectShinyProgram);
+ success = success && gObjectShinyProgram.createShader(NULL, NULL);
}
if (success)
@@ -3453,7 +3303,8 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectShinyWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectShinyWaterProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gObjectShinyWaterProgram, gSkinnedObjectShinyWaterProgram);
+ success = success && gObjectShinyWaterProgram.createShader(NULL, NULL);
}
if (success)
@@ -3469,7 +3320,8 @@ 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 = mShaderLevel[SHADER_OBJECT];
- success = gObjectFullbrightShinyProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gObjectFullbrightShinyProgram, gSkinnedObjectFullbrightShinyProgram);
+ success = success && gObjectFullbrightShinyProgram.createShader(NULL, NULL);
}
if (success)
@@ -3487,196 +3339,8 @@ BOOL LLViewerShaderMgr::loadShadersObject()
gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectFullbrightShinyWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
gObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- success = gObjectFullbrightShinyWaterProgram.createShader(NULL, NULL);
- }
-
- if (mShaderLevel[SHADER_AVATAR] > 0)
- { //load hardware skinned attachment shaders
- 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.mFeatures.hasAlphaMask = true;
- gSkinnedObjectSimpleProgram.mFeatures.disableTextureIndex = 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 = mShaderLevel[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.mFeatures.hasAlphaMask = true;
- gSkinnedObjectFullbrightProgram.mFeatures.disableTextureIndex = true;
- gSkinnedObjectFullbrightProgram.mFeatures.hasSrgb = 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 = mShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectFullbrightProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gSkinnedObjectEmissiveProgram.mName = "Skinned Emissive Shader";
- gSkinnedObjectEmissiveProgram.mFeatures.calculatesAtmospherics = true;
- gSkinnedObjectEmissiveProgram.mFeatures.hasGamma = true;
- gSkinnedObjectEmissiveProgram.mFeatures.hasTransport = true;
- gSkinnedObjectEmissiveProgram.mFeatures.isFullbright = true;
- gSkinnedObjectEmissiveProgram.mFeatures.hasObjectSkinning = true;
- gSkinnedObjectEmissiveProgram.mFeatures.disableTextureIndex = true;
- gSkinnedObjectEmissiveProgram.mFeatures.hasSrgb = true;
- gSkinnedObjectEmissiveProgram.mShaderFiles.clear();
- gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
- gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectEmissiveProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectEmissiveProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gSkinnedObjectEmissiveWaterProgram.mName = "Skinned Emissive Water Shader";
- gSkinnedObjectEmissiveWaterProgram.mFeatures.calculatesAtmospherics = true;
- gSkinnedObjectEmissiveWaterProgram.mFeatures.hasGamma = true;
- gSkinnedObjectEmissiveWaterProgram.mFeatures.hasTransport = true;
- gSkinnedObjectEmissiveWaterProgram.mFeatures.isFullbright = true;
- gSkinnedObjectEmissiveWaterProgram.mFeatures.hasObjectSkinning = true;
- gSkinnedObjectEmissiveWaterProgram.mFeatures.disableTextureIndex = true;
- gSkinnedObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true;
- gSkinnedObjectEmissiveWaterProgram.mShaderFiles.clear();
- gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
- gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectEmissiveWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectEmissiveWaterProgram.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.mFeatures.hasAlphaMask = true;
- gSkinnedObjectFullbrightShinyProgram.mFeatures.disableTextureIndex = 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 = mShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectFullbrightShinyProgram.createShader(NULL, NULL);
- }
-
- 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.hasAlphaMask = true;
- gSkinnedObjectShinySimpleProgram.mFeatures.isShiny = true;
- gSkinnedObjectShinySimpleProgram.mFeatures.disableTextureIndex = 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 = mShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectShinySimpleProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gSkinnedObjectSimpleWaterProgram.mName = "Skinned Simple Water Shader";
- gSkinnedObjectSimpleWaterProgram.mFeatures.calculatesLighting = true;
- gSkinnedObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true;
- gSkinnedObjectSimpleWaterProgram.mFeatures.hasGamma = true;
- gSkinnedObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true;
- gSkinnedObjectSimpleWaterProgram.mFeatures.hasLighting = true;
- gSkinnedObjectSimpleWaterProgram.mFeatures.disableTextureIndex = true;
- gSkinnedObjectSimpleWaterProgram.mFeatures.hasWaterFog = true;
- gSkinnedObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- gSkinnedObjectSimpleWaterProgram.mFeatures.hasObjectSkinning = true;
- gSkinnedObjectSimpleWaterProgram.mFeatures.disableTextureIndex = true;
- gSkinnedObjectSimpleWaterProgram.mFeatures.hasAlphaMask = true;
- gSkinnedObjectSimpleWaterProgram.mShaderFiles.clear();
- gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
- gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectSimpleWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectSimpleWaterProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gSkinnedObjectFullbrightWaterProgram.mName = "Skinned Fullbright Water Shader";
- gSkinnedObjectFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true;
- gSkinnedObjectFullbrightWaterProgram.mFeatures.hasGamma = true;
- gSkinnedObjectFullbrightWaterProgram.mFeatures.hasTransport = true;
- gSkinnedObjectFullbrightWaterProgram.mFeatures.isFullbright = true;
- gSkinnedObjectFullbrightWaterProgram.mFeatures.hasObjectSkinning = true;
- gSkinnedObjectFullbrightWaterProgram.mFeatures.hasAlphaMask = true;
- gSkinnedObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true;
- gSkinnedObjectFullbrightWaterProgram.mFeatures.disableTextureIndex = true;
- gSkinnedObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- gSkinnedObjectFullbrightWaterProgram.mShaderFiles.clear();
- gSkinnedObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
- gSkinnedObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
- gSkinnedObjectFullbrightWaterProgram.mShaderLevel = mShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectFullbrightWaterProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gSkinnedObjectFullbrightShinyWaterProgram.mName = "Skinned Fullbright Shiny Water Shader";
- gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.calculatesAtmospherics = true;
- gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasGamma = true;
- gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasTransport = true;
- gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.isShiny = true;
- gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.isFullbright = true;
- gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasObjectSkinning = true;
- gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasAlphaMask = true;
- gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasWaterFog = true;
- gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.disableTextureIndex = true;
- gSkinnedObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.clear();
- 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 = mShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectFullbrightShinyWaterProgram.createShader(NULL, NULL);
- }
-
- if (success)
- {
- gSkinnedObjectShinySimpleWaterProgram.mName = "Skinned Shiny Simple Water Shader";
- gSkinnedObjectShinySimpleWaterProgram.mFeatures.calculatesLighting = true;
- gSkinnedObjectShinySimpleWaterProgram.mFeatures.calculatesAtmospherics = true;
- gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasGamma = true;
- gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasAtmospherics = true;
- gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasObjectSkinning = true;
- gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasAlphaMask = true;
- gSkinnedObjectShinySimpleWaterProgram.mFeatures.isShiny = true;
- gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasWaterFog = true;
- gSkinnedObjectShinySimpleWaterProgram.mFeatures.disableTextureIndex = true;
- gSkinnedObjectShinySimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
- gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.clear();
- 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 = mShaderLevel[SHADER_OBJECT];
- success = gSkinnedObjectShinySimpleWaterProgram.createShader(NULL, NULL);
- }
+ success = make_rigged_variant(gObjectFullbrightShinyWaterProgram, gSkinnedObjectFullbrightShinyWaterProgram);
+ success = success && gObjectFullbrightShinyWaterProgram.createShader(NULL, NULL);
}
if( !success )
@@ -3789,12 +3453,6 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
{
BOOL success = TRUE;
- if (mShaderLevel[SHADER_INTERFACE] == 0)
- {
- gHighlightProgram.unload();
- return TRUE;
- }
-
if (success)
{
gHighlightProgram.mName = "Highlight Shader";
@@ -3802,7 +3460,8 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
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 = mShaderLevel[SHADER_INTERFACE];
- success = gHighlightProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gHighlightProgram, gSkinnedHighlightProgram);
+ success = success && gHighlightProgram.createShader(NULL, NULL);
}
if (success)
@@ -4004,9 +3663,21 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionV.glsl", GL_VERTEX_SHADER_ARB));
gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER_ARB));
gOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
+ gOcclusionProgram.mRiggedVariant = &gSkinnedOcclusionProgram;
success = gOcclusionProgram.createShader(NULL, NULL);
}
+ if (success)
+ {
+ gSkinnedOcclusionProgram.mName = "Skinned Occlusion Shader";
+ gSkinnedOcclusionProgram.mFeatures.hasObjectSkinning = true;
+ gSkinnedOcclusionProgram.mShaderFiles.clear();
+ gSkinnedOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
+ gSkinnedOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gSkinnedOcclusionProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
+ success = gSkinnedOcclusionProgram.createShader(NULL, NULL);
+ }
+
if (success)
{
gOcclusionCubeProgram.mName = "Occlusion Cube Shader";
@@ -4023,8 +3694,10 @@ BOOL LLViewerShaderMgr::loadShadersInterface()
gDebugProgram.mShaderFiles.clear();
gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER_ARB));
gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER_ARB));
+ gDebugProgram.mRiggedVariant = &gSkinnedDebugProgram;
gDebugProgram.mShaderLevel = mShaderLevel[SHADER_INTERFACE];
- success = gDebugProgram.createShader(NULL, NULL);
+ success = make_rigged_variant(gDebugProgram, gSkinnedDebugProgram);
+ success = success && gDebugProgram.createShader(NULL, NULL);
}
if (success)