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-rw-r--r--indra/llrender/llglslshader.cpp258
-rw-r--r--indra/llrender/llglslshader.h336
-rw-r--r--indra/llrender/llshadermgr.cpp2304
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl9
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/pipeline.cpp16
-rw-r--r--indra/newview/pipeline.h1638
8 files changed, 2282 insertions, 2285 deletions
diff --git a/indra/llrender/llglslshader.cpp b/indra/llrender/llglslshader.cpp
index 9a4eeb59df..5659bd327b 100644
--- a/indra/llrender/llglslshader.cpp
+++ b/indra/llrender/llglslshader.cpp
@@ -724,144 +724,144 @@ GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
BOOL LLGLSLShader::mapUniforms(const vector<LLStaticHashedString> * uniforms)
{
- BOOL res = TRUE;
-
- mTotalUniformSize = 0;
- mActiveTextureChannels = 0;
- mUniform.clear();
- mUniformMap.clear();
- mUniformNameMap.clear();
- mTexture.clear();
- mValue.clear();
- //initialize arrays
- U32 numUniforms = (uniforms == NULL) ? 0 : uniforms->size();
- mUniform.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
- mTexture.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
-
- bind();
-
- //get the number of active uniforms
- GLint activeCount;
- glGetObjectParameterivARB(mProgramObject, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &activeCount);
-
- //........................................................................................................................................
- //........................................................................................
-
- /*
- EXPLANATION:
- This is part of code is temporary because as the final result the mapUniform() should be rewrited.
- But it's a huge a volume of work which is need to be a more carefully performed for avoid possible
- regression's (i.e. it should be formalized a separate ticket in JIRA).
-
- RESON:
- The reason of this code is that SL engine is very sensitive to fact that "diffuseMap" should be appear
- first as uniform parameter which is should get 0-"texture channel" index (see mapUniformTextureChannel() and mActiveTextureChannels)
- it influence to which is texture matrix will be updated during rendering.
-
- But, order of indexe's of uniform variables is not defined and GLSL compiler can change it as want
- , even if the "diffuseMap" will be appear and use first in shader code.
-
- As example where this situation appear see: "Deferred Material Shader 28/29/30/31"
- And tickets: MAINT-4165, MAINT-4839, MAINT-3568, MAINT-6437
- */
-
-
- S32 diffuseMap = glGetUniformLocationARB(mProgramObject, "diffuseMap");
- S32 specularMap = glGetUniformLocationARB(mProgramObject, "specularMap");
- S32 bumpMap = glGetUniformLocationARB(mProgramObject, "bumpMap");
+ BOOL res = TRUE;
+
+ mTotalUniformSize = 0;
+ mActiveTextureChannels = 0;
+ mUniform.clear();
+ mUniformMap.clear();
+ mUniformNameMap.clear();
+ mTexture.clear();
+ mValue.clear();
+ //initialize arrays
+ U32 numUniforms = (uniforms == NULL) ? 0 : uniforms->size();
+ mUniform.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
+ mTexture.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
+
+ bind();
+
+ //get the number of active uniforms
+ GLint activeCount;
+ glGetObjectParameterivARB(mProgramObject, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &activeCount);
+
+ //........................................................................................................................................
+ //........................................................................................
+
+ /*
+ EXPLANATION:
+ This is part of code is temporary because as the final result the mapUniform() should be rewrited.
+ But it's a huge a volume of work which is need to be a more carefully performed for avoid possible
+ regression's (i.e. it should be formalized a separate ticket in JIRA).
+
+ RESON:
+ The reason of this code is that SL engine is very sensitive to fact that "diffuseMap" should be appear
+ first as uniform parameter which is should get 0-"texture channel" index (see mapUniformTextureChannel() and mActiveTextureChannels)
+ it influence to which is texture matrix will be updated during rendering.
+
+ But, order of indexe's of uniform variables is not defined and GLSL compiler can change it as want
+ , even if the "diffuseMap" will be appear and use first in shader code.
+
+ As example where this situation appear see: "Deferred Material Shader 28/29/30/31"
+ And tickets: MAINT-4165, MAINT-4839, MAINT-3568, MAINT-6437
+ */
+
+
+ S32 diffuseMap = glGetUniformLocationARB(mProgramObject, "diffuseMap");
+ S32 specularMap = glGetUniformLocationARB(mProgramObject, "specularMap");
+ S32 bumpMap = glGetUniformLocationARB(mProgramObject, "bumpMap");
S32 altDiffuseMap = glGetUniformLocationARB(mProgramObject, "altDiffuseMap");
- S32 environmentMap = glGetUniformLocationARB(mProgramObject, "environmentMap");
+ S32 environmentMap = glGetUniformLocationARB(mProgramObject, "environmentMap");
- std::set<S32> skip_index;
+ std::set<S32> skip_index;
- if (-1 != diffuseMap && (-1 != specularMap || -1 != bumpMap || -1 != environmentMap || -1 != altDiffuseMap))
- {
- GLenum type;
- GLsizei length;
- GLint size = -1;
- char name[1024];
+ if (-1 != diffuseMap && (-1 != specularMap || -1 != bumpMap || -1 != environmentMap || -1 != altDiffuseMap))
+ {
+ GLenum type;
+ GLsizei length;
+ GLint size = -1;
+ char name[1024];
- diffuseMap = altDiffuseMap = specularMap = bumpMap = environmentMap = -1;
+ diffuseMap = altDiffuseMap = specularMap = bumpMap = environmentMap = -1;
- for (S32 i = 0; i < activeCount; i++)
- {
- name[0] = '\0';
+ for (S32 i = 0; i < activeCount; i++)
+ {
+ name[0] = '\0';
- glGetActiveUniformARB(mProgramObject, i, 1024, &length, &size, &type, (GLcharARB *)name);
+ glGetActiveUniformARB(mProgramObject, i, 1024, &length, &size, &type, (GLcharARB *)name);
- if (-1 == diffuseMap && std::string(name) == "diffuseMap")
- {
- diffuseMap = i;
- continue;
- }
+ if (-1 == diffuseMap && std::string(name) == "diffuseMap")
+ {
+ diffuseMap = i;
+ continue;
+ }
- if (-1 == specularMap && std::string(name) == "specularMap")
- {
- specularMap = i;
- continue;
- }
+ if (-1 == specularMap && std::string(name) == "specularMap")
+ {
+ specularMap = i;
+ continue;
+ }
- if (-1 == bumpMap && std::string(name) == "bumpMap")
- {
- bumpMap = i;
- continue;
- }
+ if (-1 == bumpMap && std::string(name) == "bumpMap")
+ {
+ bumpMap = i;
+ continue;
+ }
- if (-1 == environmentMap && std::string(name) == "environmentMap")
- {
- environmentMap = i;
- continue;
- }
+ if (-1 == environmentMap && std::string(name) == "environmentMap")
+ {
+ environmentMap = i;
+ continue;
+ }
if (-1 == altDiffuseMap && std::string(name) == "altDiffuseMap")
- {
- altDiffuseMap = i;
- continue;
- }
- }
+ {
+ altDiffuseMap = i;
+ continue;
+ }
+ }
- bool specularDiff = specularMap < diffuseMap && -1 != specularMap;
- bool bumpLessDiff = bumpMap < diffuseMap && -1 != bumpMap;
- bool envLessDiff = environmentMap < diffuseMap && -1 != environmentMap;
+ bool specularDiff = specularMap < diffuseMap && -1 != specularMap;
+ bool bumpLessDiff = bumpMap < diffuseMap && -1 != bumpMap;
+ bool envLessDiff = environmentMap < diffuseMap && -1 != environmentMap;
- if (specularDiff || bumpLessDiff || envLessDiff)
- {
- mapUniform(diffuseMap, uniforms);
- skip_index.insert(diffuseMap);
+ if (specularDiff || bumpLessDiff || envLessDiff)
+ {
+ mapUniform(diffuseMap, uniforms);
+ skip_index.insert(diffuseMap);
- if (-1 != specularMap) {
- mapUniform(specularMap, uniforms);
- skip_index.insert(specularMap);
- }
+ if (-1 != specularMap) {
+ mapUniform(specularMap, uniforms);
+ skip_index.insert(specularMap);
+ }
- if (-1 != bumpMap) {
- mapUniform(bumpMap, uniforms);
- skip_index.insert(bumpMap);
- }
+ if (-1 != bumpMap) {
+ mapUniform(bumpMap, uniforms);
+ skip_index.insert(bumpMap);
+ }
- if (-1 != environmentMap) {
- mapUniform(environmentMap, uniforms);
- skip_index.insert(environmentMap);
- }
- }
- }
+ if (-1 != environmentMap) {
+ mapUniform(environmentMap, uniforms);
+ skip_index.insert(environmentMap);
+ }
+ }
+ }
- //........................................................................................
+ //........................................................................................
- for (S32 i = 0; i < activeCount; i++)
- {
- //........................................................................................
- if (skip_index.end() != skip_index.find(i)) continue;
- //........................................................................................
+ for (S32 i = 0; i < activeCount; i++)
+ {
+ //........................................................................................
+ if (skip_index.end() != skip_index.find(i)) continue;
+ //........................................................................................
- mapUniform(i, uniforms);
- }
- //........................................................................................................................................
+ mapUniform(i, uniforms);
+ }
+ //........................................................................................................................................
- unbind();
+ unbind();
- LL_DEBUGS("ShaderUniform") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL;
- return res;
+ LL_DEBUGS("ShaderUniform") << "Total Uniform Size: " << mTotalUniformSize << LL_ENDL;
+ return res;
}
@@ -1286,19 +1286,19 @@ void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, c
void LLGLSLShader::uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
{
- if (mProgramObject)
- {
- if (mUniform.size() <= index)
- {
- LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
- return;
- }
-
- if (mUniform[index] >= 0)
- {
- glUniformMatrix3x4fv(mUniform[index], count, transpose, v);
- }
- }
+ if (mProgramObject)
+ {
+ if (mUniform.size() <= index)
+ {
+ LL_SHADER_UNIFORM_ERRS() << "Uniform index out of bounds." << LL_ENDL;
+ return;
+ }
+
+ if (mUniform[index] >= 0)
+ {
+ glUniformMatrix3x4fv(mUniform[index], count, transpose, v);
+ }
+ }
}
void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
diff --git a/indra/llrender/llglslshader.h b/indra/llrender/llglslshader.h
index e5110fe1c4..9c3effadbe 100644
--- a/indra/llrender/llglslshader.h
+++ b/indra/llrender/llglslshader.h
@@ -34,201 +34,201 @@
class LLShaderFeatures
{
public:
- bool atmosphericHelpers;
- bool calculatesLighting;
- bool calculatesAtmospherics;
- bool hasLighting; // implies no transport (it's possible to have neither though)
- bool isAlphaLighting; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions)
- bool isShiny;
- bool isFullbright; // implies no lighting
- bool isSpecular;
- bool hasWaterFog; // implies no gamma
- bool hasTransport; // implies no lighting (it's possible to have neither though)
- bool hasSkinning;
- bool hasObjectSkinning;
- bool hasAtmospherics;
- bool hasGamma;
+ bool atmosphericHelpers;
+ bool calculatesLighting;
+ bool calculatesAtmospherics;
+ bool hasLighting; // implies no transport (it's possible to have neither though)
+ bool isAlphaLighting; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions)
+ bool isShiny;
+ bool isFullbright; // implies no lighting
+ bool isSpecular;
+ bool hasWaterFog; // implies no gamma
+ bool hasTransport; // implies no lighting (it's possible to have neither though)
+ bool hasSkinning;
+ bool hasObjectSkinning;
+ bool hasAtmospherics;
+ bool hasGamma;
bool hasShadows;
bool hasAmbientOcclusion;
- bool hasSrgb;
+ bool hasSrgb;
bool encodesNormal;
bool isDeferred;
bool hasIndirect;
- S32 mIndexedTextureChannels;
- bool disableTextureIndex;
- bool hasAlphaMask;
- bool attachNothing;
-
- // char numLights;
-
- LLShaderFeatures();
+ S32 mIndexedTextureChannels;
+ bool disableTextureIndex;
+ bool hasAlphaMask;
+ bool attachNothing;
+
+ // char numLights;
+
+ LLShaderFeatures();
};
class LLGLSLShader
{
public:
- enum
- {
- SG_DEFAULT = 0,
- SG_SKY,
- SG_WATER
- };
-
- static std::set<LLGLSLShader*> sInstances;
- static bool sProfileEnabled;
-
- LLGLSLShader();
- ~LLGLSLShader();
-
- static GLhandleARB sCurBoundShader;
- static LLGLSLShader* sCurBoundShaderPtr;
- static S32 sIndexedTextureChannels;
- static bool sNoFixedFunction;
-
- static void initProfile();
- static void finishProfile(bool emit_report = true);
-
- static void startProfile();
- static void stopProfile(U32 count, U32 mode);
-
- void unload();
- void clearStats();
- void dumpStats();
- void placeProfileQuery();
- void readProfileQuery(U32 count, U32 mode);
-
- BOOL createShader(std::vector<LLStaticHashedString> * attributes,
- std::vector<LLStaticHashedString> * uniforms,
- U32 varying_count = 0,
- const char** varyings = NULL);
- BOOL attachObject(std::string object);
- void attachObject(GLhandleARB object);
- void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
- BOOL mapAttributes(const std::vector<LLStaticHashedString> * attributes);
- BOOL mapUniforms(const std::vector<LLStaticHashedString> *);
- void mapUniform(GLint index, const std::vector<LLStaticHashedString> *);
- void uniform1i(U32 index, GLint i);
- void uniform1f(U32 index, GLfloat v);
- void uniform2f(U32 index, GLfloat x, GLfloat y);
- void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z);
- void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
- void uniform1iv(U32 index, U32 count, const GLint* i);
- void uniform1fv(U32 index, U32 count, const GLfloat* v);
- void uniform2fv(U32 index, U32 count, const GLfloat* v);
- void uniform3fv(U32 index, U32 count, const GLfloat* v);
- void uniform4fv(U32 index, U32 count, const GLfloat* v);
- void uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j);
- void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
- void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
- void uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
- void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
- void uniform1i(const LLStaticHashedString& uniform, GLint i);
- void uniform1f(const LLStaticHashedString& uniform, GLfloat v);
- void uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y);
- void uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z);
- void uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
- void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
- void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
- void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
- void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat *v);
-
- void setMinimumAlpha(F32 minimum);
-
- void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
- void vertexAttrib4fv(U32 index, GLfloat* v);
-
- //GLint getUniformLocation(const std::string& uniform);
- GLint getUniformLocation(const LLStaticHashedString& uniform);
- GLint getUniformLocation(U32 index);
-
- GLint getAttribLocation(U32 attrib);
- GLint mapUniformTextureChannel(GLint location, GLenum type);
-
+ enum
+ {
+ SG_DEFAULT = 0,
+ SG_SKY,
+ SG_WATER
+ };
+
+ static std::set<LLGLSLShader*> sInstances;
+ static bool sProfileEnabled;
+
+ LLGLSLShader();
+ ~LLGLSLShader();
+
+ static GLhandleARB sCurBoundShader;
+ static LLGLSLShader* sCurBoundShaderPtr;
+ static S32 sIndexedTextureChannels;
+ static bool sNoFixedFunction;
+
+ static void initProfile();
+ static void finishProfile(bool emit_report = true);
+
+ static void startProfile();
+ static void stopProfile(U32 count, U32 mode);
+
+ void unload();
+ void clearStats();
+ void dumpStats();
+ void placeProfileQuery();
+ void readProfileQuery(U32 count, U32 mode);
+
+ BOOL createShader(std::vector<LLStaticHashedString> * attributes,
+ std::vector<LLStaticHashedString> * uniforms,
+ U32 varying_count = 0,
+ const char** varyings = NULL);
+ BOOL attachObject(std::string object);
+ void attachObject(GLhandleARB object);
+ void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
+ BOOL mapAttributes(const std::vector<LLStaticHashedString> * attributes);
+ BOOL mapUniforms(const std::vector<LLStaticHashedString> *);
+ void mapUniform(GLint index, const std::vector<LLStaticHashedString> *);
+ void uniform1i(U32 index, GLint i);
+ void uniform1f(U32 index, GLfloat v);
+ void uniform2f(U32 index, GLfloat x, GLfloat y);
+ void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z);
+ void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void uniform1iv(U32 index, U32 count, const GLint* i);
+ void uniform1fv(U32 index, U32 count, const GLfloat* v);
+ void uniform2fv(U32 index, U32 count, const GLfloat* v);
+ void uniform3fv(U32 index, U32 count, const GLfloat* v);
+ void uniform4fv(U32 index, U32 count, const GLfloat* v);
+ void uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j);
+ void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
+ void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
+ void uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
+ void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
+ void uniform1i(const LLStaticHashedString& uniform, GLint i);
+ void uniform1f(const LLStaticHashedString& uniform, GLfloat v);
+ void uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y);
+ void uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z);
+ void uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
+ void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
+ void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
+ void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
+ void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat *v);
+
+ void setMinimumAlpha(F32 minimum);
+
+ void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+ void vertexAttrib4fv(U32 index, GLfloat* v);
+
+ //GLint getUniformLocation(const std::string& uniform);
+ GLint getUniformLocation(const LLStaticHashedString& uniform);
+ GLint getUniformLocation(U32 index);
+
+ GLint getAttribLocation(U32 attrib);
+ GLint mapUniformTextureChannel(GLint location, GLenum type);
+
void clearPermutations();
- void addPermutation(std::string name, std::string value);
- void removePermutation(std::string name);
-
- //enable/disable texture channel for specified uniform
- //if given texture uniform is active in the shader,
- //the corresponding channel will be active upon return
- //returns channel texture is enabled in from [0-MAX)
- S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
- S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
-
- // bindTexture returns the texture unit we've bound the texture to.
- // You can reuse the return value to unbind a texture when required.
- S32 bindTexture(const std::string& uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
- S32 bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
- S32 unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
- S32 unbindTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
-
+ void addPermutation(std::string name, std::string value);
+ void removePermutation(std::string name);
+
+ //enable/disable texture channel for specified uniform
+ //if given texture uniform is active in the shader,
+ //the corresponding channel will be active upon return
+ //returns channel texture is enabled in from [0-MAX)
+ S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
+ S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
+
+ // bindTexture returns the texture unit we've bound the texture to.
+ // You can reuse the return value to unbind a texture when required.
+ S32 bindTexture(const std::string& uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
+ S32 bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
+ S32 unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
+ S32 unbindTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
+
BOOL link(BOOL suppress_errors = FALSE);
- void bind();
- void unbind();
+ void bind();
+ void unbind();
- // Unbinds any previously bound shader by explicitly binding no shader.
- static void bindNoShader(void);
+ // Unbinds any previously bound shader by explicitly binding no shader.
+ static void bindNoShader(void);
- U32 mMatHash[LLRender::NUM_MATRIX_MODES];
- U32 mLightHash;
+ U32 mMatHash[LLRender::NUM_MATRIX_MODES];
+ U32 mLightHash;
- GLhandleARB mProgramObject;
+ GLhandleARB mProgramObject;
#if LL_RELEASE_WITH_DEBUG_INFO
- struct attr_name
- {
- GLint loc;
- const char *name;
- void operator = (GLint _loc) { loc = _loc; }
- operator GLint () { return loc; }
- };
- std::vector<attr_name> mAttribute; //lookup table of attribute enum to attribute channel
+ struct attr_name
+ {
+ GLint loc;
+ const char *name;
+ void operator = (GLint _loc) { loc = _loc; }
+ operator GLint () { return loc; }
+ };
+ std::vector<attr_name> mAttribute; //lookup table of attribute enum to attribute channel
#else
- std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
+ std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
#endif
- U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask())
- std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
- LLStaticStringTable<GLint> mUniformMap; //lookup map of uniform name to uniform location
- std::map<GLint, std::string> mUniformNameMap; //lookup map of uniform location to uniform name
- std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value
- std::vector<GLint> mTexture;
- S32 mTotalUniformSize;
- S32 mActiveTextureChannels;
- S32 mShaderLevel;
- S32 mShaderGroup;
- BOOL mUniformsDirty;
- LLShaderFeatures mFeatures;
- std::vector< std::pair< std::string, GLenum > > mShaderFiles;
- std::string mName;
- boost::unordered_map<std::string, std::string> mDefines;
-
- //statistcis for profiling shader performance
- U32 mTimerQuery;
- U32 mSamplesQuery;
- U64 mTimeElapsed;
- static U64 sTotalTimeElapsed;
- U32 mTrianglesDrawn;
- static U32 sTotalTrianglesDrawn;
- U64 mSamplesDrawn;
- static U64 sTotalSamplesDrawn;
- U32 mDrawCalls;
- static U32 sTotalDrawCalls;
-
- bool mTextureStateFetched;
- std::vector<U32> mTextureMagFilter;
- std::vector<U32> mTextureMinFilter;
+ U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask())
+ std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
+ LLStaticStringTable<GLint> mUniformMap; //lookup map of uniform name to uniform location
+ std::map<GLint, std::string> mUniformNameMap; //lookup map of uniform location to uniform name
+ std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value
+ std::vector<GLint> mTexture;
+ S32 mTotalUniformSize;
+ S32 mActiveTextureChannels;
+ S32 mShaderLevel;
+ S32 mShaderGroup;
+ BOOL mUniformsDirty;
+ LLShaderFeatures mFeatures;
+ std::vector< std::pair< std::string, GLenum > > mShaderFiles;
+ std::string mName;
+ boost::unordered_map<std::string, std::string> mDefines;
+
+ //statistcis for profiling shader performance
+ U32 mTimerQuery;
+ U32 mSamplesQuery;
+ U64 mTimeElapsed;
+ static U64 sTotalTimeElapsed;
+ U32 mTrianglesDrawn;
+ static U32 sTotalTrianglesDrawn;
+ U64 mSamplesDrawn;
+ static U64 sTotalSamplesDrawn;
+ U32 mDrawCalls;
+ static U32 sTotalDrawCalls;
+
+ bool mTextureStateFetched;
+ std::vector<U32> mTextureMagFilter;
+ std::vector<U32> mTextureMinFilter;
GLhandleARB mExtraLinkObject = 0;
private:
- void unloadInternal();
+ void unloadInternal();
};
//UI shader (declared here so llui_libtest will link properly)
-extern LLGLSLShader gUIProgram;
+extern LLGLSLShader gUIProgram;
//output vec4(color.rgb,color.a*tex0[tc0].a)
-extern LLGLSLShader gSolidColorProgram;
+extern LLGLSLShader gSolidColorProgram;
//Alpha mask shader (declared here so llappearance can access properly)
-extern LLGLSLShader gAlphaMaskProgram;
+extern LLGLSLShader gAlphaMaskProgram;
#endif
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index ec8f05e4ca..5b96667f9f 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -53,489 +53,489 @@ LLShaderMgr::~LLShaderMgr()
// static
LLShaderMgr * LLShaderMgr::instance()
{
- if(NULL == sInstance)
- {
- LL_ERRS("Shaders") << "LLShaderMgr should already have been instantiated by the application!" << LL_ENDL;
- }
+ if(NULL == sInstance)
+ {
+ LL_ERRS("Shaders") << "LLShaderMgr should already have been instantiated by the application!" << LL_ENDL;
+ }
- return sInstance;
+ return sInstance;
}
BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
{
- llassert_always(shader != NULL);
- LLShaderFeatures *features = & shader->mFeatures;
-
- if (features->attachNothing)
- {
- return TRUE;
- }
- //////////////////////////////////////
- // Attach Vertex Shader Features First
- //////////////////////////////////////
-
- // NOTE order of shader object attaching is VERY IMPORTANT!!!
- if (features->calculatesAtmospherics)
- {
- if (features->hasWaterFog)
- {
- if (!shader->attachObject("windlight/atmosphericsVarsWaterV.glsl"))
- {
- return FALSE;
- }
- }
- else if (!shader->attachObject("windlight/atmosphericsVarsV.glsl"))
- {
- return FALSE;
- }
- }
-
- if (features->calculatesLighting || features->calculatesAtmospherics)
- {
- if (!shader->attachObject("windlight/atmosphericsHelpersV.glsl"))
- {
- return FALSE;
- }
- }
-
- if (features->calculatesLighting)
- {
- if (features->isSpecular)
- {
- if (!shader->attachObject("lighting/lightFuncSpecularV.glsl"))
- {
- return FALSE;
- }
-
- if (!features->isAlphaLighting)
- {
- if (!shader->attachObject("lighting/sumLightsSpecularV.glsl"))
- {
- return FALSE;
- }
- }
-
- if (!shader->attachObject("lighting/lightSpecularV.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachObject("lighting/lightFuncV.glsl"))
- {
- return FALSE;
- }
-
- if (!features->isAlphaLighting)
- {
- if (!shader->attachObject("lighting/sumLightsV.glsl"))
- {
- return FALSE;
- }
- }
-
- if (!shader->attachObject("lighting/lightV.glsl"))
- {
- return FALSE;
- }
- }
- }
-
- // NOTE order of shader object attaching is VERY IMPORTANT!!!
- if (features->calculatesAtmospherics)
- {
- if (!shader->attachObject("windlight/atmosphericsV.glsl"))
- {
- return FALSE;
- }
- }
-
- if (features->hasSkinning)
- {
- if (!shader->attachObject("avatar/avatarSkinV.glsl"))
- {
- return FALSE;
- }
- }
-
- if (features->hasObjectSkinning)
- {
- if (!shader->attachObject("avatar/objectSkinV.glsl"))
- {
- return FALSE;
- }
- }
-
- ///////////////////////////////////////
- // Attach Fragment Shader Features Next
- ///////////////////////////////////////
+ llassert_always(shader != NULL);
+ LLShaderFeatures *features = & shader->mFeatures;
+
+ if (features->attachNothing)
+ {
+ return TRUE;
+ }
+ //////////////////////////////////////
+ // Attach Vertex Shader Features First
+ //////////////////////////////////////
+
+ // NOTE order of shader object attaching is VERY IMPORTANT!!!
+ if (features->calculatesAtmospherics)
+ {
+ if (features->hasWaterFog)
+ {
+ if (!shader->attachObject("windlight/atmosphericsVarsWaterV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else if (!shader->attachObject("windlight/atmosphericsVarsV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ if (features->calculatesLighting || features->calculatesAtmospherics)
+ {
+ if (!shader->attachObject("windlight/atmosphericsHelpersV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ if (features->calculatesLighting)
+ {
+ if (features->isSpecular)
+ {
+ if (!shader->attachObject("lighting/lightFuncSpecularV.glsl"))
+ {
+ return FALSE;
+ }
+
+ if (!features->isAlphaLighting)
+ {
+ if (!shader->attachObject("lighting/sumLightsSpecularV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ if (!shader->attachObject("lighting/lightSpecularV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightFuncV.glsl"))
+ {
+ return FALSE;
+ }
+
+ if (!features->isAlphaLighting)
+ {
+ if (!shader->attachObject("lighting/sumLightsV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ if (!shader->attachObject("lighting/lightV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ }
+
+ // NOTE order of shader object attaching is VERY IMPORTANT!!!
+ if (features->calculatesAtmospherics)
+ {
+ if (!shader->attachObject("windlight/atmosphericsV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ if (features->hasSkinning)
+ {
+ if (!shader->attachObject("avatar/avatarSkinV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ if (features->hasObjectSkinning)
+ {
+ if (!shader->attachObject("avatar/objectSkinV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ ///////////////////////////////////////
+ // Attach Fragment Shader Features Next
+ ///////////////////////////////////////
// NOTE order of shader object attaching is VERY IMPORTANT!!!
- if(features->calculatesAtmospherics)
- {
- if (features->hasWaterFog)
- {
- if (!shader->attachObject("windlight/atmosphericsVarsWaterF.glsl"))
- {
- return FALSE;
- }
- }
- else if (!shader->attachObject("windlight/atmosphericsVarsF.glsl"))
- {
- return FALSE;
- }
- }
+ if(features->calculatesAtmospherics)
+ {
+ if (features->hasWaterFog)
+ {
+ if (!shader->attachObject("windlight/atmosphericsVarsWaterF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else if (!shader->attachObject("windlight/atmosphericsVarsF.glsl"))
+ {
+ return FALSE;
+ }
+ }
if (features->calculatesLighting || features->calculatesAtmospherics)
- {
- if (!shader->attachObject("windlight/atmosphericsHelpersF.glsl"))
- {
- return FALSE;
- }
- }
+ {
+ if (!shader->attachObject("windlight/atmosphericsHelpersF.glsl"))
+ {
+ return FALSE;
+ }
+ }
// we want this BEFORE shadows and AO because those facilities use pos/norm access
if (features->isDeferred)
- {
- if (!shader->attachObject("deferred/deferredUtil.glsl"))
- {
- return FALSE;
- }
- }
+ {
+ if (!shader->attachObject("deferred/deferredUtil.glsl"))
+ {
+ return FALSE;
+ }
+ }
if (features->hasShadows)
- {
- if (!shader->attachObject("deferred/shadowUtil.glsl"))
- {
- return FALSE;
- }
- }
+ {
+ if (!shader->attachObject("deferred/shadowUtil.glsl"))
+ {
+ return FALSE;
+ }
+ }
if (features->hasAmbientOcclusion)
- {
- if (!shader->attachObject("deferred/aoUtil.glsl"))
- {
- return FALSE;
- }
- }
+ {
+ if (!shader->attachObject("deferred/aoUtil.glsl"))
+ {
+ return FALSE;
+ }
+ }
if (features->hasIndirect)
- {
- if (!shader->attachObject("deferred/indirect.glsl"))
- {
- return FALSE;
- }
- }
-
- if (features->hasGamma)
- {
- if (!shader->attachObject("windlight/gammaF.glsl"))
- {
- return FALSE;
- }
- }
-
- if (features->hasSrgb)
- {
- if (!shader->attachObject("environment/srgbF.glsl"))
- {
- return FALSE;
- }
- }
+ {
+ if (!shader->attachObject("deferred/indirect.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ if (features->hasGamma)
+ {
+ if (!shader->attachObject("windlight/gammaF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ if (features->hasSrgb)
+ {
+ if (!shader->attachObject("environment/srgbF.glsl"))
+ {
+ return FALSE;
+ }
+ }
if (features->encodesNormal)
- {
- if (!shader->attachObject("environment/encodeNormF.glsl"))
- {
- return FALSE;
- }
- }
-
- if (features->hasAtmospherics)
- {
- if (!shader->attachObject("windlight/atmosphericsF.glsl"))
- {
- return FALSE;
- }
- }
-
- if (features->hasTransport)
- {
- if (!shader->attachObject("windlight/transportF.glsl"))
- {
- return FALSE;
- }
-
- // Test hasFullbright and hasShiny and attach fullbright and
- // fullbright shiny atmos transport if we split them out.
- }
-
- // NOTE order of shader object attaching is VERY IMPORTANT!!!
- if (features->hasWaterFog)
- {
- if (!shader->attachObject("environment/waterFogF.glsl"))
- {
- return FALSE;
- }
- }
-
- if (features->hasLighting)
- {
- if (features->hasWaterFog)
- {
- if (features->disableTextureIndex)
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachObject("lighting/lightWaterAlphaMaskNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachObject("lighting/lightWaterNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- }
- else
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachObject("lighting/lightWaterAlphaMaskF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachObject("lighting/lightWaterF.glsl"))
- {
- return FALSE;
- }
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
-
- else
- {
- if (features->disableTextureIndex)
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachObject("lighting/lightNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- }
- else
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachObject("lighting/lightAlphaMaskF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachObject("lighting/lightF.glsl"))
- {
- return FALSE;
- }
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
- }
-
- // NOTE order of shader object attaching is VERY IMPORTANT!!!
- else if (features->isFullbright)
- {
-
- if (features->isShiny && features->hasWaterFog)
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachObject("lighting/lightFullbrightShinyWaterF.glsl"))
- {
- return FALSE;
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
- else if (features->hasWaterFog)
- {
- if (features->disableTextureIndex)
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl"))
- {
- return FALSE;
- }
- }
- else if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachObject("lighting/lightFullbrightWaterAlphaMaskF.glsl"))
- {
- return FALSE;
- }
- }
- else if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl"))
- {
- return FALSE;
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
-
- else if (features->isShiny)
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachObject("lighting/lightFullbrightShinyNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl"))
- {
- return FALSE;
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
-
- else
- {
- if (features->disableTextureIndex)
- {
-
- if (features->hasAlphaMask)
- {
- if (!shader->attachObject("lighting/lightFullbrightNonIndexedAlphaMaskF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachObject("lighting/lightFullbrightNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- }
- else
- {
- if (features->hasAlphaMask)
- {
- if (!shader->attachObject("lighting/lightFullbrightAlphaMaskF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachObject("lighting/lightFullbrightF.glsl"))
- {
- return FALSE;
- }
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
- }
-
- // NOTE order of shader object attaching is VERY IMPORTANT!!!
- else if (features->isShiny)
- {
-
- if (features->hasWaterFog)
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachObject("lighting/lightShinyWaterNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachObject("lighting/lightShinyWaterF.glsl"))
- {
- return FALSE;
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
-
- else
- {
- if (features->disableTextureIndex)
- {
- if (!shader->attachObject("lighting/lightShinyNonIndexedF.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachObject("lighting/lightShinyF.glsl"))
- {
- return FALSE;
- }
- shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
- }
- }
- }
-
- if (features->mIndexedTextureChannels <= 1)
- {
- if (!shader->attachObject("objects/nonindexedTextureV.glsl"))
- {
- return FALSE;
- }
- }
- else
- {
- if (!shader->attachObject("objects/indexedTextureV.glsl"))
- {
- return FALSE;
- }
- }
-
- return TRUE;
+ {
+ if (!shader->attachObject("environment/encodeNormF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ if (features->hasAtmospherics)
+ {
+ if (!shader->attachObject("windlight/atmosphericsF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ if (features->hasTransport)
+ {
+ if (!shader->attachObject("windlight/transportF.glsl"))
+ {
+ return FALSE;
+ }
+
+ // Test hasFullbright and hasShiny and attach fullbright and
+ // fullbright shiny atmos transport if we split them out.
+ }
+
+ // NOTE order of shader object attaching is VERY IMPORTANT!!!
+ if (features->hasWaterFog)
+ {
+ if (!shader->attachObject("environment/waterFogF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ if (features->hasLighting)
+ {
+ if (features->hasWaterFog)
+ {
+ if (features->disableTextureIndex)
+ {
+ if (features->hasAlphaMask)
+ {
+ if (!shader->attachObject("lighting/lightWaterAlphaMaskNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightWaterNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ }
+ else
+ {
+ if (features->hasAlphaMask)
+ {
+ if (!shader->attachObject("lighting/lightWaterAlphaMaskF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightWaterF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
+ }
+ }
+
+ else
+ {
+ if (features->disableTextureIndex)
+ {
+ if (features->hasAlphaMask)
+ {
+ if (!shader->attachObject("lighting/lightAlphaMaskNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ }
+ else
+ {
+ if (features->hasAlphaMask)
+ {
+ if (!shader->attachObject("lighting/lightAlphaMaskF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
+ }
+ }
+ }
+
+ // NOTE order of shader object attaching is VERY IMPORTANT!!!
+ else if (features->isFullbright)
+ {
+
+ if (features->isShiny && features->hasWaterFog)
+ {
+ if (features->disableTextureIndex)
+ {
+ if (!shader->attachObject("lighting/lightFullbrightShinyWaterNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightFullbrightShinyWaterF.glsl"))
+ {
+ return FALSE;
+ }
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
+ }
+ }
+ else if (features->hasWaterFog)
+ {
+ if (features->disableTextureIndex)
+ {
+ if (features->hasAlphaMask)
+ {
+ if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else if (!shader->attachObject("lighting/lightFullbrightWaterNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (features->hasAlphaMask)
+ {
+ if (!shader->attachObject("lighting/lightFullbrightWaterAlphaMaskF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else if (!shader->attachObject("lighting/lightFullbrightWaterF.glsl"))
+ {
+ return FALSE;
+ }
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
+ }
+ }
+
+ else if (features->isShiny)
+ {
+ if (features->disableTextureIndex)
+ {
+ if (!shader->attachObject("lighting/lightFullbrightShinyNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightFullbrightShinyF.glsl"))
+ {
+ return FALSE;
+ }
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
+ }
+ }
+
+ else
+ {
+ if (features->disableTextureIndex)
+ {
+
+ if (features->hasAlphaMask)
+ {
+ if (!shader->attachObject("lighting/lightFullbrightNonIndexedAlphaMaskF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightFullbrightNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ }
+ else
+ {
+ if (features->hasAlphaMask)
+ {
+ if (!shader->attachObject("lighting/lightFullbrightAlphaMaskF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightFullbrightF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
+ }
+ }
+ }
+
+ // NOTE order of shader object attaching is VERY IMPORTANT!!!
+ else if (features->isShiny)
+ {
+
+ if (features->hasWaterFog)
+ {
+ if (features->disableTextureIndex)
+ {
+ if (!shader->attachObject("lighting/lightShinyWaterNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightShinyWaterF.glsl"))
+ {
+ return FALSE;
+ }
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
+ }
+ }
+
+ else
+ {
+ if (features->disableTextureIndex)
+ {
+ if (!shader->attachObject("lighting/lightShinyNonIndexedF.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("lighting/lightShinyF.glsl"))
+ {
+ return FALSE;
+ }
+ shader->mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
+ }
+ }
+ }
+
+ if (features->mIndexedTextureChannels <= 1)
+ {
+ if (!shader->attachObject("objects/nonindexedTextureV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+ else
+ {
+ if (!shader->attachObject("objects/indexedTextureV.glsl"))
+ {
+ return FALSE;
+ }
+ }
+
+ return TRUE;
}
//============================================================================
@@ -543,46 +543,46 @@ BOOL LLShaderMgr::attachShaderFeatures(LLGLSLShader * shader)
static std::string get_object_log(GLhandleARB ret)
{
- std::string res;
-
- //get log length
- GLint length;
- glGetObjectParameterivARB(ret, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
- if (length > 0)
- {
- //the log could be any size, so allocate appropriately
- GLcharARB* log = new GLcharARB[length];
- glGetInfoLogARB(ret, length, &length, log);
- res = std::string((char *)log);
- delete[] log;
- }
- return res;
+ std::string res;
+
+ //get log length
+ GLint length;
+ glGetObjectParameterivARB(ret, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
+ if (length > 0)
+ {
+ //the log could be any size, so allocate appropriately
+ GLcharARB* log = new GLcharARB[length];
+ glGetInfoLogARB(ret, length, &length, log);
+ res = std::string((char *)log);
+ delete[] log;
+ }
+ return res;
}
//dump shader source for debugging
void LLShaderMgr::dumpShaderSource(U32 shader_code_count, GLcharARB** shader_code_text)
-{
- for (GLuint i = 0; i < shader_code_count; i++)
- {
- LL_SHADER_LOADING_WARNS() << i << ": " << shader_code_text[i] << LL_ENDL;
- }
+{
+ for (GLuint i = 0; i < shader_code_count; i++)
+ {
+ LL_SHADER_LOADING_WARNS() << i << ": " << shader_code_text[i] << LL_ENDL;
+ }
LL_SHADER_LOADING_WARNS() << LL_ENDL;
}
void LLShaderMgr::dumpObjectLog(GLhandleARB ret, BOOL warns, const std::string& filename)
{
- std::string log = get_object_log(ret);
+ std::string log = get_object_log(ret);
std::string fname = filename;
if (filename.empty())
{
fname = "unknown shader file";
}
- if (log.length() > 0)
- {
+ if (log.length() > 0)
+ {
LL_SHADER_LOADING_WARNS() << "Shader loading from " << fname << ":\n" << LL_ENDL;
LL_SHADER_LOADING_WARNS() << log << LL_ENDL;
- }
+ }
}
GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, boost::unordered_map<std::string, std::string>* defines, S32 texture_index_channels)
@@ -596,38 +596,38 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
}
#endif
- GLenum error = GL_NO_ERROR;
- if (gDebugGL)
- {
- error = glGetError();
- if (error != GL_NO_ERROR)
- {
- LL_SHADER_LOADING_WARNS() << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL;
- }
- }
-
- //LL_SHADER_LOADING_WARNS() << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL;
+ GLenum error = GL_NO_ERROR;
+ if (gDebugGL)
+ {
+ error = glGetError();
+ if (error != GL_NO_ERROR)
+ {
+ LL_SHADER_LOADING_WARNS() << "GL ERROR entering loadShaderFile(): " << error << LL_ENDL;
+ }
+ }
+
+ //LL_SHADER_LOADING_WARNS() << "Loading shader file: " << filename << " class " << shader_level << LL_ENDL;
- if (filename.empty())
- {
- return 0;
- }
+ if (filename.empty())
+ {
+ return 0;
+ }
- //read in from file
- LLFILE* file = NULL;
+ //read in from file
+ LLFILE* file = NULL;
- S32 try_gpu_class = shader_level;
- S32 gpu_class;
+ S32 try_gpu_class = shader_level;
+ S32 gpu_class;
std::string open_file_name;
- //find the most relevant file
- for (gpu_class = try_gpu_class; gpu_class > 0; gpu_class--)
- { //search from the current gpu class down to class 1 to find the most relevant shader
- std::stringstream fname;
- fname << getShaderDirPrefix();
- fname << gpu_class << "/" << filename;
-
+ //find the most relevant file
+ for (gpu_class = try_gpu_class; gpu_class > 0; gpu_class--)
+ { //search from the current gpu class down to class 1 to find the most relevant shader
+ std::stringstream fname;
+ fname << getShaderDirPrefix();
+ fname << gpu_class << "/" << filename;
+
open_file_name = fname.str();
/*
@@ -643,23 +643,23 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
*/
- LL_DEBUGS("ShaderLoading") << "Looking in " << open_file_name << LL_ENDL;
- file = LLFile::fopen(open_file_name, "r"); /* Flawfinder: ignore */
- if (file)
- {
- LL_DEBUGS("ShaderLoading") << "Loading file: " << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL;
- break; // done
- }
- }
-
- if (file == NULL)
- {
- LL_SHADER_LOADING_WARNS() << "GLSL Shader file not found: " << open_file_name << LL_ENDL;
- return 0;
- }
-
- //we can't have any lines longer than 1024 characters
- //or any shaders longer than 4096 lines... deal - DaveP
+ LL_DEBUGS("ShaderLoading") << "Looking in " << open_file_name << LL_ENDL;
+ file = LLFile::fopen(open_file_name, "r"); /* Flawfinder: ignore */
+ if (file)
+ {
+ LL_DEBUGS("ShaderLoading") << "Loading file: " << open_file_name << " (Want class " << gpu_class << ")" << LL_ENDL;
+ break; // done
+ }
+ }
+
+ if (file == NULL)
+ {
+ LL_SHADER_LOADING_WARNS() << "GLSL Shader file not found: " << open_file_name << LL_ENDL;
+ return 0;
+ }
+
+ //we can't have any lines longer than 1024 characters
+ //or any shaders longer than 4096 lines... deal - DaveP
GLcharARB buff[1024];
GLcharARB *extra_code_text[1024];
GLcharARB *shader_code_text[4096 + LL_ARRAY_SIZE(extra_code_text)] = { NULL };
@@ -667,661 +667,661 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
BOOST_STATIC_ASSERT(LL_ARRAY_SIZE(extra_code_text) < LL_ARRAY_SIZE(shader_code_text));
- S32 major_version = gGLManager.mGLSLVersionMajor;
- S32 minor_version = gGLManager.mGLSLVersionMinor;
-
- if (major_version == 1 && minor_version < 30)
- {
- if (minor_version < 10)
- {
- //should NEVER get here -- if major version is 1 and minor version is less than 10,
- // viewer should never attempt to use shaders, continuing will result in undefined behavior
- LL_ERRS() << "Unsupported GLSL Version." << LL_ENDL;
- }
-
- if (minor_version <= 19)
- {
- shader_code_text[shader_code_count++] = strdup("#version 110\n");
- extra_code_text[extra_code_count++] = strdup("#define ATTRIBUTE attribute\n");
- extra_code_text[extra_code_count++] = strdup("#define VARYING varying\n");
- extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT varying\n");
- }
- else if (minor_version <= 29)
- {
- //set version to 1.20
- shader_code_text[shader_code_count++] = strdup("#version 120\n");
- extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_120 1\n");
- extra_code_text[extra_code_count++] = strdup("#define FXAA_FAST_PIXEL_OFFSET 0\n");
- extra_code_text[extra_code_count++] = strdup("#define ATTRIBUTE attribute\n");
- extra_code_text[extra_code_count++] = strdup("#define VARYING varying\n");
- extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT varying\n");
- }
- }
- else
- {
- if (major_version < 4)
- {
- //set version to 1.30
- shader_code_text[shader_code_count++] = strdup("#version 130\n");
- //some implementations of GLSL 1.30 require integer precision be explicitly declared
- extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");
- extra_code_text[extra_code_count++] = strdup("precision highp float;\n");
- }
- else
- { //set version to 400
- shader_code_text[shader_code_count++] = strdup("#version 400\n");
- }
-
- extra_code_text[extra_code_count++] = strdup("#define DEFINE_GL_FRAGCOLOR 1\n");
- extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_130 1\n");
-
- extra_code_text[extra_code_count++] = strdup("#define ATTRIBUTE in\n");
-
- if (type == GL_VERTEX_SHADER_ARB)
- { //"varying" state is "out" in a vertex program, "in" in a fragment program
- // ("varying" is deprecated after version 1.20)
- extra_code_text[extra_code_count++] = strdup("#define VARYING out\n");
- extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT flat out\n");
- }
- else
- {
- extra_code_text[extra_code_count++] = strdup("#define VARYING in\n");
- extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT flat in\n");
- }
-
- //backwards compatibility with legacy texture lookup syntax
- extra_code_text[extra_code_count++] = strdup("#define texture2D texture\n");
- extra_code_text[extra_code_count++] = strdup("#define textureCube texture\n");
- extra_code_text[extra_code_count++] = strdup("#define texture2DLod textureLod\n");
- extra_code_text[extra_code_count++] = strdup("#define shadow2D(a,b) vec2(texture(a,b))\n");
-
- if (major_version > 1 || minor_version >= 40)
- { //GLSL 1.40 replaces texture2DRect et al with texture
- extra_code_text[extra_code_count++] = strdup("#define texture2DRect texture\n");
- extra_code_text[extra_code_count++] = strdup("#define shadow2DRect(a,b) vec2(texture(a,b))\n");
- }
- }
-
- if (defines)
- {
- for (boost::unordered_map<std::string,std::string>::iterator iter = defines->begin(); iter != defines->end(); ++iter)
- {
- std::string define = "#define " + iter->first + " " + iter->second + "\n";
- extra_code_text[extra_code_count++] = (GLcharARB *) strdup(define.c_str());
- }
- }
-
- if( gGLManager.mIsATI )
- {
- extra_code_text[extra_code_count++] = strdup( "#define IS_AMD_CARD 1\n" );
- }
-
- if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER_ARB)
- {
- //use specified number of texture channels for indexed texture rendering
-
- /* prepend shader code that looks like this:
-
- uniform sampler2D tex0;
- uniform sampler2D tex1;
- uniform sampler2D tex2;
- .
- .
- .
- uniform sampler2D texN;
-
- VARYING_FLAT ivec4 vary_texture_index;
-
- vec4 ret = vec4(1,0,1,1);
-
- vec4 diffuseLookup(vec2 texcoord)
- {
- switch (vary_texture_index.r))
- {
- case 0: ret = texture2D(tex0, texcoord); break;
- case 1: ret = texture2D(tex1, texcoord); break;
- case 2: ret = texture2D(tex2, texcoord); break;
- .
- .
- .
- case N: return texture2D(texN, texcoord); break;
- }
-
- return ret;
- }
- */
-
- extra_code_text[extra_code_count++] = strdup("#define HAS_DIFFUSE_LOOKUP\n");
-
- //uniform declartion
- for (S32 i = 0; i < texture_index_channels; ++i)
- {
- std::string decl = llformat("uniform sampler2D tex%d;\n", i);
- extra_code_text[extra_code_count++] = strdup(decl.c_str());
- }
-
- if (texture_index_channels > 1)
- {
- extra_code_text[extra_code_count++] = strdup("VARYING_FLAT int vary_texture_index;\n");
- }
-
- extra_code_text[extra_code_count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
- extra_code_text[extra_code_count++] = strdup("{\n");
-
-
- if (texture_index_channels == 1)
- { //don't use flow control, that's silly
- extra_code_text[extra_code_count++] = strdup("return texture2D(tex0, texcoord);\n");
- extra_code_text[extra_code_count++] = strdup("}\n");
- }
- else if (major_version > 1 || minor_version >= 30)
- { //switches are supported in GLSL 1.30 and later
- if (gGLManager.mIsNVIDIA)
- { //switches are unreliable on some NVIDIA drivers
- for (U32 i = 0; i < texture_index_channels; ++i)
- {
- std::string if_string = llformat("\t%sif (vary_texture_index == %d) { return texture2D(tex%d, texcoord); }\n", i > 0 ? "else " : "", i, i);
- extra_code_text[extra_code_count++] = strdup(if_string.c_str());
- }
- extra_code_text[extra_code_count++] = strdup("\treturn vec4(1,0,1,1);\n");
- extra_code_text[extra_code_count++] = strdup("}\n");
- }
- else
- {
- extra_code_text[extra_code_count++] = strdup("\tvec4 ret = vec4(1,0,1,1);\n");
- extra_code_text[extra_code_count++] = strdup("\tswitch (vary_texture_index)\n");
- extra_code_text[extra_code_count++] = strdup("\t{\n");
-
- //switch body
- for (S32 i = 0; i < texture_index_channels; ++i)
- {
- std::string case_str = llformat("\t\tcase %d: return texture2D(tex%d, texcoord);\n", i, i);
- extra_code_text[extra_code_count++] = strdup(case_str.c_str());
- }
-
- extra_code_text[extra_code_count++] = strdup("\t}\n");
- extra_code_text[extra_code_count++] = strdup("\treturn ret;\n");
- extra_code_text[extra_code_count++] = strdup("}\n");
- }
- }
- else
- { //should never get here. Indexed texture rendering requires GLSL 1.30 or later
- // (for passing integers between vertex and fragment shaders)
- LL_ERRS() << "Indexed texture rendering requires GLSL 1.30 or later." << LL_ENDL;
- }
- }
+ S32 major_version = gGLManager.mGLSLVersionMajor;
+ S32 minor_version = gGLManager.mGLSLVersionMinor;
+
+ if (major_version == 1 && minor_version < 30)
+ {
+ if (minor_version < 10)
+ {
+ //should NEVER get here -- if major version is 1 and minor version is less than 10,
+ // viewer should never attempt to use shaders, continuing will result in undefined behavior
+ LL_ERRS() << "Unsupported GLSL Version." << LL_ENDL;
+ }
+
+ if (minor_version <= 19)
+ {
+ shader_code_text[shader_code_count++] = strdup("#version 110\n");
+ extra_code_text[extra_code_count++] = strdup("#define ATTRIBUTE attribute\n");
+ extra_code_text[extra_code_count++] = strdup("#define VARYING varying\n");
+ extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT varying\n");
+ }
+ else if (minor_version <= 29)
+ {
+ //set version to 1.20
+ shader_code_text[shader_code_count++] = strdup("#version 120\n");
+ extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_120 1\n");
+ extra_code_text[extra_code_count++] = strdup("#define FXAA_FAST_PIXEL_OFFSET 0\n");
+ extra_code_text[extra_code_count++] = strdup("#define ATTRIBUTE attribute\n");
+ extra_code_text[extra_code_count++] = strdup("#define VARYING varying\n");
+ extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT varying\n");
+ }
+ }
+ else
+ {
+ if (major_version < 4)
+ {
+ //set version to 1.30
+ shader_code_text[shader_code_count++] = strdup("#version 130\n");
+ //some implementations of GLSL 1.30 require integer precision be explicitly declared
+ extra_code_text[extra_code_count++] = strdup("precision mediump int;\n");
+ extra_code_text[extra_code_count++] = strdup("precision highp float;\n");
+ }
+ else
+ { //set version to 400
+ shader_code_text[shader_code_count++] = strdup("#version 400\n");
+ }
+
+ extra_code_text[extra_code_count++] = strdup("#define DEFINE_GL_FRAGCOLOR 1\n");
+ extra_code_text[extra_code_count++] = strdup("#define FXAA_GLSL_130 1\n");
+
+ extra_code_text[extra_code_count++] = strdup("#define ATTRIBUTE in\n");
+
+ if (type == GL_VERTEX_SHADER_ARB)
+ { //"varying" state is "out" in a vertex program, "in" in a fragment program
+ // ("varying" is deprecated after version 1.20)
+ extra_code_text[extra_code_count++] = strdup("#define VARYING out\n");
+ extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT flat out\n");
+ }
+ else
+ {
+ extra_code_text[extra_code_count++] = strdup("#define VARYING in\n");
+ extra_code_text[extra_code_count++] = strdup("#define VARYING_FLAT flat in\n");
+ }
+
+ //backwards compatibility with legacy texture lookup syntax
+ extra_code_text[extra_code_count++] = strdup("#define texture2D texture\n");
+ extra_code_text[extra_code_count++] = strdup("#define textureCube texture\n");
+ extra_code_text[extra_code_count++] = strdup("#define texture2DLod textureLod\n");
+ extra_code_text[extra_code_count++] = strdup("#define shadow2D(a,b) vec2(texture(a,b))\n");
+
+ if (major_version > 1 || minor_version >= 40)
+ { //GLSL 1.40 replaces texture2DRect et al with texture
+ extra_code_text[extra_code_count++] = strdup("#define texture2DRect texture\n");
+ extra_code_text[extra_code_count++] = strdup("#define shadow2DRect(a,b) vec2(texture(a,b))\n");
+ }
+ }
+
+ if (defines)
+ {
+ for (boost::unordered_map<std::string,std::string>::iterator iter = defines->begin(); iter != defines->end(); ++iter)
+ {
+ std::string define = "#define " + iter->first + " " + iter->second + "\n";
+ extra_code_text[extra_code_count++] = (GLcharARB *) strdup(define.c_str());
+ }
+ }
+
+ if( gGLManager.mIsATI )
+ {
+ extra_code_text[extra_code_count++] = strdup( "#define IS_AMD_CARD 1\n" );
+ }
+
+ if (texture_index_channels > 0 && type == GL_FRAGMENT_SHADER_ARB)
+ {
+ //use specified number of texture channels for indexed texture rendering
+
+ /* prepend shader code that looks like this:
+
+ uniform sampler2D tex0;
+ uniform sampler2D tex1;
+ uniform sampler2D tex2;
+ .
+ .
+ .
+ uniform sampler2D texN;
+
+ VARYING_FLAT ivec4 vary_texture_index;
+
+ vec4 ret = vec4(1,0,1,1);
+
+ vec4 diffuseLookup(vec2 texcoord)
+ {
+ switch (vary_texture_index.r))
+ {
+ case 0: ret = texture2D(tex0, texcoord); break;
+ case 1: ret = texture2D(tex1, texcoord); break;
+ case 2: ret = texture2D(tex2, texcoord); break;
+ .
+ .
+ .
+ case N: return texture2D(texN, texcoord); break;
+ }
+
+ return ret;
+ }
+ */
+
+ extra_code_text[extra_code_count++] = strdup("#define HAS_DIFFUSE_LOOKUP\n");
+
+ //uniform declartion
+ for (S32 i = 0; i < texture_index_channels; ++i)
+ {
+ std::string decl = llformat("uniform sampler2D tex%d;\n", i);
+ extra_code_text[extra_code_count++] = strdup(decl.c_str());
+ }
+
+ if (texture_index_channels > 1)
+ {
+ extra_code_text[extra_code_count++] = strdup("VARYING_FLAT int vary_texture_index;\n");
+ }
+
+ extra_code_text[extra_code_count++] = strdup("vec4 diffuseLookup(vec2 texcoord)\n");
+ extra_code_text[extra_code_count++] = strdup("{\n");
+
+
+ if (texture_index_channels == 1)
+ { //don't use flow control, that's silly
+ extra_code_text[extra_code_count++] = strdup("return texture2D(tex0, texcoord);\n");
+ extra_code_text[extra_code_count++] = strdup("}\n");
+ }
+ else if (major_version > 1 || minor_version >= 30)
+ { //switches are supported in GLSL 1.30 and later
+ if (gGLManager.mIsNVIDIA)
+ { //switches are unreliable on some NVIDIA drivers
+ for (U32 i = 0; i < texture_index_channels; ++i)
+ {
+ std::string if_string = llformat("\t%sif (vary_texture_index == %d) { return texture2D(tex%d, texcoord); }\n", i > 0 ? "else " : "", i, i);
+ extra_code_text[extra_code_count++] = strdup(if_string.c_str());
+ }
+ extra_code_text[extra_code_count++] = strdup("\treturn vec4(1,0,1,1);\n");
+ extra_code_text[extra_code_count++] = strdup("}\n");
+ }
+ else
+ {
+ extra_code_text[extra_code_count++] = strdup("\tvec4 ret = vec4(1,0,1,1);\n");
+ extra_code_text[extra_code_count++] = strdup("\tswitch (vary_texture_index)\n");
+ extra_code_text[extra_code_count++] = strdup("\t{\n");
+
+ //switch body
+ for (S32 i = 0; i < texture_index_channels; ++i)
+ {
+ std::string case_str = llformat("\t\tcase %d: return texture2D(tex%d, texcoord);\n", i, i);
+ extra_code_text[extra_code_count++] = strdup(case_str.c_str());
+ }
+
+ extra_code_text[extra_code_count++] = strdup("\t}\n");
+ extra_code_text[extra_code_count++] = strdup("\treturn ret;\n");
+ extra_code_text[extra_code_count++] = strdup("}\n");
+ }
+ }
+ else
+ { //should never get here. Indexed texture rendering requires GLSL 1.30 or later
+ // (for passing integers between vertex and fragment shaders)
+ LL_ERRS() << "Indexed texture rendering requires GLSL 1.30 or later." << LL_ENDL;
+ }
+ }
+
+ //copy file into memory
+ enum {
+ flag_write_to_out_of_extra_block_area = 0x01
+ , flag_extra_block_marker_was_found = 0x02
+ };
+
+ unsigned char flags = flag_write_to_out_of_extra_block_area;
+
+ GLuint out_of_extra_block_counter = 0, start_shader_code = shader_code_count, file_lines_count = 0;
- //copy file into memory
- enum {
- flag_write_to_out_of_extra_block_area = 0x01
- , flag_extra_block_marker_was_found = 0x02
- };
-
- unsigned char flags = flag_write_to_out_of_extra_block_area;
-
- GLuint out_of_extra_block_counter = 0, start_shader_code = shader_code_count, file_lines_count = 0;
-
- while(NULL != fgets((char *)buff, 1024, file)
- && shader_code_count < (LL_ARRAY_SIZE(shader_code_text) - LL_ARRAY_SIZE(extra_code_text)))
- {
- file_lines_count++;
-
- bool extra_block_area_found = NULL != strstr((const char*)buff, "[EXTRA_CODE_HERE]");
-
- if(extra_block_area_found && !(flag_extra_block_marker_was_found & flags))
- {
- if(!(flag_write_to_out_of_extra_block_area & flags))
- {
- //shift
- for(GLuint to = start_shader_code, from = extra_code_count + start_shader_code;
- from < shader_code_count; ++to, ++from)
- {
- shader_code_text[to] = shader_code_text[from];
- }
-
- shader_code_count -= extra_code_count;
- }
-
- //copy extra code
- for(GLuint n = 0; n < extra_code_count
- && shader_code_count < (LL_ARRAY_SIZE(shader_code_text) - LL_ARRAY_SIZE(extra_code_text)); ++n)
- {
- shader_code_text[shader_code_count++] = extra_code_text[n];
- }
-
- extra_code_count = 0;
-
- flags &= ~flag_write_to_out_of_extra_block_area;
- flags |= flag_extra_block_marker_was_found;
- }
+ while(NULL != fgets((char *)buff, 1024, file)
+ && shader_code_count < (LL_ARRAY_SIZE(shader_code_text) - LL_ARRAY_SIZE(extra_code_text)))
+ {
+ file_lines_count++;
+
+ bool extra_block_area_found = NULL != strstr((const char*)buff, "[EXTRA_CODE_HERE]");
+
+ if(extra_block_area_found && !(flag_extra_block_marker_was_found & flags))
+ {
+ if(!(flag_write_to_out_of_extra_block_area & flags))
+ {
+ //shift
+ for(GLuint to = start_shader_code, from = extra_code_count + start_shader_code;
+ from < shader_code_count; ++to, ++from)
+ {
+ shader_code_text[to] = shader_code_text[from];
+ }
+
+ shader_code_count -= extra_code_count;
+ }
+
+ //copy extra code
+ for(GLuint n = 0; n < extra_code_count
+ && shader_code_count < (LL_ARRAY_SIZE(shader_code_text) - LL_ARRAY_SIZE(extra_code_text)); ++n)
+ {
+ shader_code_text[shader_code_count++] = extra_code_text[n];
+ }
+
+ extra_code_count = 0;
+
+ flags &= ~flag_write_to_out_of_extra_block_area;
+ flags |= flag_extra_block_marker_was_found;
+ }
else
{
shader_code_text[shader_code_count] = (GLcharARB *)strdup((char *)buff);
-
+
if(flag_write_to_out_of_extra_block_area & flags)
{
shader_code_text[extra_code_count + start_shader_code + out_of_extra_block_counter]
= shader_code_text[shader_code_count];
out_of_extra_block_counter++;
-
+
if(out_of_extra_block_counter == extra_code_count)
{
shader_code_count += extra_code_count;
flags &= ~flag_write_to_out_of_extra_block_area;
}
}
-
+
++shader_code_count;
- }
- } //while
-
- if(!(flag_extra_block_marker_was_found & flags))
- {
- for(GLuint n = start_shader_code; n < extra_code_count + start_shader_code; ++n)
- {
- shader_code_text[n] = extra_code_text[n - start_shader_code];
- }
-
- if (file_lines_count < extra_code_count)
- {
- shader_code_count += extra_code_count;
- }
-
- extra_code_count = 0;
- }
-
- fclose(file);
-
- //create shader object
- GLhandleARB ret = glCreateShaderObjectARB(type);
- if (gDebugGL)
- {
- error = glGetError();
- if (error != GL_NO_ERROR)
- {
- LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShaderObjectARB: " << error << LL_ENDL;
- }
- }
-
- //load source
- glShaderSourceARB(ret, shader_code_count, (const GLcharARB**) shader_code_text, NULL);
-
- if (gDebugGL)
- {
- error = glGetError();
- if (error != GL_NO_ERROR)
- {
- LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSourceARB: " << error << LL_ENDL;
- }
- }
-
- //compile source
- glCompileShaderARB(ret);
-
- if (gDebugGL)
- {
- error = glGetError();
- if (error != GL_NO_ERROR)
- {
- LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShaderARB: " << error << LL_ENDL;
- }
- }
-
- if (error == GL_NO_ERROR)
- {
- //check for errors
- GLint success = GL_TRUE;
- glGetObjectParameterivARB(ret, GL_OBJECT_COMPILE_STATUS_ARB, &success);
- if (gDebugGL || success == GL_FALSE)
- {
- error = glGetError();
- if (error != GL_NO_ERROR || success == GL_FALSE)
- {
- //an error occured, print log
- LL_WARNS("ShaderLoading") << "GLSL Compilation Error:" << LL_ENDL;
- dumpObjectLog(ret, TRUE, open_file_name);
+ }
+ } //while
+
+ if(!(flag_extra_block_marker_was_found & flags))
+ {
+ for(GLuint n = start_shader_code; n < extra_code_count + start_shader_code; ++n)
+ {
+ shader_code_text[n] = extra_code_text[n - start_shader_code];
+ }
+
+ if (file_lines_count < extra_code_count)
+ {
+ shader_code_count += extra_code_count;
+ }
+
+ extra_code_count = 0;
+ }
+
+ fclose(file);
+
+ //create shader object
+ GLhandleARB ret = glCreateShaderObjectARB(type);
+ if (gDebugGL)
+ {
+ error = glGetError();
+ if (error != GL_NO_ERROR)
+ {
+ LL_WARNS("ShaderLoading") << "GL ERROR in glCreateShaderObjectARB: " << error << LL_ENDL;
+ }
+ }
+
+ //load source
+ glShaderSourceARB(ret, shader_code_count, (const GLcharARB**) shader_code_text, NULL);
+
+ if (gDebugGL)
+ {
+ error = glGetError();
+ if (error != GL_NO_ERROR)
+ {
+ LL_WARNS("ShaderLoading") << "GL ERROR in glShaderSourceARB: " << error << LL_ENDL;
+ }
+ }
+
+ //compile source
+ glCompileShaderARB(ret);
+
+ if (gDebugGL)
+ {
+ error = glGetError();
+ if (error != GL_NO_ERROR)
+ {
+ LL_WARNS("ShaderLoading") << "GL ERROR in glCompileShaderARB: " << error << LL_ENDL;
+ }
+ }
+
+ if (error == GL_NO_ERROR)
+ {
+ //check for errors
+ GLint success = GL_TRUE;
+ glGetObjectParameterivARB(ret, GL_OBJECT_COMPILE_STATUS_ARB, &success);
+ if (gDebugGL || success == GL_FALSE)
+ {
+ error = glGetError();
+ if (error != GL_NO_ERROR || success == GL_FALSE)
+ {
+ //an error occured, print log
+ LL_WARNS("ShaderLoading") << "GLSL Compilation Error:" << LL_ENDL;
+ dumpObjectLog(ret, TRUE, open_file_name);
dumpShaderSource(shader_code_count, shader_code_text);
- ret = 0;
- }
- }
- }
- else
- {
- ret = 0;
- }
- stop_glerror();
-
- //free memory
- for (GLuint i = 0; i < shader_code_count; i++)
- {
- free(shader_code_text[i]);
- }
-
- //successfully loaded, save results
- if (ret)
- {
- // Add shader file to map
- mShaderObjects[filename] = ret;
- shader_level = try_gpu_class;
- }
- else
- {
- if (shader_level > 1)
- {
- shader_level--;
- return loadShaderFile(filename, shader_level, type, defines, texture_index_channels);
- }
- LL_WARNS("ShaderLoading") << "Failed to load " << filename << LL_ENDL;
- }
- return ret;
+ ret = 0;
+ }
+ }
+ }
+ else
+ {
+ ret = 0;
+ }
+ stop_glerror();
+
+ //free memory
+ for (GLuint i = 0; i < shader_code_count; i++)
+ {
+ free(shader_code_text[i]);
+ }
+
+ //successfully loaded, save results
+ if (ret)
+ {
+ // Add shader file to map
+ mShaderObjects[filename] = ret;
+ shader_level = try_gpu_class;
+ }
+ else
+ {
+ if (shader_level > 1)
+ {
+ shader_level--;
+ return loadShaderFile(filename, shader_level, type, defines, texture_index_channels);
+ }
+ LL_WARNS("ShaderLoading") << "Failed to load " << filename << LL_ENDL;
+ }
+ return ret;
}
BOOL LLShaderMgr::linkProgramObject(GLhandleARB obj, BOOL suppress_errors)
{
- //check for errors
- glLinkProgramARB(obj);
- GLint success = GL_TRUE;
- glGetObjectParameterivARB(obj, GL_OBJECT_LINK_STATUS_ARB, &success);
- if (!suppress_errors && success == GL_FALSE)
- {
- //an error occured, print log
- LL_SHADER_LOADING_WARNS() << "GLSL Linker Error:" << LL_ENDL;
- }
+ //check for errors
+ glLinkProgramARB(obj);
+ GLint success = GL_TRUE;
+ glGetObjectParameterivARB(obj, GL_OBJECT_LINK_STATUS_ARB, &success);
+ if (!suppress_errors && success == GL_FALSE)
+ {
+ //an error occured, print log
+ LL_SHADER_LOADING_WARNS() << "GLSL Linker Error:" << LL_ENDL;
+ }
#if LL_DARWIN
- // For some reason this absolutely kills the frame rate when VBO's are enabled
- if (0)
- {
- // Force an evaluation of the gl state so the driver can tell if the shader will run in hardware or software
- // per Apple's suggestion
- LLGLSLShader::sNoFixedFunction = false;
-
- glUseProgramObjectARB(obj);
-
- gGL.begin(LLRender::TRIANGLES);
- gGL.vertex3f(0.0f, 0.0f, 0.0f);
- gGL.vertex3f(0.0f, 0.0f, 0.0f);
- gGL.vertex3f(0.0f, 0.0f, 0.0f);
- gGL.end();
- gGL.flush();
-
- glUseProgramObjectARB(0);
-
- LLGLSLShader::sNoFixedFunction = true;
-
- // Query whether the shader can or cannot run in hardware
- // http://developer.apple.com/qa/qa2007/qa1502.html
- GLint vertexGPUProcessing, fragmentGPUProcessing;
- CGLContextObj ctx = CGLGetCurrentContext();
- CGLGetParameter(ctx, kCGLCPGPUVertexProcessing, &vertexGPUProcessing);
- CGLGetParameter(ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);
- if (!fragmentGPUProcessing || !vertexGPUProcessing)
- {
- LL_SHADER_LOADING_WARNS() << "GLSL Linker: Running in Software:" << LL_ENDL;
- success = GL_FALSE;
- suppress_errors = FALSE;
- }
- }
+ // For some reason this absolutely kills the frame rate when VBO's are enabled
+ if (0)
+ {
+ // Force an evaluation of the gl state so the driver can tell if the shader will run in hardware or software
+ // per Apple's suggestion
+ LLGLSLShader::sNoFixedFunction = false;
+
+ glUseProgramObjectARB(obj);
+
+ gGL.begin(LLRender::TRIANGLES);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.vertex3f(0.0f, 0.0f, 0.0f);
+ gGL.end();
+ gGL.flush();
+
+ glUseProgramObjectARB(0);
+
+ LLGLSLShader::sNoFixedFunction = true;
+
+ // Query whether the shader can or cannot run in hardware
+ // http://developer.apple.com/qa/qa2007/qa1502.html
+ GLint vertexGPUProcessing, fragmentGPUProcessing;
+ CGLContextObj ctx = CGLGetCurrentContext();
+ CGLGetParameter(ctx, kCGLCPGPUVertexProcessing, &vertexGPUProcessing);
+ CGLGetParameter(ctx, kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);
+ if (!fragmentGPUProcessing || !vertexGPUProcessing)
+ {
+ LL_SHADER_LOADING_WARNS() << "GLSL Linker: Running in Software:" << LL_ENDL;
+ success = GL_FALSE;
+ suppress_errors = FALSE;
+ }
+ }
#else
- std::string log = get_object_log(obj);
- LLStringUtil::toLower(log);
- if (log.find("software") != std::string::npos)
- {
- LL_SHADER_LOADING_WARNS() << "GLSL Linker: Running in Software:" << LL_ENDL;
- success = GL_FALSE;
- suppress_errors = FALSE;
- }
+ std::string log = get_object_log(obj);
+ LLStringUtil::toLower(log);
+ if (log.find("software") != std::string::npos)
+ {
+ LL_SHADER_LOADING_WARNS() << "GLSL Linker: Running in Software:" << LL_ENDL;
+ success = GL_FALSE;
+ suppress_errors = FALSE;
+ }
#endif
- return success;
+ return success;
}
BOOL LLShaderMgr::validateProgramObject(GLhandleARB obj)
{
- //check program validity against current GL
- glValidateProgramARB(obj);
- GLint success = GL_TRUE;
- glGetObjectParameterivARB(obj, GL_OBJECT_VALIDATE_STATUS_ARB, &success);
- if (success == GL_FALSE)
- {
- LL_SHADER_LOADING_WARNS() << "GLSL program not valid: " << LL_ENDL;
- dumpObjectLog(obj);
- }
- else
- {
- dumpObjectLog(obj, FALSE);
- }
-
- return success;
+ //check program validity against current GL
+ glValidateProgramARB(obj);
+ GLint success = GL_TRUE;
+ glGetObjectParameterivARB(obj, GL_OBJECT_VALIDATE_STATUS_ARB, &success);
+ if (success == GL_FALSE)
+ {
+ LL_SHADER_LOADING_WARNS() << "GLSL program not valid: " << LL_ENDL;
+ dumpObjectLog(obj);
+ }
+ else
+ {
+ dumpObjectLog(obj, FALSE);
+ }
+
+ return success;
}
//virtual
void LLShaderMgr::initAttribsAndUniforms()
{
- //MUST match order of enum in LLVertexBuffer.h
- mReservedAttribs.push_back("position");
- mReservedAttribs.push_back("normal");
- mReservedAttribs.push_back("texcoord0");
- mReservedAttribs.push_back("texcoord1");
- mReservedAttribs.push_back("texcoord2");
- mReservedAttribs.push_back("texcoord3");
- mReservedAttribs.push_back("diffuse_color");
- mReservedAttribs.push_back("emissive");
- mReservedAttribs.push_back("tangent");
- mReservedAttribs.push_back("weight");
- mReservedAttribs.push_back("weight4");
- mReservedAttribs.push_back("clothing");
- mReservedAttribs.push_back("texture_index");
-
- //matrix state
- mReservedUniforms.push_back("modelview_matrix");
- mReservedUniforms.push_back("projection_matrix");
- mReservedUniforms.push_back("inv_proj");
- mReservedUniforms.push_back("modelview_projection_matrix");
+ //MUST match order of enum in LLVertexBuffer.h
+ mReservedAttribs.push_back("position");
+ mReservedAttribs.push_back("normal");
+ mReservedAttribs.push_back("texcoord0");
+ mReservedAttribs.push_back("texcoord1");
+ mReservedAttribs.push_back("texcoord2");
+ mReservedAttribs.push_back("texcoord3");
+ mReservedAttribs.push_back("diffuse_color");
+ mReservedAttribs.push_back("emissive");
+ mReservedAttribs.push_back("tangent");
+ mReservedAttribs.push_back("weight");
+ mReservedAttribs.push_back("weight4");
+ mReservedAttribs.push_back("clothing");
+ mReservedAttribs.push_back("texture_index");
+
+ //matrix state
+ mReservedUniforms.push_back("modelview_matrix");
+ mReservedUniforms.push_back("projection_matrix");
+ mReservedUniforms.push_back("inv_proj");
+ mReservedUniforms.push_back("modelview_projection_matrix");
mReservedUniforms.push_back("inv_modelview");
- mReservedUniforms.push_back("normal_matrix");
- mReservedUniforms.push_back("texture_matrix0");
- mReservedUniforms.push_back("texture_matrix1");
- mReservedUniforms.push_back("texture_matrix2");
- mReservedUniforms.push_back("texture_matrix3");
- mReservedUniforms.push_back("object_plane_s");
- mReservedUniforms.push_back("object_plane_t");
- llassert(mReservedUniforms.size() == LLShaderMgr::OBJECT_PLANE_T+1);
-
- mReservedUniforms.push_back("viewport");
-
- mReservedUniforms.push_back("light_position");
- mReservedUniforms.push_back("light_direction");
- mReservedUniforms.push_back("light_attenuation");
- mReservedUniforms.push_back("light_diffuse");
- mReservedUniforms.push_back("light_ambient");
- mReservedUniforms.push_back("light_count");
- mReservedUniforms.push_back("light");
- mReservedUniforms.push_back("light_col");
- mReservedUniforms.push_back("far_z");
-
- llassert(mReservedUniforms.size() == LLShaderMgr::MULTI_LIGHT_FAR_Z+1);
-
-
- mReservedUniforms.push_back("proj_mat");
- mReservedUniforms.push_back("proj_near");
- mReservedUniforms.push_back("proj_p");
- mReservedUniforms.push_back("proj_n");
- mReservedUniforms.push_back("proj_origin");
- mReservedUniforms.push_back("proj_range");
- mReservedUniforms.push_back("proj_ambiance");
- mReservedUniforms.push_back("proj_shadow_idx");
- mReservedUniforms.push_back("shadow_fade");
- mReservedUniforms.push_back("proj_focus");
- mReservedUniforms.push_back("proj_lod");
- mReservedUniforms.push_back("proj_ambient_lod");
-
- llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_AMBIENT_LOD+1);
-
- mReservedUniforms.push_back("color");
-
- mReservedUniforms.push_back("diffuseMap");
+ mReservedUniforms.push_back("normal_matrix");
+ mReservedUniforms.push_back("texture_matrix0");
+ mReservedUniforms.push_back("texture_matrix1");
+ mReservedUniforms.push_back("texture_matrix2");
+ mReservedUniforms.push_back("texture_matrix3");
+ mReservedUniforms.push_back("object_plane_s");
+ mReservedUniforms.push_back("object_plane_t");
+ llassert(mReservedUniforms.size() == LLShaderMgr::OBJECT_PLANE_T+1);
+
+ mReservedUniforms.push_back("viewport");
+
+ mReservedUniforms.push_back("light_position");
+ mReservedUniforms.push_back("light_direction");
+ mReservedUniforms.push_back("light_attenuation");
+ mReservedUniforms.push_back("light_diffuse");
+ mReservedUniforms.push_back("light_ambient");
+ mReservedUniforms.push_back("light_count");
+ mReservedUniforms.push_back("light");
+ mReservedUniforms.push_back("light_col");
+ mReservedUniforms.push_back("far_z");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::MULTI_LIGHT_FAR_Z+1);
+
+
+ mReservedUniforms.push_back("proj_mat");
+ mReservedUniforms.push_back("proj_near");
+ mReservedUniforms.push_back("proj_p");
+ mReservedUniforms.push_back("proj_n");
+ mReservedUniforms.push_back("proj_origin");
+ mReservedUniforms.push_back("proj_range");
+ mReservedUniforms.push_back("proj_ambiance");
+ mReservedUniforms.push_back("proj_shadow_idx");
+ mReservedUniforms.push_back("shadow_fade");
+ mReservedUniforms.push_back("proj_focus");
+ mReservedUniforms.push_back("proj_lod");
+ mReservedUniforms.push_back("proj_ambient_lod");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::PROJECTOR_AMBIENT_LOD+1);
+
+ mReservedUniforms.push_back("color");
+
+ mReservedUniforms.push_back("diffuseMap");
mReservedUniforms.push_back("altDiffuseMap");
- mReservedUniforms.push_back("specularMap");
- mReservedUniforms.push_back("bumpMap");
+ mReservedUniforms.push_back("specularMap");
+ mReservedUniforms.push_back("bumpMap");
mReservedUniforms.push_back("bumpMap2");
- mReservedUniforms.push_back("environmentMap");
- mReservedUniforms.push_back("cloud_noise_texture");
+ mReservedUniforms.push_back("environmentMap");
+ mReservedUniforms.push_back("cloud_noise_texture");
mReservedUniforms.push_back("cloud_noise_texture_next");
- mReservedUniforms.push_back("fullbright");
- mReservedUniforms.push_back("lightnorm");
- mReservedUniforms.push_back("sunlight_color");
- mReservedUniforms.push_back("ambient");
- mReservedUniforms.push_back("blue_horizon");
- mReservedUniforms.push_back("blue_density");
- mReservedUniforms.push_back("haze_horizon");
- mReservedUniforms.push_back("haze_density");
- mReservedUniforms.push_back("cloud_shadow");
- mReservedUniforms.push_back("density_multiplier");
- mReservedUniforms.push_back("distance_multiplier");
- mReservedUniforms.push_back("max_y");
- mReservedUniforms.push_back("glow");
- mReservedUniforms.push_back("cloud_color");
- mReservedUniforms.push_back("cloud_pos_density1");
- mReservedUniforms.push_back("cloud_pos_density2");
- mReservedUniforms.push_back("cloud_scale");
- mReservedUniforms.push_back("gamma");
- mReservedUniforms.push_back("scene_light_strength");
-
- llassert(mReservedUniforms.size() == LLShaderMgr::SCENE_LIGHT_STRENGTH+1);
-
- mReservedUniforms.push_back("center");
- mReservedUniforms.push_back("size");
- mReservedUniforms.push_back("falloff");
-
- mReservedUniforms.push_back("box_center");
- mReservedUniforms.push_back("box_size");
-
-
- mReservedUniforms.push_back("minLuminance");
- mReservedUniforms.push_back("maxExtractAlpha");
- mReservedUniforms.push_back("lumWeights");
- mReservedUniforms.push_back("warmthWeights");
- mReservedUniforms.push_back("warmthAmount");
- mReservedUniforms.push_back("glowStrength");
- mReservedUniforms.push_back("glowDelta");
-
- llassert(mReservedUniforms.size() == LLShaderMgr::GLOW_DELTA+1);
-
-
- mReservedUniforms.push_back("minimum_alpha");
- mReservedUniforms.push_back("emissive_brightness");
-
- mReservedUniforms.push_back("shadow_matrix");
- mReservedUniforms.push_back("env_mat");
- mReservedUniforms.push_back("shadow_clip");
- mReservedUniforms.push_back("sun_wash");
- mReservedUniforms.push_back("shadow_noise");
- mReservedUniforms.push_back("blur_size");
- mReservedUniforms.push_back("ssao_radius");
- mReservedUniforms.push_back("ssao_max_radius");
- mReservedUniforms.push_back("ssao_factor");
- mReservedUniforms.push_back("ssao_factor_inv");
- mReservedUniforms.push_back("ssao_effect_mat");
- mReservedUniforms.push_back("screen_res");
- mReservedUniforms.push_back("near_clip");
- mReservedUniforms.push_back("shadow_offset");
- mReservedUniforms.push_back("shadow_bias");
- mReservedUniforms.push_back("spot_shadow_bias");
- mReservedUniforms.push_back("spot_shadow_offset");
- mReservedUniforms.push_back("sun_dir");
+ mReservedUniforms.push_back("fullbright");
+ mReservedUniforms.push_back("lightnorm");
+ mReservedUniforms.push_back("sunlight_color");
+ mReservedUniforms.push_back("ambient");
+ mReservedUniforms.push_back("blue_horizon");
+ mReservedUniforms.push_back("blue_density");
+ mReservedUniforms.push_back("haze_horizon");
+ mReservedUniforms.push_back("haze_density");
+ mReservedUniforms.push_back("cloud_shadow");
+ mReservedUniforms.push_back("density_multiplier");
+ mReservedUniforms.push_back("distance_multiplier");
+ mReservedUniforms.push_back("max_y");
+ mReservedUniforms.push_back("glow");
+ mReservedUniforms.push_back("cloud_color");
+ mReservedUniforms.push_back("cloud_pos_density1");
+ mReservedUniforms.push_back("cloud_pos_density2");
+ mReservedUniforms.push_back("cloud_scale");
+ mReservedUniforms.push_back("gamma");
+ mReservedUniforms.push_back("scene_light_strength");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::SCENE_LIGHT_STRENGTH+1);
+
+ mReservedUniforms.push_back("center");
+ mReservedUniforms.push_back("size");
+ mReservedUniforms.push_back("falloff");
+
+ mReservedUniforms.push_back("box_center");
+ mReservedUniforms.push_back("box_size");
+
+
+ mReservedUniforms.push_back("minLuminance");
+ mReservedUniforms.push_back("maxExtractAlpha");
+ mReservedUniforms.push_back("lumWeights");
+ mReservedUniforms.push_back("warmthWeights");
+ mReservedUniforms.push_back("warmthAmount");
+ mReservedUniforms.push_back("glowStrength");
+ mReservedUniforms.push_back("glowDelta");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::GLOW_DELTA+1);
+
+
+ mReservedUniforms.push_back("minimum_alpha");
+ mReservedUniforms.push_back("emissive_brightness");
+
+ mReservedUniforms.push_back("shadow_matrix");
+ mReservedUniforms.push_back("env_mat");
+ mReservedUniforms.push_back("shadow_clip");
+ mReservedUniforms.push_back("sun_wash");
+ mReservedUniforms.push_back("shadow_noise");
+ mReservedUniforms.push_back("blur_size");
+ mReservedUniforms.push_back("ssao_radius");
+ mReservedUniforms.push_back("ssao_max_radius");
+ mReservedUniforms.push_back("ssao_factor");
+ mReservedUniforms.push_back("ssao_factor_inv");
+ mReservedUniforms.push_back("ssao_effect_mat");
+ mReservedUniforms.push_back("screen_res");
+ mReservedUniforms.push_back("near_clip");
+ mReservedUniforms.push_back("shadow_offset");
+ mReservedUniforms.push_back("shadow_bias");
+ mReservedUniforms.push_back("spot_shadow_bias");
+ mReservedUniforms.push_back("spot_shadow_offset");
+ mReservedUniforms.push_back("sun_dir");
mReservedUniforms.push_back("moon_dir");
- mReservedUniforms.push_back("shadow_res");
- mReservedUniforms.push_back("proj_shadow_res");
- mReservedUniforms.push_back("depth_cutoff");
- mReservedUniforms.push_back("norm_cutoff");
- mReservedUniforms.push_back("shadow_target_width");
-
- llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH+1);
-
- mReservedUniforms.push_back("tc_scale");
- mReservedUniforms.push_back("rcp_screen_res");
- mReservedUniforms.push_back("rcp_frame_opt");
- mReservedUniforms.push_back("rcp_frame_opt2");
-
- mReservedUniforms.push_back("focal_distance");
- mReservedUniforms.push_back("blur_constant");
- mReservedUniforms.push_back("tan_pixel_angle");
- mReservedUniforms.push_back("magnification");
- mReservedUniforms.push_back("max_cof");
- mReservedUniforms.push_back("res_scale");
- mReservedUniforms.push_back("dof_width");
- mReservedUniforms.push_back("dof_height");
-
- mReservedUniforms.push_back("depthMap");
- mReservedUniforms.push_back("shadowMap0");
- mReservedUniforms.push_back("shadowMap1");
- mReservedUniforms.push_back("shadowMap2");
- mReservedUniforms.push_back("shadowMap3");
- mReservedUniforms.push_back("shadowMap4");
- mReservedUniforms.push_back("shadowMap5");
-
- llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW5+1);
-
- mReservedUniforms.push_back("normalMap");
- mReservedUniforms.push_back("positionMap");
- mReservedUniforms.push_back("diffuseRect");
- mReservedUniforms.push_back("specularRect");
- mReservedUniforms.push_back("noiseMap");
- mReservedUniforms.push_back("lightFunc");
- mReservedUniforms.push_back("lightMap");
- mReservedUniforms.push_back("bloomMap");
- mReservedUniforms.push_back("projectionMap");
- mReservedUniforms.push_back("norm_mat");
-
- mReservedUniforms.push_back("global_gamma");
- mReservedUniforms.push_back("texture_gamma");
-
- mReservedUniforms.push_back("specular_color");
- mReservedUniforms.push_back("env_intensity");
-
- mReservedUniforms.push_back("matrixPalette");
- mReservedUniforms.push_back("translationPalette");
-
- mReservedUniforms.push_back("screenTex");
- mReservedUniforms.push_back("screenDepth");
- mReservedUniforms.push_back("refTex");
- mReservedUniforms.push_back("eyeVec");
- mReservedUniforms.push_back("time");
- mReservedUniforms.push_back("waveDir1");
- mReservedUniforms.push_back("waveDir2");
- mReservedUniforms.push_back("lightDir");
- mReservedUniforms.push_back("specular");
- mReservedUniforms.push_back("lightExp");
- mReservedUniforms.push_back("waterFogColor");
- mReservedUniforms.push_back("waterFogDensity");
- mReservedUniforms.push_back("waterFogKS");
- mReservedUniforms.push_back("refScale");
- mReservedUniforms.push_back("waterHeight");
- mReservedUniforms.push_back("waterPlane");
- mReservedUniforms.push_back("normScale");
- mReservedUniforms.push_back("fresnelScale");
- mReservedUniforms.push_back("fresnelOffset");
- mReservedUniforms.push_back("blurMultiplier");
- mReservedUniforms.push_back("sunAngle");
- mReservedUniforms.push_back("scaledAngle");
- mReservedUniforms.push_back("sunAngle2");
-
- mReservedUniforms.push_back("camPosLocal");
-
- mReservedUniforms.push_back("gWindDir");
- mReservedUniforms.push_back("gSinWaveParams");
- mReservedUniforms.push_back("gGravity");
-
- mReservedUniforms.push_back("detail_0");
- mReservedUniforms.push_back("detail_1");
- mReservedUniforms.push_back("detail_2");
- mReservedUniforms.push_back("detail_3");
- mReservedUniforms.push_back("alpha_ramp");
-
- mReservedUniforms.push_back("origin");
- mReservedUniforms.push_back("display_gamma");
+ mReservedUniforms.push_back("shadow_res");
+ mReservedUniforms.push_back("proj_shadow_res");
+ mReservedUniforms.push_back("depth_cutoff");
+ mReservedUniforms.push_back("norm_cutoff");
+ mReservedUniforms.push_back("shadow_target_width");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW_TARGET_WIDTH+1);
+
+ mReservedUniforms.push_back("tc_scale");
+ mReservedUniforms.push_back("rcp_screen_res");
+ mReservedUniforms.push_back("rcp_frame_opt");
+ mReservedUniforms.push_back("rcp_frame_opt2");
+
+ mReservedUniforms.push_back("focal_distance");
+ mReservedUniforms.push_back("blur_constant");
+ mReservedUniforms.push_back("tan_pixel_angle");
+ mReservedUniforms.push_back("magnification");
+ mReservedUniforms.push_back("max_cof");
+ mReservedUniforms.push_back("res_scale");
+ mReservedUniforms.push_back("dof_width");
+ mReservedUniforms.push_back("dof_height");
+
+ mReservedUniforms.push_back("depthMap");
+ mReservedUniforms.push_back("shadowMap0");
+ mReservedUniforms.push_back("shadowMap1");
+ mReservedUniforms.push_back("shadowMap2");
+ mReservedUniforms.push_back("shadowMap3");
+ mReservedUniforms.push_back("shadowMap4");
+ mReservedUniforms.push_back("shadowMap5");
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::DEFERRED_SHADOW5+1);
+
+ mReservedUniforms.push_back("normalMap");
+ mReservedUniforms.push_back("positionMap");
+ mReservedUniforms.push_back("diffuseRect");
+ mReservedUniforms.push_back("specularRect");
+ mReservedUniforms.push_back("noiseMap");
+ mReservedUniforms.push_back("lightFunc");
+ mReservedUniforms.push_back("lightMap");
+ mReservedUniforms.push_back("bloomMap");
+ mReservedUniforms.push_back("projectionMap");
+ mReservedUniforms.push_back("norm_mat");
+
+ mReservedUniforms.push_back("global_gamma");
+ mReservedUniforms.push_back("texture_gamma");
+
+ mReservedUniforms.push_back("specular_color");
+ mReservedUniforms.push_back("env_intensity");
+
+ mReservedUniforms.push_back("matrixPalette");
+ mReservedUniforms.push_back("translationPalette");
+
+ mReservedUniforms.push_back("screenTex");
+ mReservedUniforms.push_back("screenDepth");
+ mReservedUniforms.push_back("refTex");
+ mReservedUniforms.push_back("eyeVec");
+ mReservedUniforms.push_back("time");
+ mReservedUniforms.push_back("waveDir1");
+ mReservedUniforms.push_back("waveDir2");
+ mReservedUniforms.push_back("lightDir");
+ mReservedUniforms.push_back("specular");
+ mReservedUniforms.push_back("lightExp");
+ mReservedUniforms.push_back("waterFogColor");
+ mReservedUniforms.push_back("waterFogDensity");
+ mReservedUniforms.push_back("waterFogKS");
+ mReservedUniforms.push_back("refScale");
+ mReservedUniforms.push_back("waterHeight");
+ mReservedUniforms.push_back("waterPlane");
+ mReservedUniforms.push_back("normScale");
+ mReservedUniforms.push_back("fresnelScale");
+ mReservedUniforms.push_back("fresnelOffset");
+ mReservedUniforms.push_back("blurMultiplier");
+ mReservedUniforms.push_back("sunAngle");
+ mReservedUniforms.push_back("scaledAngle");
+ mReservedUniforms.push_back("sunAngle2");
+
+ mReservedUniforms.push_back("camPosLocal");
+
+ mReservedUniforms.push_back("gWindDir");
+ mReservedUniforms.push_back("gSinWaveParams");
+ mReservedUniforms.push_back("gGravity");
+
+ mReservedUniforms.push_back("detail_0");
+ mReservedUniforms.push_back("detail_1");
+ mReservedUniforms.push_back("detail_2");
+ mReservedUniforms.push_back("detail_3");
+ mReservedUniforms.push_back("alpha_ramp");
+
+ mReservedUniforms.push_back("origin");
+ mReservedUniforms.push_back("display_gamma");
mReservedUniforms.push_back("inscatter");
mReservedUniforms.push_back("sun_size");
@@ -1350,17 +1350,17 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("sun_up_factor");
mReservedUniforms.push_back("moonlight_color");
- llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
+ llassert(mReservedUniforms.size() == END_RESERVED_UNIFORMS);
- std::set<std::string> dupe_check;
+ std::set<std::string> dupe_check;
- for (U32 i = 0; i < mReservedUniforms.size(); ++i)
- {
- if (dupe_check.find(mReservedUniforms[i]) != dupe_check.end())
- {
- LL_ERRS() << "Duplicate reserved uniform name found: " << mReservedUniforms[i] << LL_ENDL;
- }
- dupe_check.insert(mReservedUniforms[i]);
- }
+ for (U32 i = 0; i < mReservedUniforms.size(); ++i)
+ {
+ if (dupe_check.find(mReservedUniforms[i]) != dupe_check.end())
+ {
+ LL_ERRS() << "Duplicate reserved uniform name found: " << mReservedUniforms[i] << LL_ENDL;
+ }
+ dupe_check.insert(mReservedUniforms[i]);
+ }
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index dd691fb36b..5f4f1677d7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -301,7 +301,8 @@ void main()
ambient *= ambient;
ambient = 1.0 - ambient * smoothstep(0.0, 0.3, shadow);
- vec3 sun_contrib = min(da, shadow) * sunlit;
+ float final_da = min(da, shadow);
+ vec3 sun_contrib = final_da * sunlit;
col.rgb *= ambient;
col.rgb += sun_contrib;
@@ -314,7 +315,7 @@ void main()
// the old infinite-sky shiny reflection
//
- float sa = dot(refnormpersp, sun_dir.xyz);
+ float sa = dot(refnormpersp, light_dir.xyz);
vec3 dumbshiny = sunlit*shadow*(texture2D(lightFunc, vec2(sa, spec.a)).r);
@@ -351,8 +352,6 @@ vec3 post_spec = col.rgb;
col = atmosFragLighting(col, additive, atten);
col = scaleSoftClipFrag(col);
-vec3 post_atmo= col.rgb;
-
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0,0,0);
@@ -369,8 +368,6 @@ vec3 post_atmo= col.rgb;
col.rgb += light.rgb;
-vec3 post_lighting = col.rgb;
-
glare = min(glare, 1.0);
float al = max(diffcol.a,glare)*vertex_color.a;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 07a24698a9..a39a73f1b6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -125,7 +125,7 @@ void main()
if (spec.a > 0.0) // specular reflection
{
// the old infinite-sky shiny reflection
- float sa = dot(refnormpersp, sun_dir.xyz);
+ float sa = dot(refnormpersp, light_dir.xyz);
vec3 dumbshiny = sunlit*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index d220bda332..484c0cae3e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -137,8 +137,8 @@ void main()
if (spec.a > 0.0) // specular reflection
{
// the old infinite-sky shiny reflection
- float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = sunlit*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r);
+ float sa = dot(refnormpersp, light_dir.xyz);
+ vec3 dumbshiny = sunlit*scol*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 6e7e8eef21..b63f5bd05a 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -9993,14 +9993,14 @@ bool LLPipeline::getVisiblePointCloud(LLCamera& camera, LLVector3& min, LLVector
void LLPipeline::renderHighlight(const LLViewerObject* obj, F32 fade)
{
BOOL shaders = canUseVertexShaders();
- if(shaders)
- {
- gHighlightProgram.bind();
- }
- else
- {
- gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
- }
+ if(shaders)
+ {
+ gHighlightProgram.bind();
+ }
+ else
+ {
+ gPipeline.enableLightsFullbright(LLColor4(1,1,1,1));
+ }
if (obj && obj->getVolume())
{
diff --git a/indra/newview/pipeline.h b/indra/newview/pipeline.h
index a31f880fbf..38fb26d811 100644
--- a/indra/newview/pipeline.h
+++ b/indra/newview/pipeline.h
@@ -53,8 +53,8 @@ class LLDrawPoolAlpha;
typedef enum e_avatar_skinning_method
{
- SKIN_METHOD_SOFTWARE,
- SKIN_METHOD_VERTEX_PROGRAM
+ SKIN_METHOD_SOFTWARE,
+ SKIN_METHOD_VERTEX_PROGRAM
} EAvatarSkinningMethod;
bool compute_min_max(LLMatrix4& box, LLVector2& min, LLVector2& max); // Shouldn't be defined here!
@@ -93,861 +93,861 @@ extern LLTrace::BlockTimerStatHandle FTM_RENDER_UI_SCENE_MON;
class LLPipeline
{
public:
- LLPipeline();
- ~LLPipeline();
-
- void destroyGL();
- void restoreGL();
- void resetVertexBuffers();
- void doResetVertexBuffers(bool forced = false);
- void resizeScreenTexture();
- void releaseGLBuffers();
- void releaseLUTBuffers();
- void releaseScreenBuffers();
- void createGLBuffers();
- void createLUTBuffers();
-
- //allocate the largest screen buffer possible up to resX, resY
- //returns true if full size buffer allocated, false if some other size is allocated
- bool allocateScreenBuffer(U32 resX, U32 resY);
-
- typedef enum {
- FBO_SUCCESS_FULLRES = 0,
- FBO_SUCCESS_LOWRES,
- FBO_FAILURE
- } eFBOStatus;
+ LLPipeline();
+ ~LLPipeline();
+
+ void destroyGL();
+ void restoreGL();
+ void resetVertexBuffers();
+ void doResetVertexBuffers(bool forced = false);
+ void resizeScreenTexture();
+ void releaseGLBuffers();
+ void releaseLUTBuffers();
+ void releaseScreenBuffers();
+ void createGLBuffers();
+ void createLUTBuffers();
+
+ //allocate the largest screen buffer possible up to resX, resY
+ //returns true if full size buffer allocated, false if some other size is allocated
+ bool allocateScreenBuffer(U32 resX, U32 resY);
+
+ typedef enum {
+ FBO_SUCCESS_FULLRES = 0,
+ FBO_SUCCESS_LOWRES,
+ FBO_FAILURE
+ } eFBOStatus;
private:
- //implementation of above, wrapped for easy error handling
- eFBOStatus doAllocateScreenBuffer(U32 resX, U32 resY);
+ //implementation of above, wrapped for easy error handling
+ eFBOStatus doAllocateScreenBuffer(U32 resX, U32 resY);
public:
- //attempt to allocate screen buffers at resX, resY
- //returns true if allocation successful, false otherwise
- bool allocateScreenBuffer(U32 resX, U32 resY, U32 samples);
-
- void allocatePhysicsBuffer();
-
- void resetVertexBuffers(LLDrawable* drawable);
- void generateImpostor(LLVOAvatar* avatar);
- void bindScreenToTexture();
- void renderBloom(bool for_snapshot, F32 zoom_factor = 1.f, int subfield = 0);
-
- void init();
- void cleanup();
- bool isInit() { return mInitialized; };
-
- /// @brief Get a draw pool from pool type (POOL_SIMPLE, POOL_MEDIA) and texture.
- /// @return Draw pool, or NULL if not found.
- LLDrawPool *findPool(const U32 pool_type, LLViewerTexture *tex0 = NULL);
-
- /// @brief Get a draw pool for faces of the appropriate type and texture. Create if necessary.
- /// @return Always returns a draw pool.
- LLDrawPool *getPool(const U32 pool_type, LLViewerTexture *tex0 = NULL);
-
- /// @brief Figures out draw pool type from texture entry. Creates pool if necessary.
- static LLDrawPool* getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* te_image);
- static U32 getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep);
-
- void addPool(LLDrawPool *poolp); // Only to be used by LLDrawPool classes for splitting pools!
- void removePool( LLDrawPool* poolp );
-
- void allocDrawable(LLViewerObject *obj);
-
- void unlinkDrawable(LLDrawable*);
-
- static void removeMutedAVsLights(LLVOAvatar*);
-
- // Object related methods
- void markVisible(LLDrawable *drawablep, LLCamera& camera);
- void markOccluder(LLSpatialGroup* group);
-
- //downsample source to dest, taking the maximum depth value per pixel in source and writing to dest
- // if source's depth buffer cannot be bound for reading, a scratch space depth buffer must be provided
- void downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
-
- // Downsample depth buffer with gather and find local min/max depth values. Writes to a 16F RG render target.
- void downsampleMinMaxDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
-
- void doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
- void doOcclusion(LLCamera& camera);
- void markNotCulled(LLSpatialGroup* group, LLCamera &camera);
- void markMoved(LLDrawable *drawablep, bool damped_motion = false);
- void markShift(LLDrawable *drawablep);
- void markTextured(LLDrawable *drawablep);
- void markGLRebuild(LLGLUpdate* glu);
- void markRebuild(LLSpatialGroup* group, bool priority = false);
- void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL, bool priority = false);
- void markPartitionMove(LLDrawable* drawablep);
- void markMeshDirty(LLSpatialGroup* group);
-
- //get the object between start and end that's closest to start.
- LLViewerObject* lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end,
- bool pick_transparent,
- bool pick_rigged,
- S32* face_hit, // return the face hit
- LLVector4a* intersection = NULL, // return the intersection point
- LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
- LLVector4a* normal = NULL, // return the surface normal at the intersection point
- LLVector4a* tangent = NULL // return the surface tangent at the intersection point
- );
-
- //get the closest particle to start between start and end, returns the LLVOPartGroup and particle index
- LLVOPartGroup* lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection,
- S32* face_hit);
-
-
- LLViewerObject* lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end,
- bool pick_transparent,
- S32* face_hit, // return the face hit
- LLVector4a* intersection = NULL, // return the intersection point
- LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
- LLVector4a* normal = NULL, // return the surface normal at the intersection point
- LLVector4a* tangent = NULL // return the surface tangent at the intersection point
- );
-
- // Something about these textures has changed. Dirty them.
- void dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures);
-
- void resetDrawOrders();
-
- U32 addObject(LLViewerObject *obj);
-
- void enableShadows(const bool enable_shadows);
+ //attempt to allocate screen buffers at resX, resY
+ //returns true if allocation successful, false otherwise
+ bool allocateScreenBuffer(U32 resX, U32 resY, U32 samples);
+
+ void allocatePhysicsBuffer();
+
+ void resetVertexBuffers(LLDrawable* drawable);
+ void generateImpostor(LLVOAvatar* avatar);
+ void bindScreenToTexture();
+ void renderBloom(bool for_snapshot, F32 zoom_factor = 1.f, int subfield = 0);
+
+ void init();
+ void cleanup();
+ bool isInit() { return mInitialized; };
+
+ /// @brief Get a draw pool from pool type (POOL_SIMPLE, POOL_MEDIA) and texture.
+ /// @return Draw pool, or NULL if not found.
+ LLDrawPool *findPool(const U32 pool_type, LLViewerTexture *tex0 = NULL);
+
+ /// @brief Get a draw pool for faces of the appropriate type and texture. Create if necessary.
+ /// @return Always returns a draw pool.
+ LLDrawPool *getPool(const U32 pool_type, LLViewerTexture *tex0 = NULL);
+
+ /// @brief Figures out draw pool type from texture entry. Creates pool if necessary.
+ static LLDrawPool* getPoolFromTE(const LLTextureEntry* te, LLViewerTexture* te_image);
+ static U32 getPoolTypeFromTE(const LLTextureEntry* te, LLViewerTexture* imagep);
+
+ void addPool(LLDrawPool *poolp); // Only to be used by LLDrawPool classes for splitting pools!
+ void removePool( LLDrawPool* poolp );
+
+ void allocDrawable(LLViewerObject *obj);
+
+ void unlinkDrawable(LLDrawable*);
+
+ static void removeMutedAVsLights(LLVOAvatar*);
+
+ // Object related methods
+ void markVisible(LLDrawable *drawablep, LLCamera& camera);
+ void markOccluder(LLSpatialGroup* group);
+
+ //downsample source to dest, taking the maximum depth value per pixel in source and writing to dest
+ // if source's depth buffer cannot be bound for reading, a scratch space depth buffer must be provided
+ void downsampleDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
+
+ // Downsample depth buffer with gather and find local min/max depth values. Writes to a 16F RG render target.
+ void downsampleMinMaxDepthBuffer(LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
+
+ void doOcclusion(LLCamera& camera, LLRenderTarget& source, LLRenderTarget& dest, LLRenderTarget* scratch_space = NULL);
+ void doOcclusion(LLCamera& camera);
+ void markNotCulled(LLSpatialGroup* group, LLCamera &camera);
+ void markMoved(LLDrawable *drawablep, bool damped_motion = false);
+ void markShift(LLDrawable *drawablep);
+ void markTextured(LLDrawable *drawablep);
+ void markGLRebuild(LLGLUpdate* glu);
+ void markRebuild(LLSpatialGroup* group, bool priority = false);
+ void markRebuild(LLDrawable *drawablep, LLDrawable::EDrawableFlags flag = LLDrawable::REBUILD_ALL, bool priority = false);
+ void markPartitionMove(LLDrawable* drawablep);
+ void markMeshDirty(LLSpatialGroup* group);
+
+ //get the object between start and end that's closest to start.
+ LLViewerObject* lineSegmentIntersectInWorld(const LLVector4a& start, const LLVector4a& end,
+ bool pick_transparent,
+ bool pick_rigged,
+ S32* face_hit, // return the face hit
+ LLVector4a* intersection = NULL, // return the intersection point
+ LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
+ LLVector4a* normal = NULL, // return the surface normal at the intersection point
+ LLVector4a* tangent = NULL // return the surface tangent at the intersection point
+ );
+
+ //get the closest particle to start between start and end, returns the LLVOPartGroup and particle index
+ LLVOPartGroup* lineSegmentIntersectParticle(const LLVector4a& start, const LLVector4a& end, LLVector4a* intersection,
+ S32* face_hit);
+
+
+ LLViewerObject* lineSegmentIntersectInHUD(const LLVector4a& start, const LLVector4a& end,
+ bool pick_transparent,
+ S32* face_hit, // return the face hit
+ LLVector4a* intersection = NULL, // return the intersection point
+ LLVector2* tex_coord = NULL, // return the texture coordinates of the intersection point
+ LLVector4a* normal = NULL, // return the surface normal at the intersection point
+ LLVector4a* tangent = NULL // return the surface tangent at the intersection point
+ );
+
+ // Something about these textures has changed. Dirty them.
+ void dirtyPoolObjectTextures(const std::set<LLViewerFetchedTexture*>& textures);
+
+ void resetDrawOrders();
+
+ U32 addObject(LLViewerObject *obj);
+
+ void enableShadows(const bool enable_shadows);
void releaseShadowTargets();
void releaseShadowTarget(U32 index);
-// void setLocalLighting(const bool local_lighting);
-// bool isLocalLightingEnabled() const;
- S32 setLightingDetail(S32 level);
- S32 getLightingDetail() const { return mLightingDetail; }
- S32 getMaxLightingDetail() const;
-
- void setUseVertexShaders(bool use_shaders);
- bool getUseVertexShaders() const { return mVertexShadersEnabled; }
- bool canUseVertexShaders();
- bool canUseWindLightShaders() const;
- bool canUseWindLightShadersOnObjects() const;
- bool canUseAntiAliasing() const;
-
- // phases
- void resetFrameStats();
-
- void updateMoveDampedAsync(LLDrawable* drawablep);
- void updateMoveNormalAsync(LLDrawable* drawablep);
- void updateMovedList(LLDrawable::drawable_vector_t& move_list);
- void updateMove();
- bool visibleObjectsInFrustum(LLCamera& camera);
- bool getVisibleExtents(LLCamera& camera, LLVector3 &min, LLVector3& max);
- bool getVisiblePointCloud(LLCamera& camera, LLVector3 &min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir = LLVector3(0,0,0));
- void updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip = 0, LLPlane* plane = NULL); //if water_clip is 0, ignore water plane, 1, cull to above plane, -1, cull to below plane
- void createObjects(F32 max_dtime);
- void createObject(LLViewerObject* vobj);
- void processPartitionQ();
- void updateGeom(F32 max_dtime);
- void updateGL();
- void rebuildPriorityGroups();
- void rebuildGroups();
- void clearRebuildGroups();
- void clearRebuildDrawables();
-
- //calculate pixel area of given box from vantage point of given camera
- static F32 calcPixelArea(LLVector3 center, LLVector3 size, LLCamera& camera);
- static F32 calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera);
-
- void stateSort(LLCamera& camera, LLCullResult& result);
- void stateSort(LLSpatialGroup* group, LLCamera& camera);
- void stateSort(LLSpatialBridge* bridge, LLCamera& camera, BOOL fov_changed = FALSE);
- void stateSort(LLDrawable* drawablep, LLCamera& camera);
- void postSort(LLCamera& camera);
- void forAllVisibleDrawables(void (*func)(LLDrawable*));
-
- void renderObjects(U32 type, U32 mask, bool texture = true, bool batch_texture = false);
- void renderMaskedObjects(U32 type, U32 mask, bool texture = true, bool batch_texture = false);
-
- void renderGroups(LLRenderPass* pass, U32 type, U32 mask, bool texture);
-
- void grabReferences(LLCullResult& result);
- void clearReferences();
-
- //check references will assert that there are no references in sCullResult to the provided data
- void checkReferences(LLFace* face);
- void checkReferences(LLDrawable* drawable);
- void checkReferences(LLDrawInfo* draw_info);
- void checkReferences(LLSpatialGroup* group);
-
-
- void renderGeom(LLCamera& camera, bool forceVBOUpdate = false);
- void renderGeomDeferred(LLCamera& camera);
- void renderGeomPostDeferred(LLCamera& camera, bool do_occlusion=true);
- void renderGeomShadow(LLCamera& camera);
- void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target = nullptr);
- void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
-
- void unbindDeferredShader(LLGLSLShader& shader);
- void renderDeferredLighting(LLRenderTarget* light_target);
- void postDeferredGammaCorrect(LLRenderTarget* screen_target);
-
- void generateWaterReflection(LLCamera& camera);
- void generateSunShadow(LLCamera& camera);
+// void setLocalLighting(const bool local_lighting);
+// bool isLocalLightingEnabled() const;
+ S32 setLightingDetail(S32 level);
+ S32 getLightingDetail() const { return mLightingDetail; }
+ S32 getMaxLightingDetail() const;
+
+ void setUseVertexShaders(bool use_shaders);
+ bool getUseVertexShaders() const { return mVertexShadersEnabled; }
+ bool canUseVertexShaders();
+ bool canUseWindLightShaders() const;
+ bool canUseWindLightShadersOnObjects() const;
+ bool canUseAntiAliasing() const;
+
+ // phases
+ void resetFrameStats();
+
+ void updateMoveDampedAsync(LLDrawable* drawablep);
+ void updateMoveNormalAsync(LLDrawable* drawablep);
+ void updateMovedList(LLDrawable::drawable_vector_t& move_list);
+ void updateMove();
+ bool visibleObjectsInFrustum(LLCamera& camera);
+ bool getVisibleExtents(LLCamera& camera, LLVector3 &min, LLVector3& max);
+ bool getVisiblePointCloud(LLCamera& camera, LLVector3 &min, LLVector3& max, std::vector<LLVector3>& fp, LLVector3 light_dir = LLVector3(0,0,0));
+ void updateCull(LLCamera& camera, LLCullResult& result, S32 water_clip = 0, LLPlane* plane = NULL); //if water_clip is 0, ignore water plane, 1, cull to above plane, -1, cull to below plane
+ void createObjects(F32 max_dtime);
+ void createObject(LLViewerObject* vobj);
+ void processPartitionQ();
+ void updateGeom(F32 max_dtime);
+ void updateGL();
+ void rebuildPriorityGroups();
+ void rebuildGroups();
+ void clearRebuildGroups();
+ void clearRebuildDrawables();
+
+ //calculate pixel area of given box from vantage point of given camera
+ static F32 calcPixelArea(LLVector3 center, LLVector3 size, LLCamera& camera);
+ static F32 calcPixelArea(const LLVector4a& center, const LLVector4a& size, LLCamera &camera);
+
+ void stateSort(LLCamera& camera, LLCullResult& result);
+ void stateSort(LLSpatialGroup* group, LLCamera& camera);
+ void stateSort(LLSpatialBridge* bridge, LLCamera& camera, BOOL fov_changed = FALSE);
+ void stateSort(LLDrawable* drawablep, LLCamera& camera);
+ void postSort(LLCamera& camera);
+ void forAllVisibleDrawables(void (*func)(LLDrawable*));
+
+ void renderObjects(U32 type, U32 mask, bool texture = true, bool batch_texture = false);
+ void renderMaskedObjects(U32 type, U32 mask, bool texture = true, bool batch_texture = false);
+
+ void renderGroups(LLRenderPass* pass, U32 type, U32 mask, bool texture);
+
+ void grabReferences(LLCullResult& result);
+ void clearReferences();
+
+ //check references will assert that there are no references in sCullResult to the provided data
+ void checkReferences(LLFace* face);
+ void checkReferences(LLDrawable* drawable);
+ void checkReferences(LLDrawInfo* draw_info);
+ void checkReferences(LLSpatialGroup* group);
+
+
+ void renderGeom(LLCamera& camera, bool forceVBOUpdate = false);
+ void renderGeomDeferred(LLCamera& camera);
+ void renderGeomPostDeferred(LLCamera& camera, bool do_occlusion=true);
+ void renderGeomShadow(LLCamera& camera);
+ void bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_target = nullptr);
+ void setupSpotLight(LLGLSLShader& shader, LLDrawable* drawablep);
+
+ void unbindDeferredShader(LLGLSLShader& shader);
+ void renderDeferredLighting(LLRenderTarget* light_target);
+ void postDeferredGammaCorrect(LLRenderTarget* screen_target);
+
+ void generateWaterReflection(LLCamera& camera);
+ void generateSunShadow(LLCamera& camera);
LLRenderTarget* getShadowTarget(U32 i);
- void generateHighlight(LLCamera& camera);
- void renderHighlight(const LLViewerObject* obj, F32 fade);
- void setHighlightObject(LLDrawable* obj) { mHighlightObject = obj; }
-
-
- void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, bool use_shader, bool use_occlusion, U32 target_width);
- void renderHighlights();
- void renderDebug();
- void renderPhysicsDisplay();
-
- void rebuildPools(); // Rebuild pools
-
- void findReferences(LLDrawable *drawablep); // Find the lists which have references to this object
- bool verify(); // Verify that all data in the pipeline is "correct"
-
- S32 getLightCount() const { return mLights.size(); }
-
- void calcNearbyLights(LLCamera& camera);
- void setupHWLights(LLDrawPool* pool);
- void setupAvatarLights(bool for_edit = false);
- void enableLights(U32 mask);
- void enableLightsStatic();
- void enableLightsDynamic();
- void enableLightsAvatar();
- void enableLightsPreview();
- void enableLightsAvatarEdit(const LLColor4& color);
- void enableLightsFullbright(const LLColor4& color);
- void disableLights();
-
- void shiftObjects(const LLVector3 &offset);
-
- void setLight(LLDrawable *drawablep, bool is_light);
-
- bool hasRenderBatches(const U32 type) const;
- LLCullResult::drawinfo_iterator beginRenderMap(U32 type);
- LLCullResult::drawinfo_iterator endRenderMap(U32 type);
- LLCullResult::sg_iterator beginAlphaGroups();
- LLCullResult::sg_iterator endAlphaGroups();
-
-
- void addTrianglesDrawn(S32 index_count, U32 render_type = LLRender::TRIANGLES);
-
- bool hasRenderDebugFeatureMask(const U32 mask) const { return bool(mRenderDebugFeatureMask & mask); }
- bool hasRenderDebugMask(const U64 mask) const { return bool(mRenderDebugMask & mask); }
- void setAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0xffffffff; }
- void clearAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0x0; }
- void setAllRenderDebugDisplays() { mRenderDebugMask = 0xffffffffffffffff; }
- void clearAllRenderDebugDisplays() { mRenderDebugMask = 0x0; }
-
- bool hasRenderType(const U32 type) const;
- bool hasAnyRenderType(const U32 type, ...) const;
-
- void setRenderTypeMask(U32 type, ...);
- // This is equivalent to 'setRenderTypeMask'
- //void orRenderTypeMask(U32 type, ...);
- void andRenderTypeMask(U32 type, ...);
- void clearRenderTypeMask(U32 type, ...);
- void setAllRenderTypes();
- void clearAllRenderTypes();
-
- void pushRenderTypeMask();
- void popRenderTypeMask();
-
- void pushRenderDebugFeatureMask();
- void popRenderDebugFeatureMask();
-
- static void toggleRenderType(U32 type);
-
- // For UI control of render features
- static bool hasRenderTypeControl(U32 data);
- static void toggleRenderDebug(U64 data);
- static void toggleRenderDebugFeature(U32 data);
- static void toggleRenderTypeControl(U32 data);
- static bool toggleRenderTypeControlNegated(S32 data);
- static bool toggleRenderDebugControl(U64 data);
- static bool toggleRenderDebugFeatureControl(U32 data);
- static void setRenderDebugFeatureControl(U32 bit, bool value);
-
- static void setRenderParticleBeacons(bool val);
- static void toggleRenderParticleBeacons();
- static bool getRenderParticleBeacons();
-
- static void setRenderSoundBeacons(bool val);
- static void toggleRenderSoundBeacons();
- static bool getRenderSoundBeacons();
-
- static void setRenderMOAPBeacons(bool val);
- static void toggleRenderMOAPBeacons();
- static bool getRenderMOAPBeacons();
-
- static void setRenderPhysicalBeacons(bool val);
- static void toggleRenderPhysicalBeacons();
- static bool getRenderPhysicalBeacons();
-
- static void setRenderScriptedBeacons(bool val);
- static void toggleRenderScriptedBeacons();
- static bool getRenderScriptedBeacons();
-
- static void setRenderScriptedTouchBeacons(bool val);
- static void toggleRenderScriptedTouchBeacons();
- static bool getRenderScriptedTouchBeacons();
-
- static void setRenderBeacons(bool val);
- static void toggleRenderBeacons();
- static bool getRenderBeacons();
-
- static void setRenderHighlights(bool val);
- static void toggleRenderHighlights();
- static bool getRenderHighlights();
- static void setRenderHighlightTextureChannel(LLRender::eTexIndex channel); // sets which UV setup to display in highlight overlay
-
- static void updateRenderBump();
- static void updateRenderDeferred();
- static void refreshCachedSettings();
-
- static void throttleNewMemoryAllocation(bool disable);
-
-
-
- void addDebugBlip(const LLVector3& position, const LLColor4& color);
-
- void hidePermanentObjects( std::vector<U32>& restoreList );
- void restorePermanentObjects( const std::vector<U32>& restoreList );
- void skipRenderingOfTerrain( bool flag );
- void hideObject( const LLUUID& id );
- void restoreHiddenObject( const LLUUID& id );
+ void generateHighlight(LLCamera& camera);
+ void renderHighlight(const LLViewerObject* obj, F32 fade);
+ void setHighlightObject(LLDrawable* obj) { mHighlightObject = obj; }
+
+
+ void renderShadow(glh::matrix4f& view, glh::matrix4f& proj, LLCamera& camera, LLCullResult& result, bool use_shader, bool use_occlusion, U32 target_width);
+ void renderHighlights();
+ void renderDebug();
+ void renderPhysicsDisplay();
+
+ void rebuildPools(); // Rebuild pools
+
+ void findReferences(LLDrawable *drawablep); // Find the lists which have references to this object
+ bool verify(); // Verify that all data in the pipeline is "correct"
+
+ S32 getLightCount() const { return mLights.size(); }
+
+ void calcNearbyLights(LLCamera& camera);
+ void setupHWLights(LLDrawPool* pool);
+ void setupAvatarLights(bool for_edit = false);
+ void enableLights(U32 mask);
+ void enableLightsStatic();
+ void enableLightsDynamic();
+ void enableLightsAvatar();
+ void enableLightsPreview();
+ void enableLightsAvatarEdit(const LLColor4& color);
+ void enableLightsFullbright(const LLColor4& color);
+ void disableLights();
+
+ void shiftObjects(const LLVector3 &offset);
+
+ void setLight(LLDrawable *drawablep, bool is_light);
+
+ bool hasRenderBatches(const U32 type) const;
+ LLCullResult::drawinfo_iterator beginRenderMap(U32 type);
+ LLCullResult::drawinfo_iterator endRenderMap(U32 type);
+ LLCullResult::sg_iterator beginAlphaGroups();
+ LLCullResult::sg_iterator endAlphaGroups();
+
+
+ void addTrianglesDrawn(S32 index_count, U32 render_type = LLRender::TRIANGLES);
+
+ bool hasRenderDebugFeatureMask(const U32 mask) const { return bool(mRenderDebugFeatureMask & mask); }
+ bool hasRenderDebugMask(const U64 mask) const { return bool(mRenderDebugMask & mask); }
+ void setAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0xffffffff; }
+ void clearAllRenderDebugFeatures() { mRenderDebugFeatureMask = 0x0; }
+ void setAllRenderDebugDisplays() { mRenderDebugMask = 0xffffffffffffffff; }
+ void clearAllRenderDebugDisplays() { mRenderDebugMask = 0x0; }
+
+ bool hasRenderType(const U32 type) const;
+ bool hasAnyRenderType(const U32 type, ...) const;
+
+ void setRenderTypeMask(U32 type, ...);
+ // This is equivalent to 'setRenderTypeMask'
+ //void orRenderTypeMask(U32 type, ...);
+ void andRenderTypeMask(U32 type, ...);
+ void clearRenderTypeMask(U32 type, ...);
+ void setAllRenderTypes();
+ void clearAllRenderTypes();
+
+ void pushRenderTypeMask();
+ void popRenderTypeMask();
+
+ void pushRenderDebugFeatureMask();
+ void popRenderDebugFeatureMask();
+
+ static void toggleRenderType(U32 type);
+
+ // For UI control of render features
+ static bool hasRenderTypeControl(U32 data);
+ static void toggleRenderDebug(U64 data);
+ static void toggleRenderDebugFeature(U32 data);
+ static void toggleRenderTypeControl(U32 data);
+ static bool toggleRenderTypeControlNegated(S32 data);
+ static bool toggleRenderDebugControl(U64 data);
+ static bool toggleRenderDebugFeatureControl(U32 data);
+ static void setRenderDebugFeatureControl(U32 bit, bool value);
+
+ static void setRenderParticleBeacons(bool val);
+ static void toggleRenderParticleBeacons();
+ static bool getRenderParticleBeacons();
+
+ static void setRenderSoundBeacons(bool val);
+ static void toggleRenderSoundBeacons();
+ static bool getRenderSoundBeacons();
+
+ static void setRenderMOAPBeacons(bool val);
+ static void toggleRenderMOAPBeacons();
+ static bool getRenderMOAPBeacons();
+
+ static void setRenderPhysicalBeacons(bool val);
+ static void toggleRenderPhysicalBeacons();
+ static bool getRenderPhysicalBeacons();
+
+ static void setRenderScriptedBeacons(bool val);
+ static void toggleRenderScriptedBeacons();
+ static bool getRenderScriptedBeacons();
+
+ static void setRenderScriptedTouchBeacons(bool val);
+ static void toggleRenderScriptedTouchBeacons();
+ static bool getRenderScriptedTouchBeacons();
+
+ static void setRenderBeacons(bool val);
+ static void toggleRenderBeacons();
+ static bool getRenderBeacons();
+
+ static void setRenderHighlights(bool val);
+ static void toggleRenderHighlights();
+ static bool getRenderHighlights();
+ static void setRenderHighlightTextureChannel(LLRender::eTexIndex channel); // sets which UV setup to display in highlight overlay
+
+ static void updateRenderBump();
+ static void updateRenderDeferred();
+ static void refreshCachedSettings();
+
+ static void throttleNewMemoryAllocation(bool disable);
+
+
+
+ void addDebugBlip(const LLVector3& position, const LLColor4& color);
+
+ void hidePermanentObjects( std::vector<U32>& restoreList );
+ void restorePermanentObjects( const std::vector<U32>& restoreList );
+ void skipRenderingOfTerrain( bool flag );
+ void hideObject( const LLUUID& id );
+ void restoreHiddenObject( const LLUUID& id );
private:
- void unloadShaders();
- void addToQuickLookup( LLDrawPool* new_poolp );
- void removeFromQuickLookup( LLDrawPool* poolp );
- bool updateDrawableGeom(LLDrawable* drawable, bool priority);
- void assertInitializedDoError();
- bool assertInitialized() { const bool is_init = isInit(); if (!is_init) assertInitializedDoError(); return is_init; };
- void connectRefreshCachedSettingsSafe(const std::string name);
- void hideDrawable( LLDrawable *pDrawable );
- void unhideDrawable( LLDrawable *pDrawable );
+ void unloadShaders();
+ void addToQuickLookup( LLDrawPool* new_poolp );
+ void removeFromQuickLookup( LLDrawPool* poolp );
+ bool updateDrawableGeom(LLDrawable* drawable, bool priority);
+ void assertInitializedDoError();
+ bool assertInitialized() { const bool is_init = isInit(); if (!is_init) assertInitializedDoError(); return is_init; };
+ void connectRefreshCachedSettingsSafe(const std::string name);
+ void hideDrawable( LLDrawable *pDrawable );
+ void unhideDrawable( LLDrawable *pDrawable );
public:
- enum {GPU_CLASS_MAX = 3 };
-
- enum LLRenderTypeMask
- {
- // Following are pool types (some are also object types)
- RENDER_TYPE_SKY = LLDrawPool::POOL_SKY,
- RENDER_TYPE_WL_SKY = LLDrawPool::POOL_WL_SKY,
- RENDER_TYPE_GROUND = LLDrawPool::POOL_GROUND,
- RENDER_TYPE_TERRAIN = LLDrawPool::POOL_TERRAIN,
- RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE,
- RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS,
- RENDER_TYPE_ALPHA_MASK = LLDrawPool::POOL_ALPHA_MASK,
- RENDER_TYPE_FULLBRIGHT_ALPHA_MASK = LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK,
- RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT,
- RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP,
- RENDER_TYPE_MATERIALS = LLDrawPool::POOL_MATERIALS,
- RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR,
- RENDER_TYPE_TREE = LLDrawPool::POOL_TREE,
- RENDER_TYPE_INVISIBLE = LLDrawPool::POOL_INVISIBLE,
- RENDER_TYPE_VOIDWATER = LLDrawPool::POOL_VOIDWATER,
- RENDER_TYPE_WATER = LLDrawPool::POOL_WATER,
- RENDER_TYPE_ALPHA = LLDrawPool::POOL_ALPHA,
- RENDER_TYPE_GLOW = LLDrawPool::POOL_GLOW,
- RENDER_TYPE_PASS_SIMPLE = LLRenderPass::PASS_SIMPLE,
- RENDER_TYPE_PASS_GRASS = LLRenderPass::PASS_GRASS,
- RENDER_TYPE_PASS_FULLBRIGHT = LLRenderPass::PASS_FULLBRIGHT,
- RENDER_TYPE_PASS_INVISIBLE = LLRenderPass::PASS_INVISIBLE,
- RENDER_TYPE_PASS_INVISI_SHINY = LLRenderPass::PASS_INVISI_SHINY,
- RENDER_TYPE_PASS_FULLBRIGHT_SHINY = LLRenderPass::PASS_FULLBRIGHT_SHINY,
- RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY,
- RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP,
- RENDER_TYPE_PASS_POST_BUMP = LLRenderPass::PASS_POST_BUMP,
- RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW,
- RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA,
- RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK,
- RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK,
- RENDER_TYPE_PASS_MATERIAL = LLRenderPass::PASS_MATERIAL,
- RENDER_TYPE_PASS_MATERIAL_ALPHA = LLRenderPass::PASS_MATERIAL_ALPHA,
- RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK = LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
- RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE= LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
- RENDER_TYPE_PASS_SPECMAP = LLRenderPass::PASS_SPECMAP,
- RENDER_TYPE_PASS_SPECMAP_BLEND = LLRenderPass::PASS_SPECMAP_BLEND,
- RENDER_TYPE_PASS_SPECMAP_MASK = LLRenderPass::PASS_SPECMAP_MASK,
- RENDER_TYPE_PASS_SPECMAP_EMISSIVE = LLRenderPass::PASS_SPECMAP_EMISSIVE,
- RENDER_TYPE_PASS_NORMMAP = LLRenderPass::PASS_NORMMAP,
- RENDER_TYPE_PASS_NORMMAP_BLEND = LLRenderPass::PASS_NORMMAP_BLEND,
- RENDER_TYPE_PASS_NORMMAP_MASK = LLRenderPass::PASS_NORMMAP_MASK,
- RENDER_TYPE_PASS_NORMMAP_EMISSIVE = LLRenderPass::PASS_NORMMAP_EMISSIVE,
- RENDER_TYPE_PASS_NORMSPEC = LLRenderPass::PASS_NORMSPEC,
- RENDER_TYPE_PASS_NORMSPEC_BLEND = LLRenderPass::PASS_NORMSPEC_BLEND,
- RENDER_TYPE_PASS_NORMSPEC_MASK = LLRenderPass::PASS_NORMSPEC_MASK,
- RENDER_TYPE_PASS_NORMSPEC_EMISSIVE = LLRenderPass::PASS_NORMSPEC_EMISSIVE,
- // Following are object types (only used in drawable mRenderType)
- RENDER_TYPE_HUD = LLRenderPass::NUM_RENDER_TYPES,
- RENDER_TYPE_VOLUME,
- RENDER_TYPE_PARTICLES,
- RENDER_TYPE_CLOUDS,
- RENDER_TYPE_HUD_PARTICLES,
- NUM_RENDER_TYPES,
- END_RENDER_TYPES = NUM_RENDER_TYPES
- };
-
- enum LLRenderDebugFeatureMask
- {
- RENDER_DEBUG_FEATURE_UI = 0x0001,
- RENDER_DEBUG_FEATURE_SELECTED = 0x0002,
- RENDER_DEBUG_FEATURE_HIGHLIGHTED = 0x0004,
- RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES = 0x0008,
-// RENDER_DEBUG_FEATURE_HW_LIGHTING = 0x0010,
- RENDER_DEBUG_FEATURE_FLEXIBLE = 0x0010,
- RENDER_DEBUG_FEATURE_FOG = 0x0020,
- RENDER_DEBUG_FEATURE_FR_INFO = 0x0080,
- RENDER_DEBUG_FEATURE_FOOT_SHADOWS = 0x0100,
- };
-
- enum LLRenderDebugMask: U64
- {
- RENDER_DEBUG_COMPOSITION = 0x00000001,
- RENDER_DEBUG_VERIFY = 0x00000002,
- RENDER_DEBUG_BBOXES = 0x00000004,
- RENDER_DEBUG_OCTREE = 0x00000008,
- RENDER_DEBUG_WIND_VECTORS = 0x00000010,
- RENDER_DEBUG_OCCLUSION = 0x00000020,
- RENDER_DEBUG_POINTS = 0x00000040,
- RENDER_DEBUG_TEXTURE_PRIORITY = 0x00000080,
- RENDER_DEBUG_TEXTURE_AREA = 0x00000100,
- RENDER_DEBUG_FACE_AREA = 0x00000200,
- RENDER_DEBUG_PARTICLES = 0x00000400,
- RENDER_DEBUG_GLOW = 0x00000800, // not used
- RENDER_DEBUG_TEXTURE_ANIM = 0x00001000,
- RENDER_DEBUG_LIGHTS = 0x00002000,
- RENDER_DEBUG_BATCH_SIZE = 0x00004000,
- RENDER_DEBUG_ALPHA_BINS = 0x00008000, // not used
- RENDER_DEBUG_RAYCAST = 0x00010000,
- RENDER_DEBUG_AVATAR_DRAW_INFO = 0x00020000,
- RENDER_DEBUG_SHADOW_FRUSTA = 0x00040000,
- RENDER_DEBUG_SCULPTED = 0x00080000,
- RENDER_DEBUG_AVATAR_VOLUME = 0x00100000,
- RENDER_DEBUG_AVATAR_JOINTS = 0x00200000,
- RENDER_DEBUG_BUILD_QUEUE = 0x00400000,
- RENDER_DEBUG_AGENT_TARGET = 0x00800000,
- RENDER_DEBUG_UPDATE_TYPE = 0x01000000,
- RENDER_DEBUG_PHYSICS_SHAPES = 0x02000000,
- RENDER_DEBUG_NORMALS = 0x04000000,
- RENDER_DEBUG_LOD_INFO = 0x08000000,
- RENDER_DEBUG_RENDER_COMPLEXITY = 0x10000000,
- RENDER_DEBUG_ATTACHMENT_BYTES = 0x20000000, // not used
- RENDER_DEBUG_TEXEL_DENSITY = 0x40000000,
- RENDER_DEBUG_TRIANGLE_COUNT = 0x80000000,
- RENDER_DEBUG_IMPOSTORS = 0x100000000,
+ enum {GPU_CLASS_MAX = 3 };
+
+ enum LLRenderTypeMask
+ {
+ // Following are pool types (some are also object types)
+ RENDER_TYPE_SKY = LLDrawPool::POOL_SKY,
+ RENDER_TYPE_WL_SKY = LLDrawPool::POOL_WL_SKY,
+ RENDER_TYPE_GROUND = LLDrawPool::POOL_GROUND,
+ RENDER_TYPE_TERRAIN = LLDrawPool::POOL_TERRAIN,
+ RENDER_TYPE_SIMPLE = LLDrawPool::POOL_SIMPLE,
+ RENDER_TYPE_GRASS = LLDrawPool::POOL_GRASS,
+ RENDER_TYPE_ALPHA_MASK = LLDrawPool::POOL_ALPHA_MASK,
+ RENDER_TYPE_FULLBRIGHT_ALPHA_MASK = LLDrawPool::POOL_FULLBRIGHT_ALPHA_MASK,
+ RENDER_TYPE_FULLBRIGHT = LLDrawPool::POOL_FULLBRIGHT,
+ RENDER_TYPE_BUMP = LLDrawPool::POOL_BUMP,
+ RENDER_TYPE_MATERIALS = LLDrawPool::POOL_MATERIALS,
+ RENDER_TYPE_AVATAR = LLDrawPool::POOL_AVATAR,
+ RENDER_TYPE_TREE = LLDrawPool::POOL_TREE,
+ RENDER_TYPE_INVISIBLE = LLDrawPool::POOL_INVISIBLE,
+ RENDER_TYPE_VOIDWATER = LLDrawPool::POOL_VOIDWATER,
+ RENDER_TYPE_WATER = LLDrawPool::POOL_WATER,
+ RENDER_TYPE_ALPHA = LLDrawPool::POOL_ALPHA,
+ RENDER_TYPE_GLOW = LLDrawPool::POOL_GLOW,
+ RENDER_TYPE_PASS_SIMPLE = LLRenderPass::PASS_SIMPLE,
+ RENDER_TYPE_PASS_GRASS = LLRenderPass::PASS_GRASS,
+ RENDER_TYPE_PASS_FULLBRIGHT = LLRenderPass::PASS_FULLBRIGHT,
+ RENDER_TYPE_PASS_INVISIBLE = LLRenderPass::PASS_INVISIBLE,
+ RENDER_TYPE_PASS_INVISI_SHINY = LLRenderPass::PASS_INVISI_SHINY,
+ RENDER_TYPE_PASS_FULLBRIGHT_SHINY = LLRenderPass::PASS_FULLBRIGHT_SHINY,
+ RENDER_TYPE_PASS_SHINY = LLRenderPass::PASS_SHINY,
+ RENDER_TYPE_PASS_BUMP = LLRenderPass::PASS_BUMP,
+ RENDER_TYPE_PASS_POST_BUMP = LLRenderPass::PASS_POST_BUMP,
+ RENDER_TYPE_PASS_GLOW = LLRenderPass::PASS_GLOW,
+ RENDER_TYPE_PASS_ALPHA = LLRenderPass::PASS_ALPHA,
+ RENDER_TYPE_PASS_ALPHA_MASK = LLRenderPass::PASS_ALPHA_MASK,
+ RENDER_TYPE_PASS_FULLBRIGHT_ALPHA_MASK = LLRenderPass::PASS_FULLBRIGHT_ALPHA_MASK,
+ RENDER_TYPE_PASS_MATERIAL = LLRenderPass::PASS_MATERIAL,
+ RENDER_TYPE_PASS_MATERIAL_ALPHA = LLRenderPass::PASS_MATERIAL_ALPHA,
+ RENDER_TYPE_PASS_MATERIAL_ALPHA_MASK = LLRenderPass::PASS_MATERIAL_ALPHA_MASK,
+ RENDER_TYPE_PASS_MATERIAL_ALPHA_EMISSIVE= LLRenderPass::PASS_MATERIAL_ALPHA_EMISSIVE,
+ RENDER_TYPE_PASS_SPECMAP = LLRenderPass::PASS_SPECMAP,
+ RENDER_TYPE_PASS_SPECMAP_BLEND = LLRenderPass::PASS_SPECMAP_BLEND,
+ RENDER_TYPE_PASS_SPECMAP_MASK = LLRenderPass::PASS_SPECMAP_MASK,
+ RENDER_TYPE_PASS_SPECMAP_EMISSIVE = LLRenderPass::PASS_SPECMAP_EMISSIVE,
+ RENDER_TYPE_PASS_NORMMAP = LLRenderPass::PASS_NORMMAP,
+ RENDER_TYPE_PASS_NORMMAP_BLEND = LLRenderPass::PASS_NORMMAP_BLEND,
+ RENDER_TYPE_PASS_NORMMAP_MASK = LLRenderPass::PASS_NORMMAP_MASK,
+ RENDER_TYPE_PASS_NORMMAP_EMISSIVE = LLRenderPass::PASS_NORMMAP_EMISSIVE,
+ RENDER_TYPE_PASS_NORMSPEC = LLRenderPass::PASS_NORMSPEC,
+ RENDER_TYPE_PASS_NORMSPEC_BLEND = LLRenderPass::PASS_NORMSPEC_BLEND,
+ RENDER_TYPE_PASS_NORMSPEC_MASK = LLRenderPass::PASS_NORMSPEC_MASK,
+ RENDER_TYPE_PASS_NORMSPEC_EMISSIVE = LLRenderPass::PASS_NORMSPEC_EMISSIVE,
+ // Following are object types (only used in drawable mRenderType)
+ RENDER_TYPE_HUD = LLRenderPass::NUM_RENDER_TYPES,
+ RENDER_TYPE_VOLUME,
+ RENDER_TYPE_PARTICLES,
+ RENDER_TYPE_CLOUDS,
+ RENDER_TYPE_HUD_PARTICLES,
+ NUM_RENDER_TYPES,
+ END_RENDER_TYPES = NUM_RENDER_TYPES
+ };
+
+ enum LLRenderDebugFeatureMask
+ {
+ RENDER_DEBUG_FEATURE_UI = 0x0001,
+ RENDER_DEBUG_FEATURE_SELECTED = 0x0002,
+ RENDER_DEBUG_FEATURE_HIGHLIGHTED = 0x0004,
+ RENDER_DEBUG_FEATURE_DYNAMIC_TEXTURES = 0x0008,
+// RENDER_DEBUG_FEATURE_HW_LIGHTING = 0x0010,
+ RENDER_DEBUG_FEATURE_FLEXIBLE = 0x0010,
+ RENDER_DEBUG_FEATURE_FOG = 0x0020,
+ RENDER_DEBUG_FEATURE_FR_INFO = 0x0080,
+ RENDER_DEBUG_FEATURE_FOOT_SHADOWS = 0x0100,
+ };
+
+ enum LLRenderDebugMask: U64
+ {
+ RENDER_DEBUG_COMPOSITION = 0x00000001,
+ RENDER_DEBUG_VERIFY = 0x00000002,
+ RENDER_DEBUG_BBOXES = 0x00000004,
+ RENDER_DEBUG_OCTREE = 0x00000008,
+ RENDER_DEBUG_WIND_VECTORS = 0x00000010,
+ RENDER_DEBUG_OCCLUSION = 0x00000020,
+ RENDER_DEBUG_POINTS = 0x00000040,
+ RENDER_DEBUG_TEXTURE_PRIORITY = 0x00000080,
+ RENDER_DEBUG_TEXTURE_AREA = 0x00000100,
+ RENDER_DEBUG_FACE_AREA = 0x00000200,
+ RENDER_DEBUG_PARTICLES = 0x00000400,
+ RENDER_DEBUG_GLOW = 0x00000800, // not used
+ RENDER_DEBUG_TEXTURE_ANIM = 0x00001000,
+ RENDER_DEBUG_LIGHTS = 0x00002000,
+ RENDER_DEBUG_BATCH_SIZE = 0x00004000,
+ RENDER_DEBUG_ALPHA_BINS = 0x00008000, // not used
+ RENDER_DEBUG_RAYCAST = 0x00010000,
+ RENDER_DEBUG_AVATAR_DRAW_INFO = 0x00020000,
+ RENDER_DEBUG_SHADOW_FRUSTA = 0x00040000,
+ RENDER_DEBUG_SCULPTED = 0x00080000,
+ RENDER_DEBUG_AVATAR_VOLUME = 0x00100000,
+ RENDER_DEBUG_AVATAR_JOINTS = 0x00200000,
+ RENDER_DEBUG_BUILD_QUEUE = 0x00400000,
+ RENDER_DEBUG_AGENT_TARGET = 0x00800000,
+ RENDER_DEBUG_UPDATE_TYPE = 0x01000000,
+ RENDER_DEBUG_PHYSICS_SHAPES = 0x02000000,
+ RENDER_DEBUG_NORMALS = 0x04000000,
+ RENDER_DEBUG_LOD_INFO = 0x08000000,
+ RENDER_DEBUG_RENDER_COMPLEXITY = 0x10000000,
+ RENDER_DEBUG_ATTACHMENT_BYTES = 0x20000000, // not used
+ RENDER_DEBUG_TEXEL_DENSITY = 0x40000000,
+ RENDER_DEBUG_TRIANGLE_COUNT = 0x80000000,
+ RENDER_DEBUG_IMPOSTORS = 0x100000000,
RENDER_DEBUG_SH = 0x200000000,
- };
+ };
public:
-
- LLSpatialPartition* getSpatialPartition(LLViewerObject* vobj);
-
- void updateCamera(bool reset = false);
-
- LLVector3 mFlyCamPosition;
- LLQuaternion mFlyCamRotation;
-
- bool mBackfaceCull;
- S32 mMatrixOpCount;
- S32 mTextureMatrixOps;
- S32 mNumVisibleNodes;
-
- S32 mDebugTextureUploadCost;
- S32 mDebugSculptUploadCost;
- S32 mDebugMeshUploadCost;
-
- S32 mNumVisibleFaces;
-
- static S32 sCompiles;
-
- static bool sShowHUDAttachments;
- static bool sForceOldBakedUpload; // If true will not use capabilities to upload baked textures.
- static S32 sUseOcclusion; // 0 = no occlusion, 1 = read only, 2 = read/write
- static bool sDelayVBUpdate;
- static bool sAutoMaskAlphaDeferred;
- static bool sAutoMaskAlphaNonDeferred;
- static bool sDisableShaders; // if true, rendering will be done without shaders
- static bool sRenderBump;
- static bool sBakeSunlight;
- static bool sNoAlpha;
- static bool sUseTriStrips;
- static bool sUseFarClip;
- static bool sShadowRender;
- static bool sWaterReflections;
- static bool sDynamicLOD;
- static bool sPickAvatar;
- static bool sReflectionRender;
- static bool sDistortionRender;
- static bool sImpostorRender;
- static bool sImpostorRenderAlphaDepthPass;
- static bool sUnderWaterRender;
- static bool sRenderGlow;
- static bool sTextureBindTest;
- static bool sRenderFrameTest;
- static bool sRenderAttachedLights;
- static bool sRenderAttachedParticles;
- static bool sRenderDeferred;
- static bool sMemAllocationThrottled;
- static S32 sVisibleLightCount;
- static F32 sMinRenderSize;
- static bool sRenderingHUDs;
+
+ LLSpatialPartition* getSpatialPartition(LLViewerObject* vobj);
+
+ void updateCamera(bool reset = false);
+
+ LLVector3 mFlyCamPosition;
+ LLQuaternion mFlyCamRotation;
+
+ bool mBackfaceCull;
+ S32 mMatrixOpCount;
+ S32 mTextureMatrixOps;
+ S32 mNumVisibleNodes;
+
+ S32 mDebugTextureUploadCost;
+ S32 mDebugSculptUploadCost;
+ S32 mDebugMeshUploadCost;
+
+ S32 mNumVisibleFaces;
+
+ static S32 sCompiles;
+
+ static bool sShowHUDAttachments;
+ static bool sForceOldBakedUpload; // If true will not use capabilities to upload baked textures.
+ static S32 sUseOcclusion; // 0 = no occlusion, 1 = read only, 2 = read/write
+ static bool sDelayVBUpdate;
+ static bool sAutoMaskAlphaDeferred;
+ static bool sAutoMaskAlphaNonDeferred;
+ static bool sDisableShaders; // if true, rendering will be done without shaders
+ static bool sRenderBump;
+ static bool sBakeSunlight;
+ static bool sNoAlpha;
+ static bool sUseTriStrips;
+ static bool sUseFarClip;
+ static bool sShadowRender;
+ static bool sWaterReflections;
+ static bool sDynamicLOD;
+ static bool sPickAvatar;
+ static bool sReflectionRender;
+ static bool sDistortionRender;
+ static bool sImpostorRender;
+ static bool sImpostorRenderAlphaDepthPass;
+ static bool sUnderWaterRender;
+ static bool sRenderGlow;
+ static bool sTextureBindTest;
+ static bool sRenderFrameTest;
+ static bool sRenderAttachedLights;
+ static bool sRenderAttachedParticles;
+ static bool sRenderDeferred;
+ static bool sMemAllocationThrottled;
+ static S32 sVisibleLightCount;
+ static F32 sMinRenderSize;
+ static bool sRenderingHUDs;
static F32 sDistortionWaterClipPlaneMargin;
- static LLTrace::EventStatHandle<S64> sStatBatchSize;
-
- //screen texture
- U32 mScreenWidth;
- U32 mScreenHeight;
-
- LLRenderTarget mScreen;
- LLRenderTarget mUIScreen;
- LLRenderTarget mDeferredScreen;
- LLRenderTarget mFXAABuffer;
- LLRenderTarget mEdgeMap;
- LLRenderTarget mDeferredDepth;
- LLRenderTarget mOcclusionDepth;
- LLRenderTarget mDeferredLight;
- LLRenderTarget mHighlight;
- LLRenderTarget mPhysicsDisplay;
+ static LLTrace::EventStatHandle<S64> sStatBatchSize;
+
+ //screen texture
+ U32 mScreenWidth;
+ U32 mScreenHeight;
+
+ LLRenderTarget mScreen;
+ LLRenderTarget mUIScreen;
+ LLRenderTarget mDeferredScreen;
+ LLRenderTarget mFXAABuffer;
+ LLRenderTarget mEdgeMap;
+ LLRenderTarget mDeferredDepth;
+ LLRenderTarget mOcclusionDepth;
+ LLRenderTarget mDeferredLight;
+ LLRenderTarget mHighlight;
+ LLRenderTarget mPhysicsDisplay;
LLCullResult mSky;
LLCullResult mReflectedObjects;
LLCullResult mRefractedObjects;
- //utility buffer for rendering post effects, gets abused by renderDeferredLighting
- LLPointer<LLVertexBuffer> mDeferredVB;
-
- //utility buffer for rendering cubes, 8 vertices are corners of a cube [-1, 1]
- LLPointer<LLVertexBuffer> mCubeVB;
-
- //sun shadow map
- LLRenderTarget mShadow[6];
- LLRenderTarget mShadowOcclusion[6];
-
- std::vector<LLVector3> mShadowFrustPoints[4];
- LLVector4 mShadowError;
- LLVector4 mShadowFOV;
- LLVector3 mShadowFrustOrigin[4];
- LLCamera mShadowCamera[8];
- LLVector3 mShadowExtents[4][2];
- glh::matrix4f mSunShadowMatrix[6];
- glh::matrix4f mShadowModelview[6];
- glh::matrix4f mShadowProjection[6];
+ //utility buffer for rendering post effects, gets abused by renderDeferredLighting
+ LLPointer<LLVertexBuffer> mDeferredVB;
+
+ //utility buffer for rendering cubes, 8 vertices are corners of a cube [-1, 1]
+ LLPointer<LLVertexBuffer> mCubeVB;
+
+ //sun shadow map
+ LLRenderTarget mShadow[6];
+ LLRenderTarget mShadowOcclusion[6];
+
+ std::vector<LLVector3> mShadowFrustPoints[4];
+ LLVector4 mShadowError;
+ LLVector4 mShadowFOV;
+ LLVector3 mShadowFrustOrigin[4];
+ LLCamera mShadowCamera[8];
+ LLVector3 mShadowExtents[4][2];
+ glh::matrix4f mSunShadowMatrix[6];
+ glh::matrix4f mShadowModelview[6];
+ glh::matrix4f mShadowProjection[6];
glh::matrix4f mReflectionModelView;
- LLPointer<LLDrawable> mShadowSpotLight[2];
- F32 mSpotLightFade[2];
- LLPointer<LLDrawable> mTargetShadowSpotLight[2];
+ LLPointer<LLDrawable> mShadowSpotLight[2];
+ F32 mSpotLightFade[2];
+ LLPointer<LLDrawable> mTargetShadowSpotLight[2];
- LLVector4 mSunClipPlanes;
- LLVector4 mSunOrthoClipPlanes;
- LLVector2 mScreenScale;
+ LLVector4 mSunClipPlanes;
+ LLVector4 mSunOrthoClipPlanes;
+ LLVector2 mScreenScale;
- //water reflection texture
- LLRenderTarget mWaterRef;
+ //water reflection texture
+ LLRenderTarget mWaterRef;
- //water distortion texture (refraction)
- LLRenderTarget mWaterDis;
+ //water distortion texture (refraction)
+ LLRenderTarget mWaterDis;
- //texture for making the glow
- LLRenderTarget mGlow[3];
+ //texture for making the glow
+ LLRenderTarget mGlow[3];
- //noise map
- U32 mNoiseMap;
- U32 mTrueNoiseMap;
- U32 mLightFunc;
+ //noise map
+ U32 mNoiseMap;
+ U32 mTrueNoiseMap;
+ U32 mLightFunc;
- LLColor4 mSunDiffuse;
- LLColor4 mMoonDiffuse;
- LLVector4 mSunDir;
- LLVector4 mMoonDir;
+ LLColor4 mSunDiffuse;
+ LLColor4 mMoonDiffuse;
+ LLVector4 mSunDir;
+ LLVector4 mMoonDir;
bool mNeedsShadowTargetClear;
- LLVector4 mTransformedSunDir;
- LLVector4 mTransformedMoonDir;
+ LLVector4 mTransformedSunDir;
+ LLVector4 mTransformedMoonDir;
- bool mInitialized;
- bool mVertexShadersEnabled;
- S32 mVertexShadersLoaded; // 0 = no, 1 = yes, -1 = failed
+ bool mInitialized;
+ bool mVertexShadersEnabled;
+ S32 mVertexShadersLoaded; // 0 = no, 1 = yes, -1 = failed
- U32 mTransformFeedbackPrimitives; //number of primitives expected to be generated by transform feedback
+ U32 mTransformFeedbackPrimitives; //number of primitives expected to be generated by transform feedback
protected:
- bool mRenderTypeEnabled[NUM_RENDER_TYPES];
- std::stack<std::string> mRenderTypeEnableStack;
-
- U32 mRenderDebugFeatureMask;
- U64 mRenderDebugMask;
- U64 mOldRenderDebugMask;
- std::stack<U32> mRenderDebugFeatureStack;
-
-
- /////////////////////////////////////////////
- //
- //
- LLDrawable::drawable_vector_t mMovedList;
- LLDrawable::drawable_vector_t mMovedBridge;
- LLDrawable::drawable_vector_t mShiftList;
-
- /////////////////////////////////////////////
- //
- //
- struct Light
- {
- Light(LLDrawable* ptr, F32 d, F32 f = 0.0f)
- : drawable(ptr),
- dist(d),
- fade(f)
- {}
- LLPointer<LLDrawable> drawable;
- F32 dist;
- F32 fade;
- struct compare
- {
- bool operator()(const Light& a, const Light& b) const
- {
- if ( a.dist < b.dist )
- return true;
- else if ( a.dist > b.dist )
- return false;
- else
- return a.drawable < b.drawable;
- }
- };
- };
- typedef std::set< Light, Light::compare > light_set_t;
-
- LLDrawable::drawable_set_t mLights;
- light_set_t mNearbyLights; // lights near camera
- LLColor4 mHWLightColors[8];
-
- /////////////////////////////////////////////
- //
- // Different queues of drawables being processed.
- //
- LLDrawable::drawable_list_t mBuildQ1; // priority
- LLDrawable::drawable_list_t mBuildQ2; // non-priority
- LLSpatialGroup::sg_vector_t mGroupQ1; //priority
- LLSpatialGroup::sg_vector_t mGroupQ2; // non-priority
-
- LLSpatialGroup::sg_vector_t mGroupSaveQ1; // a place to save mGroupQ1 until it is safe to unref
-
- LLSpatialGroup::sg_vector_t mMeshDirtyGroup; //groups that need rebuildMesh called
- U32 mMeshDirtyQueryObject;
-
- LLDrawable::drawable_list_t mPartitionQ; //drawables that need to update their spatial partition radius
-
- bool mGroupQ2Locked;
- bool mGroupQ1Locked;
-
- bool mResetVertexBuffers; //if true, clear vertex buffers on next update
-
- LLViewerObject::vobj_list_t mCreateQ;
-
- LLDrawable::drawable_set_t mRetexturedList;
-
- class HighlightItem
- {
- public:
- const LLPointer<LLDrawable> mItem;
- mutable F32 mFade;
-
- HighlightItem(LLDrawable* item)
- : mItem(item), mFade(0)
- {
- }
-
- bool operator<(const HighlightItem& rhs) const
- {
- return mItem < rhs.mItem;
- }
-
- bool operator==(const HighlightItem& rhs) const
- {
- return mItem == rhs.mItem;
- }
-
- void incrFade(F32 val) const
- {
- mFade = llclamp(mFade+val, 0.f, 1.f);
- }
- };
-
- std::set<HighlightItem> mHighlightSet;
- LLPointer<LLDrawable> mHighlightObject;
-
- //////////////////////////////////////////////////
- //
- // Draw pools are responsible for storing all rendered data,
- // and performing the actual rendering of objects.
- //
- struct compare_pools
- {
- bool operator()(const LLDrawPool* a, const LLDrawPool* b) const
- {
- if (!a)
- return true;
- else if (!b)
- return false;
- else
- {
- S32 atype = a->getType();
- S32 btype = b->getType();
- if (atype < btype)
- return true;
- else if (atype > btype)
- return false;
- else
- return a->getId() < b->getId();
- }
- }
- };
- typedef std::set<LLDrawPool*, compare_pools > pool_set_t;
- pool_set_t mPools;
- LLDrawPool* mLastRebuildPool;
-
- // For quick-lookups into mPools (mapped by texture pointer)
- std::map<uintptr_t, LLDrawPool*> mTerrainPools;
- std::map<uintptr_t, LLDrawPool*> mTreePools;
- LLDrawPoolAlpha* mAlphaPool;
- LLDrawPool* mSkyPool;
- LLDrawPool* mTerrainPool;
- LLDrawPool* mWaterPool;
- LLDrawPool* mGroundPool;
- LLRenderPass* mSimplePool;
- LLRenderPass* mGrassPool;
- LLRenderPass* mAlphaMaskPool;
- LLRenderPass* mFullbrightAlphaMaskPool;
- LLRenderPass* mFullbrightPool;
- LLDrawPool* mInvisiblePool;
- LLDrawPool* mGlowPool;
- LLDrawPool* mBumpPool;
- LLDrawPool* mMaterialsPool;
- LLDrawPool* mWLSkyPool;
- // Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar
-
+ bool mRenderTypeEnabled[NUM_RENDER_TYPES];
+ std::stack<std::string> mRenderTypeEnableStack;
+
+ U32 mRenderDebugFeatureMask;
+ U64 mRenderDebugMask;
+ U64 mOldRenderDebugMask;
+ std::stack<U32> mRenderDebugFeatureStack;
+
+
+ /////////////////////////////////////////////
+ //
+ //
+ LLDrawable::drawable_vector_t mMovedList;
+ LLDrawable::drawable_vector_t mMovedBridge;
+ LLDrawable::drawable_vector_t mShiftList;
+
+ /////////////////////////////////////////////
+ //
+ //
+ struct Light
+ {
+ Light(LLDrawable* ptr, F32 d, F32 f = 0.0f)
+ : drawable(ptr),
+ dist(d),
+ fade(f)
+ {}
+ LLPointer<LLDrawable> drawable;
+ F32 dist;
+ F32 fade;
+ struct compare
+ {
+ bool operator()(const Light& a, const Light& b) const
+ {
+ if ( a.dist < b.dist )
+ return true;
+ else if ( a.dist > b.dist )
+ return false;
+ else
+ return a.drawable < b.drawable;
+ }
+ };
+ };
+ typedef std::set< Light, Light::compare > light_set_t;
+
+ LLDrawable::drawable_set_t mLights;
+ light_set_t mNearbyLights; // lights near camera
+ LLColor4 mHWLightColors[8];
+
+ /////////////////////////////////////////////
+ //
+ // Different queues of drawables being processed.
+ //
+ LLDrawable::drawable_list_t mBuildQ1; // priority
+ LLDrawable::drawable_list_t mBuildQ2; // non-priority
+ LLSpatialGroup::sg_vector_t mGroupQ1; //priority
+ LLSpatialGroup::sg_vector_t mGroupQ2; // non-priority
+
+ LLSpatialGroup::sg_vector_t mGroupSaveQ1; // a place to save mGroupQ1 until it is safe to unref
+
+ LLSpatialGroup::sg_vector_t mMeshDirtyGroup; //groups that need rebuildMesh called
+ U32 mMeshDirtyQueryObject;
+
+ LLDrawable::drawable_list_t mPartitionQ; //drawables that need to update their spatial partition radius
+
+ bool mGroupQ2Locked;
+ bool mGroupQ1Locked;
+
+ bool mResetVertexBuffers; //if true, clear vertex buffers on next update
+
+ LLViewerObject::vobj_list_t mCreateQ;
+
+ LLDrawable::drawable_set_t mRetexturedList;
+
+ class HighlightItem
+ {
+ public:
+ const LLPointer<LLDrawable> mItem;
+ mutable F32 mFade;
+
+ HighlightItem(LLDrawable* item)
+ : mItem(item), mFade(0)
+ {
+ }
+
+ bool operator<(const HighlightItem& rhs) const
+ {
+ return mItem < rhs.mItem;
+ }
+
+ bool operator==(const HighlightItem& rhs) const
+ {
+ return mItem == rhs.mItem;
+ }
+
+ void incrFade(F32 val) const
+ {
+ mFade = llclamp(mFade+val, 0.f, 1.f);
+ }
+ };
+
+ std::set<HighlightItem> mHighlightSet;
+ LLPointer<LLDrawable> mHighlightObject;
+
+ //////////////////////////////////////////////////
+ //
+ // Draw pools are responsible for storing all rendered data,
+ // and performing the actual rendering of objects.
+ //
+ struct compare_pools
+ {
+ bool operator()(const LLDrawPool* a, const LLDrawPool* b) const
+ {
+ if (!a)
+ return true;
+ else if (!b)
+ return false;
+ else
+ {
+ S32 atype = a->getType();
+ S32 btype = b->getType();
+ if (atype < btype)
+ return true;
+ else if (atype > btype)
+ return false;
+ else
+ return a->getId() < b->getId();
+ }
+ }
+ };
+ typedef std::set<LLDrawPool*, compare_pools > pool_set_t;
+ pool_set_t mPools;
+ LLDrawPool* mLastRebuildPool;
+
+ // For quick-lookups into mPools (mapped by texture pointer)
+ std::map<uintptr_t, LLDrawPool*> mTerrainPools;
+ std::map<uintptr_t, LLDrawPool*> mTreePools;
+ LLDrawPoolAlpha* mAlphaPool;
+ LLDrawPool* mSkyPool;
+ LLDrawPool* mTerrainPool;
+ LLDrawPool* mWaterPool;
+ LLDrawPool* mGroundPool;
+ LLRenderPass* mSimplePool;
+ LLRenderPass* mGrassPool;
+ LLRenderPass* mAlphaMaskPool;
+ LLRenderPass* mFullbrightAlphaMaskPool;
+ LLRenderPass* mFullbrightPool;
+ LLDrawPool* mInvisiblePool;
+ LLDrawPool* mGlowPool;
+ LLDrawPool* mBumpPool;
+ LLDrawPool* mMaterialsPool;
+ LLDrawPool* mWLSkyPool;
+ // Note: no need to keep an quick-lookup to avatar pools, since there's only one per avatar
+
public:
- std::vector<LLFace*> mHighlightFaces; // highlight faces on physical objects
+ std::vector<LLFace*> mHighlightFaces; // highlight faces on physical objects
protected:
- std::vector<LLFace*> mSelectedFaces;
-
- class DebugBlip
- {
- public:
- LLColor4 mColor;
- LLVector3 mPosition;
- F32 mAge;
-
- DebugBlip(const LLVector3& position, const LLColor4& color)
- : mColor(color), mPosition(position), mAge(0.f)
- { }
- };
-
- std::list<DebugBlip> mDebugBlips;
-
- LLPointer<LLViewerFetchedTexture> mFaceSelectImagep;
-
- U32 mLightMask;
- U32 mLightMovingMask;
- S32 mLightingDetail;
-
- static bool sRenderPhysicalBeacons;
- static bool sRenderMOAPBeacons;
- static bool sRenderScriptedTouchBeacons;
- static bool sRenderScriptedBeacons;
- static bool sRenderParticleBeacons;
- static bool sRenderSoundBeacons;
+ std::vector<LLFace*> mSelectedFaces;
+
+ class DebugBlip
+ {
+ public:
+ LLColor4 mColor;
+ LLVector3 mPosition;
+ F32 mAge;
+
+ DebugBlip(const LLVector3& position, const LLColor4& color)
+ : mColor(color), mPosition(position), mAge(0.f)
+ { }
+ };
+
+ std::list<DebugBlip> mDebugBlips;
+
+ LLPointer<LLViewerFetchedTexture> mFaceSelectImagep;
+
+ U32 mLightMask;
+ U32 mLightMovingMask;
+ S32 mLightingDetail;
+
+ static bool sRenderPhysicalBeacons;
+ static bool sRenderMOAPBeacons;
+ static bool sRenderScriptedTouchBeacons;
+ static bool sRenderScriptedBeacons;
+ static bool sRenderParticleBeacons;
+ static bool sRenderSoundBeacons;
public:
- static bool sRenderBeacons;
- static bool sRenderHighlight;
-
- // Determines which set of UVs to use in highlight display
- //
- static LLRender::eTexIndex sRenderHighlightTextureChannel;
-
- //debug use
- static U32 sCurRenderPoolType ;
-
- //cached settings
- static bool WindLightUseAtmosShaders;
- static bool VertexShaderEnable;
- static bool RenderAvatarVP;
- static bool RenderDeferred;
- static F32 RenderDeferredSunWash;
- static U32 RenderFSAASamples;
- static U32 RenderResolutionDivisor;
- static bool RenderUIBuffer;
- static S32 RenderShadowDetail;
- static bool RenderDeferredSSAO;
- static F32 RenderShadowResolutionScale;
- static bool RenderLocalLights;
- static bool RenderDelayCreation;
- static bool RenderAnimateRes;
- static bool FreezeTime;
- static S32 DebugBeaconLineWidth;
- static F32 RenderHighlightBrightness;
- static LLColor4 RenderHighlightColor;
- static F32 RenderHighlightThickness;
- static bool RenderSpotLightsInNondeferred;
- static LLColor4 PreviewAmbientColor;
- static LLColor4 PreviewDiffuse0;
- static LLColor4 PreviewSpecular0;
- static LLColor4 PreviewDiffuse1;
- static LLColor4 PreviewSpecular1;
- static LLColor4 PreviewDiffuse2;
- static LLColor4 PreviewSpecular2;
- static LLVector3 PreviewDirection0;
- static LLVector3 PreviewDirection1;
- static LLVector3 PreviewDirection2;
- static F32 RenderGlowMinLuminance;
- static F32 RenderGlowMaxExtractAlpha;
- static F32 RenderGlowWarmthAmount;
- static LLVector3 RenderGlowLumWeights;
- static LLVector3 RenderGlowWarmthWeights;
- static S32 RenderGlowResolutionPow;
- static S32 RenderGlowIterations;
- static F32 RenderGlowWidth;
- static F32 RenderGlowStrength;
- static bool RenderDepthOfField;
- static bool RenderDepthOfFieldInEditMode;
- static F32 CameraFocusTransitionTime;
- static F32 CameraFNumber;
- static F32 CameraFocalLength;
- static F32 CameraFieldOfView;
- static F32 RenderShadowNoise;
- static F32 RenderShadowBlurSize;
- static F32 RenderSSAOScale;
- static U32 RenderSSAOMaxScale;
- static F32 RenderSSAOFactor;
- static LLVector3 RenderSSAOEffect;
- static F32 RenderShadowOffsetError;
- static F32 RenderShadowBiasError;
- static F32 RenderShadowOffset;
- static F32 RenderShadowBias;
- static F32 RenderSpotShadowOffset;
- static F32 RenderSpotShadowBias;
- static F32 RenderEdgeDepthCutoff;
- static F32 RenderEdgeNormCutoff;
- static LLVector3 RenderShadowGaussian;
- static F32 RenderShadowBlurDistFactor;
- static bool RenderDeferredAtmospheric;
- static S32 RenderReflectionDetail;
- static F32 RenderHighlightFadeTime;
- static LLVector3 RenderShadowClipPlanes;
- static LLVector3 RenderShadowOrthoClipPlanes;
- static LLVector3 RenderShadowNearDist;
- static F32 RenderFarClip;
- static LLVector3 RenderShadowSplitExponent;
- static F32 RenderShadowErrorCutoff;
- static F32 RenderShadowFOVCutoff;
- static bool CameraOffset;
- static F32 CameraMaxCoF;
- static F32 CameraDoFResScale;
- static F32 RenderAutoHideSurfaceAreaLimit;
+ static bool sRenderBeacons;
+ static bool sRenderHighlight;
+
+ // Determines which set of UVs to use in highlight display
+ //
+ static LLRender::eTexIndex sRenderHighlightTextureChannel;
+
+ //debug use
+ static U32 sCurRenderPoolType ;
+
+ //cached settings
+ static bool WindLightUseAtmosShaders;
+ static bool VertexShaderEnable;
+ static bool RenderAvatarVP;
+ static bool RenderDeferred;
+ static F32 RenderDeferredSunWash;
+ static U32 RenderFSAASamples;
+ static U32 RenderResolutionDivisor;
+ static bool RenderUIBuffer;
+ static S32 RenderShadowDetail;
+ static bool RenderDeferredSSAO;
+ static F32 RenderShadowResolutionScale;
+ static bool RenderLocalLights;
+ static bool RenderDelayCreation;
+ static bool RenderAnimateRes;
+ static bool FreezeTime;
+ static S32 DebugBeaconLineWidth;
+ static F32 RenderHighlightBrightness;
+ static LLColor4 RenderHighlightColor;
+ static F32 RenderHighlightThickness;
+ static bool RenderSpotLightsInNondeferred;
+ static LLColor4 PreviewAmbientColor;
+ static LLColor4 PreviewDiffuse0;
+ static LLColor4 PreviewSpecular0;
+ static LLColor4 PreviewDiffuse1;
+ static LLColor4 PreviewSpecular1;
+ static LLColor4 PreviewDiffuse2;
+ static LLColor4 PreviewSpecular2;
+ static LLVector3 PreviewDirection0;
+ static LLVector3 PreviewDirection1;
+ static LLVector3 PreviewDirection2;
+ static F32 RenderGlowMinLuminance;
+ static F32 RenderGlowMaxExtractAlpha;
+ static F32 RenderGlowWarmthAmount;
+ static LLVector3 RenderGlowLumWeights;
+ static LLVector3 RenderGlowWarmthWeights;
+ static S32 RenderGlowResolutionPow;
+ static S32 RenderGlowIterations;
+ static F32 RenderGlowWidth;
+ static F32 RenderGlowStrength;
+ static bool RenderDepthOfField;
+ static bool RenderDepthOfFieldInEditMode;
+ static F32 CameraFocusTransitionTime;
+ static F32 CameraFNumber;
+ static F32 CameraFocalLength;
+ static F32 CameraFieldOfView;
+ static F32 RenderShadowNoise;
+ static F32 RenderShadowBlurSize;
+ static F32 RenderSSAOScale;
+ static U32 RenderSSAOMaxScale;
+ static F32 RenderSSAOFactor;
+ static LLVector3 RenderSSAOEffect;
+ static F32 RenderShadowOffsetError;
+ static F32 RenderShadowBiasError;
+ static F32 RenderShadowOffset;
+ static F32 RenderShadowBias;
+ static F32 RenderSpotShadowOffset;
+ static F32 RenderSpotShadowBias;
+ static F32 RenderEdgeDepthCutoff;
+ static F32 RenderEdgeNormCutoff;
+ static LLVector3 RenderShadowGaussian;
+ static F32 RenderShadowBlurDistFactor;
+ static bool RenderDeferredAtmospheric;
+ static S32 RenderReflectionDetail;
+ static F32 RenderHighlightFadeTime;
+ static LLVector3 RenderShadowClipPlanes;
+ static LLVector3 RenderShadowOrthoClipPlanes;
+ static LLVector3 RenderShadowNearDist;
+ static F32 RenderFarClip;
+ static LLVector3 RenderShadowSplitExponent;
+ static F32 RenderShadowErrorCutoff;
+ static F32 RenderShadowFOVCutoff;
+ static bool CameraOffset;
+ static F32 CameraMaxCoF;
+ static F32 CameraDoFResScale;
+ static F32 RenderAutoHideSurfaceAreaLimit;
};
void render_bbox(const LLVector3 &min, const LLVector3 &max);