/** * @file llviewershadermgr.cpp * @brief Viewer shader manager implementation. * * $LicenseInfo:firstyear=2005&license=viewergpl$ * * Copyright (c) 2005-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llfeaturemanager.h" #include "llviewershadermgr.h" #include "llfile.h" #include "llviewerwindow.h" #include "llviewercontrol.h" #include "pipeline.h" #include "llworld.h" #include "llwlparammanager.h" #include "llwaterparammanager.h" #include "llsky.h" #include "llvosky.h" #include "llrender.h" #if LL_DARWIN #include "OpenGL/OpenGL.h" #endif #ifdef LL_RELEASE_FOR_DOWNLOAD #define UNIFORM_ERRS LL_WARNS_ONCE("Shader") #else #define UNIFORM_ERRS LL_ERRS("Shader") #endif // Lots of STL stuff in here, using namespace std to keep things more readable using std::vector; using std::pair; using std::make_pair; using std::string; LLVector4 gShinyOrigin; //object shaders LLGLSLShader gObjectSimpleProgram; LLGLSLShader gObjectSimpleWaterProgram; LLGLSLShader gObjectFullbrightProgram; LLGLSLShader gObjectFullbrightWaterProgram; LLGLSLShader gObjectFullbrightShinyProgram; LLGLSLShader gObjectShinyProgram; LLGLSLShader gObjectShinyWaterProgram; //environment shaders LLGLSLShader gTerrainProgram; LLGLSLShader gTerrainWaterProgram; LLGLSLShader gWaterProgram; LLGLSLShader gUnderWaterProgram; //interface shaders LLGLSLShader gHighlightProgram; //avatar shader handles LLGLSLShader gAvatarProgram; LLGLSLShader gAvatarWaterProgram; LLGLSLShader gAvatarEyeballProgram; LLGLSLShader gAvatarPickProgram; // WindLight shader handles LLGLSLShader gWLSkyProgram; LLGLSLShader gWLCloudProgram; // Effects Shaders LLGLSLShader gGlowProgram; LLGLSLShader gGlowExtractProgram; LLGLSLShader gPostColorFilterProgram; LLGLSLShader gPostNightVisionProgram; // Deferred rendering shaders LLGLSLShader gDeferredDiffuseProgram; //current avatar shader parameter pointer GLint gAvatarMatrixParam; LLViewerShaderMgr::LLViewerShaderMgr() : mVertexShaderLevel(SHADER_COUNT, 0) { /// Make sure WL Sky is the first program mShaderList.push_back(&gWLSkyProgram); mShaderList.push_back(&gWLCloudProgram); mShaderList.push_back(&gAvatarProgram); mShaderList.push_back(&gObjectShinyProgram); mShaderList.push_back(&gWaterProgram); mShaderList.push_back(&gAvatarEyeballProgram); mShaderList.push_back(&gObjectSimpleProgram); mShaderList.push_back(&gObjectFullbrightProgram); mShaderList.push_back(&gObjectFullbrightShinyProgram); mShaderList.push_back(&gTerrainProgram); mShaderList.push_back(&gTerrainWaterProgram); mShaderList.push_back(&gObjectSimpleWaterProgram); mShaderList.push_back(&gObjectFullbrightWaterProgram); mShaderList.push_back(&gAvatarWaterProgram); mShaderList.push_back(&gObjectShinyWaterProgram); mShaderList.push_back(&gUnderWaterProgram); } LLViewerShaderMgr::~LLViewerShaderMgr() { mVertexShaderLevel.clear(); mShaderList.clear(); } // static LLViewerShaderMgr * LLViewerShaderMgr::instance() { if(NULL == sInstance) { sInstance = new LLViewerShaderMgr(); } return static_cast(sInstance); } void LLViewerShaderMgr::initAttribsAndUniforms(void) { if (mReservedAttribs.empty()) { mReservedAttribs.push_back("materialColor"); mReservedAttribs.push_back("specularColor"); mReservedAttribs.push_back("binormal"); mAvatarAttribs.reserve(5); mAvatarAttribs.push_back("weight"); mAvatarAttribs.push_back("clothing"); mAvatarAttribs.push_back("gWindDir"); mAvatarAttribs.push_back("gSinWaveParams"); mAvatarAttribs.push_back("gGravity"); mAvatarUniforms.push_back("matrixPalette"); mReservedUniforms.reserve(24); mReservedUniforms.push_back("diffuseMap"); mReservedUniforms.push_back("specularMap"); mReservedUniforms.push_back("bumpMap"); mReservedUniforms.push_back("environmentMap"); mReservedUniforms.push_back("cloude_noise_texture"); mReservedUniforms.push_back("fullbright"); mReservedUniforms.push_back("lightnorm"); mReservedUniforms.push_back("sunlight_color"); mReservedUniforms.push_back("ambient"); mReservedUniforms.push_back("blue_horizon"); mReservedUniforms.push_back("blue_density"); mReservedUniforms.push_back("haze_horizon"); mReservedUniforms.push_back("haze_density"); mReservedUniforms.push_back("cloud_shadow"); mReservedUniforms.push_back("density_multiplier"); mReservedUniforms.push_back("distance_multiplier"); mReservedUniforms.push_back("max_y"); mReservedUniforms.push_back("glow"); mReservedUniforms.push_back("cloud_color"); mReservedUniforms.push_back("cloud_pos_density1"); mReservedUniforms.push_back("cloud_pos_density2"); mReservedUniforms.push_back("cloud_scale"); mReservedUniforms.push_back("gamma"); mReservedUniforms.push_back("scene_light_strength"); mWLUniforms.push_back("camPosLocal"); mTerrainUniforms.reserve(5); mTerrainUniforms.push_back("detail_0"); mTerrainUniforms.push_back("detail_1"); mTerrainUniforms.push_back("detail_2"); mTerrainUniforms.push_back("detail_3"); mTerrainUniforms.push_back("alpha_ramp"); mGlowUniforms.push_back("glowDelta"); mGlowUniforms.push_back("glowStrength"); mGlowExtractUniforms.push_back("minLuminance"); mGlowExtractUniforms.push_back("maxExtractAlpha"); mGlowExtractUniforms.push_back("lumWeights"); mGlowExtractUniforms.push_back("warmthWeights"); mGlowExtractUniforms.push_back("warmthAmount"); mShinyUniforms.push_back("origin"); mWaterUniforms.reserve(12); mWaterUniforms.push_back("screenTex"); mWaterUniforms.push_back("screenDepth"); mWaterUniforms.push_back("refTex"); mWaterUniforms.push_back("eyeVec"); mWaterUniforms.push_back("time"); mWaterUniforms.push_back("d1"); mWaterUniforms.push_back("d2"); mWaterUniforms.push_back("lightDir"); mWaterUniforms.push_back("specular"); mWaterUniforms.push_back("lightExp"); mWaterUniforms.push_back("fogCol"); mWaterUniforms.push_back("kd"); mWaterUniforms.push_back("refScale"); mWaterUniforms.push_back("waterHeight"); } } //============================================================================ // Set Levels S32 LLViewerShaderMgr::getVertexShaderLevel(S32 type) { return LLPipeline::sDisableShaders ? 0 : mVertexShaderLevel[type]; } //============================================================================ // Shader Management void LLViewerShaderMgr::setShaders() { if (!gPipeline.mInitialized) { return; } // Make sure the compiled shader map is cleared before we recompile shaders. mShaderObjects.clear(); initAttribsAndUniforms(); gPipeline.releaseGLBuffers(); if (gSavedSettings.getBOOL("VertexShaderEnable")) { LLPipeline::sWaterReflections = gGLManager.mHasCubeMap; LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow"); } else { LLPipeline::sRenderGlow = LLPipeline::sWaterReflections = FALSE; } //hack to reset buffers that change behavior with shaders gPipeline.resetVertexBuffers(); if (gViewerWindow) { gViewerWindow->setCursor(UI_CURSOR_WAIT); } // Lighting gPipeline.setLightingDetail(-1); // Shaders LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL; for (S32 i = 0; i < SHADER_COUNT; i++) { mVertexShaderLevel[i] = 0; } mMaxAvatarShaderLevel = 0; if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") && gSavedSettings.getBOOL("VertexShaderEnable")) { S32 light_class = 2; S32 env_class = 2; S32 obj_class = 2; S32 effect_class = 2; S32 wl_class = 2; S32 water_class = 2; S32 deferred_class = 0; if (!gSavedSettings.getBOOL("WindLightUseAtmosShaders")) { // user has disabled WindLight in their settings, downgrade // windlight shaders to stub versions. wl_class = 1; // if class one or less, turn off more shaders // since higher end cards won't see any real gain // from turning off most of the shaders, // but class one would // TODO: Make water on class one cards color things // beneath it properly if(LLFeatureManager::getInstance()->getGPUClass() < GPU_CLASS_2) { // use lesser water and other stuff light_class = 2; env_class = 0; obj_class = 0; effect_class = 1; water_class = 1; } } if (gSavedSettings.getBOOL("RenderDeferred")) { light_class = 1; env_class = 0; obj_class = 0; water_class = 1; effect_class = 1; deferred_class = 1; } if(!gSavedSettings.getBOOL("EnableRippleWater")) { water_class = 0; } // Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders if (mVertexShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull()) { gSky.mVOSkyp->forceSkyUpdate(); } // Load lighting shaders mVertexShaderLevel[SHADER_LIGHTING] = light_class; mVertexShaderLevel[SHADER_INTERFACE] = light_class; mVertexShaderLevel[SHADER_ENVIRONMENT] = env_class; mVertexShaderLevel[SHADER_WATER] = water_class; mVertexShaderLevel[SHADER_OBJECT] = obj_class; mVertexShaderLevel[SHADER_EFFECT] = effect_class; mVertexShaderLevel[SHADER_WINDLIGHT] = wl_class; mVertexShaderLevel[SHADER_DEFERRED] = deferred_class; BOOL loaded = loadBasicShaders(); if (loaded) { gPipeline.mVertexShadersEnabled = TRUE; gPipeline.mVertexShadersLoaded = 1; // Load all shaders to set max levels loadShadersEnvironment(); loadShadersWater(); loadShadersObject(); loadShadersWindLight(); loadShadersEffects(); loadShadersInterface(); loadShadersDeferred(); // Load max avatar shaders to set the max level mVertexShaderLevel[SHADER_AVATAR] = 3; mMaxAvatarShaderLevel = 3; loadShadersAvatar(); #if 0 && LL_DARWIN // force avatar shaders off for mac mVertexShaderLevel[SHADER_AVATAR] = 0; sMaxAvatarShaderLevel = 0; #else if (gSavedSettings.getBOOL("RenderAvatarVP")) { BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth"); S32 avatar_class = 1; // cloth is a class3 shader if(avatar_cloth) { avatar_class = 3; } // Set the actual level mVertexShaderLevel[SHADER_AVATAR] = avatar_class; loadShadersAvatar(); if (mVertexShaderLevel[SHADER_AVATAR] != avatar_class) { if (mVertexShaderLevel[SHADER_AVATAR] == 0) { gSavedSettings.setBOOL("RenderAvatarVP", FALSE); } if(llmax(mVertexShaderLevel[SHADER_AVATAR]-1,0) >= 3) { avatar_cloth = true; } else { avatar_cloth = false; } gSavedSettings.setBOOL("RenderAvatarCloth", avatar_cloth); } } else { mVertexShaderLevel[SHADER_AVATAR] = 0; gSavedSettings.setBOOL("RenderAvatarCloth", FALSE); loadShadersAvatar(); // unloads } #endif } else { gPipeline.mVertexShadersEnabled = FALSE; gPipeline.mVertexShadersLoaded = 0; mVertexShaderLevel[SHADER_LIGHTING] = 0; mVertexShaderLevel[SHADER_INTERFACE] = 0; mVertexShaderLevel[SHADER_ENVIRONMENT] = 0; mVertexShaderLevel[SHADER_WATER] = 0; mVertexShaderLevel[SHADER_OBJECT] = 0; mVertexShaderLevel[SHADER_EFFECT] = 0; mVertexShaderLevel[SHADER_WINDLIGHT] = 0; mVertexShaderLevel[SHADER_AVATAR] = 0; } } else { gPipeline.mVertexShadersEnabled = FALSE; gPipeline.mVertexShadersLoaded = 0; mVertexShaderLevel[SHADER_LIGHTING] = 0; mVertexShaderLevel[SHADER_INTERFACE] = 0; mVertexShaderLevel[SHADER_ENVIRONMENT] = 0; mVertexShaderLevel[SHADER_WATER] = 0; mVertexShaderLevel[SHADER_OBJECT] = 0; mVertexShaderLevel[SHADER_EFFECT] = 0; mVertexShaderLevel[SHADER_WINDLIGHT] = 0; mVertexShaderLevel[SHADER_AVATAR] = 0; } if (gViewerWindow) { gViewerWindow->setCursor(UI_CURSOR_ARROW); } gPipeline.createGLBuffers(); } void LLViewerShaderMgr::unloadShaders() { gObjectSimpleProgram.unload(); gObjectSimpleWaterProgram.unload(); gObjectFullbrightProgram.unload(); gObjectFullbrightWaterProgram.unload(); gObjectShinyProgram.unload(); gObjectFullbrightShinyProgram.unload(); gObjectShinyWaterProgram.unload(); gWaterProgram.unload(); gUnderWaterProgram.unload(); gTerrainProgram.unload(); gTerrainWaterProgram.unload(); gGlowProgram.unload(); gGlowExtractProgram.unload(); gAvatarProgram.unload(); gAvatarWaterProgram.unload(); gAvatarEyeballProgram.unload(); gAvatarPickProgram.unload(); gHighlightProgram.unload(); gWLSkyProgram.unload(); gWLCloudProgram.unload(); gPostColorFilterProgram.unload(); gPostNightVisionProgram.unload(); gDeferredDiffuseProgram.unload(); mVertexShaderLevel[SHADER_LIGHTING] = 0; mVertexShaderLevel[SHADER_OBJECT] = 0; mVertexShaderLevel[SHADER_AVATAR] = 0; mVertexShaderLevel[SHADER_ENVIRONMENT] = 0; mVertexShaderLevel[SHADER_WATER] = 0; mVertexShaderLevel[SHADER_INTERFACE] = 0; mVertexShaderLevel[SHADER_EFFECT] = 0; mVertexShaderLevel[SHADER_WINDLIGHT] = 0; gPipeline.mVertexShadersLoaded = 0; } BOOL LLViewerShaderMgr::loadBasicShaders() { // Load basic dependency shaders first // All of these have to load for any shaders to function #if LL_DARWIN // Mac can't currently handle all 8 lights, S32 sum_lights_class = 2; #else S32 sum_lights_class = 3; // class one cards will get the lower sum lights // class zero we're not going to think about // since a class zero card COULD be a ridiculous new card // and old cards should have the features masked if(LLFeatureManager::getInstance()->getGPUClass() == GPU_CLASS_1) { sum_lights_class = 2; } #endif // If we have sun and moon only checked, then only sum those lights. if (gPipeline.getLightingDetail() == 0) { sum_lights_class = 1; } // Load the Basic Vertex Shaders at the appropriate level. // (in order of shader function call depth for reference purposes, deepest level first) vector< pair > shaders; shaders.reserve(10); shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) ); shaders.push_back( make_pair( "lighting/lightV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/sumLightsSpecularV.glsl", sum_lights_class ) ); shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) ); // We no longer have to bind the shaders to global glhandles, they are automatically added to a map now. for (U32 i = 0; i < shaders.size(); i++) { // Note usage of GL_VERTEX_SHADER_ARB if (loadShaderFile(shaders[i].first, shaders[i].second, GL_VERTEX_SHADER_ARB) == 0) { return FALSE; } } // Load the Basic Fragment Shaders at the appropriate level. // (in order of shader function call depth for reference purposes, deepest level first) shaders.clear(); shaders.reserve(12); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) ); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "environment/waterFogF.glsl", mVertexShaderLevel[SHADER_WATER] ) ); shaders.push_back( make_pair( "lighting/lightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); for (U32 i = 0; i < shaders.size(); i++) { // Note usage of GL_FRAGMENT_SHADER_ARB if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER_ARB) == 0) { return FALSE; } } return TRUE; } BOOL LLViewerShaderMgr::loadShadersEnvironment() { BOOL success = TRUE; if (mVertexShaderLevel[SHADER_ENVIRONMENT] == 0) { gTerrainProgram.unload(); return FALSE; } if (success) { gTerrainProgram.mName = "Terrain Shader"; gTerrainProgram.mFeatures.calculatesLighting = true; gTerrainProgram.mFeatures.calculatesAtmospherics = true; gTerrainProgram.mFeatures.hasAtmospherics = true; gTerrainProgram.mFeatures.hasGamma = true; gTerrainProgram.mShaderFiles.clear(); gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB)); gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainF.glsl", GL_FRAGMENT_SHADER_ARB)); gTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT]; success = gTerrainProgram.createShader(NULL, &mTerrainUniforms); } if (!success) { mVertexShaderLevel[SHADER_ENVIRONMENT] = 0; return FALSE; } LLWorld::getInstance()->updateWaterObjects(); return TRUE; } BOOL LLViewerShaderMgr::loadShadersWater() { BOOL success = TRUE; BOOL terrainWaterSuccess = TRUE; if (mVertexShaderLevel[SHADER_WATER] == 0) { gWaterProgram.unload(); gUnderWaterProgram.unload(); gTerrainWaterProgram.unload(); return FALSE; } if (success) { // load water shader gWaterProgram.mName = "Water Shader"; gWaterProgram.mFeatures.calculatesAtmospherics = true; gWaterProgram.mFeatures.hasGamma = true; gWaterProgram.mFeatures.hasTransport = true; gWaterProgram.mShaderFiles.clear(); gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB)); gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB)); gWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER]; success = gWaterProgram.createShader(NULL, &mWaterUniforms); } if (success) { //load under water vertex shader gUnderWaterProgram.mName = "Underwater Shader"; gUnderWaterProgram.mFeatures.calculatesAtmospherics = true; gUnderWaterProgram.mShaderFiles.clear(); gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB)); gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER]; gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gUnderWaterProgram.createShader(NULL, &mWaterUniforms); } if (success) { //load terrain water shader gTerrainWaterProgram.mName = "Terrain Water Shader"; gTerrainWaterProgram.mFeatures.calculatesLighting = true; gTerrainWaterProgram.mFeatures.calculatesAtmospherics = true; gTerrainWaterProgram.mFeatures.hasAtmospherics = true; gTerrainWaterProgram.mFeatures.hasWaterFog = true; gTerrainWaterProgram.mShaderFiles.clear(); gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB)); gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gTerrainWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT]; gTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; terrainWaterSuccess = gTerrainWaterProgram.createShader(NULL, &mTerrainUniforms); } /// Keep track of water shader levels if (gWaterProgram.mShaderLevel != mVertexShaderLevel[SHADER_WATER] || gUnderWaterProgram.mShaderLevel != mVertexShaderLevel[SHADER_WATER]) { mVertexShaderLevel[SHADER_WATER] = llmin(gWaterProgram.mShaderLevel, gUnderWaterProgram.mShaderLevel); } if (!success) { mVertexShaderLevel[SHADER_WATER] = 0; return FALSE; } // if we failed to load the terrain water shaders and we need them (using class2 water), // then drop down to class1 water. if (mVertexShaderLevel[SHADER_WATER] > 1 && !terrainWaterSuccess) { mVertexShaderLevel[SHADER_WATER]--; return loadShadersWater(); } LLWorld::getInstance()->updateWaterObjects(); return TRUE; } BOOL LLViewerShaderMgr::loadShadersEffects() { BOOL success = TRUE; if (mVertexShaderLevel[SHADER_EFFECT] == 0) { gGlowProgram.unload(); gGlowExtractProgram.unload(); gPostColorFilterProgram.unload(); gPostNightVisionProgram.unload(); return FALSE; } if (success) { gGlowProgram.mName = "Glow Shader (Post)"; gGlowProgram.mShaderFiles.clear(); gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowV.glsl", GL_VERTEX_SHADER_ARB)); gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowF.glsl", GL_FRAGMENT_SHADER_ARB)); gGlowProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; success = gGlowProgram.createShader(NULL, &mGlowUniforms); if (!success) { LLPipeline::sRenderGlow = FALSE; } } if (success) { gGlowExtractProgram.mName = "Glow Extract Shader (Post)"; gGlowExtractProgram.mShaderFiles.clear(); gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB)); gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB)); gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; success = gGlowExtractProgram.createShader(NULL, &mGlowExtractUniforms); if (!success) { LLPipeline::sRenderGlow = FALSE; } } #if 0 // disabling loading of postprocess shaders until we fix // ATI sampler2DRect compatibility. //load Color Filter Shader if (success) { vector shaderUniforms; shaderUniforms.reserve(7); shaderUniforms.push_back("RenderTexture"); shaderUniforms.push_back("gamma"); shaderUniforms.push_back("brightness"); shaderUniforms.push_back("contrast"); shaderUniforms.push_back("contrastBase"); shaderUniforms.push_back("saturation"); shaderUniforms.push_back("lumWeights"); gPostColorFilterProgram.mName = "Color Filter Shader (Post)"; gPostColorFilterProgram.mShaderFiles.clear(); gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/colorFilterF.glsl", GL_FRAGMENT_SHADER_ARB)); gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB)); gPostColorFilterProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; success = gPostColorFilterProgram.createShader(NULL, &shaderUniforms); } //load Night Vision Shader if (success) { vector shaderUniforms; shaderUniforms.reserve(5); shaderUniforms.push_back("RenderTexture"); shaderUniforms.push_back("NoiseTexture"); shaderUniforms.push_back("brightMult"); shaderUniforms.push_back("noiseStrength"); shaderUniforms.push_back("lumWeights"); gPostNightVisionProgram.mName = "Night Vision Shader (Post)"; gPostNightVisionProgram.mShaderFiles.clear(); gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/nightVisionF.glsl", GL_FRAGMENT_SHADER_ARB)); gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB)); gPostNightVisionProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT]; success = gPostNightVisionProgram.createShader(NULL, &shaderUniforms); } #endif return success; } BOOL LLViewerShaderMgr::loadShadersDeferred() { if (mVertexShaderLevel[SHADER_DEFERRED] == 0) { gDeferredDiffuseProgram.unload(); return FALSE; } BOOL success = TRUE; if (success) { gDeferredDiffuseProgram.mName = "Deffered Diffuse Shader"; gDeferredDiffuseProgram.mShaderFiles.clear(); gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredDiffuseProgram.createShader(NULL, NULL); } return success; } BOOL LLViewerShaderMgr::loadShadersObject() { BOOL success = TRUE; if (mVertexShaderLevel[SHADER_OBJECT] == 0) { gObjectShinyProgram.unload(); gObjectFullbrightShinyProgram.unload(); gObjectShinyWaterProgram.unload(); gObjectSimpleProgram.unload(); gObjectSimpleWaterProgram.unload(); gObjectFullbrightProgram.unload(); gObjectFullbrightWaterProgram.unload(); return FALSE; } if (success) { gObjectSimpleProgram.mName = "Simple Shader"; gObjectSimpleProgram.mFeatures.calculatesLighting = true; gObjectSimpleProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleProgram.mFeatures.hasGamma = true; gObjectSimpleProgram.mFeatures.hasAtmospherics = true; gObjectSimpleProgram.mFeatures.hasLighting = true; gObjectSimpleProgram.mShaderFiles.clear(); gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectSimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectSimpleProgram.createShader(NULL, NULL); } if (success) { gObjectSimpleWaterProgram.mName = "Simple Water Shader"; gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true; gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true; gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true; gObjectSimpleWaterProgram.mFeatures.hasLighting = true; gObjectSimpleWaterProgram.mShaderFiles.clear(); gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectSimpleWaterProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightProgram.mName = "Fullbright Shader"; gObjectFullbrightProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightProgram.mFeatures.hasGamma = true; gObjectFullbrightProgram.mFeatures.hasTransport = true; gObjectFullbrightProgram.mFeatures.isFullbright = true; gObjectFullbrightProgram.mShaderFiles.clear(); gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectFullbrightProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightWaterProgram.mName = "Fullbright Water Shader"; gObjectFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightWaterProgram.mFeatures.isFullbright = true; gObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true; gObjectFullbrightWaterProgram.mFeatures.hasTransport = true; gObjectFullbrightWaterProgram.mShaderFiles.clear(); gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectFullbrightWaterProgram.createShader(NULL, NULL); } if (success) { gObjectShinyProgram.mName = "Shiny Shader"; gObjectShinyProgram.mFeatures.calculatesAtmospherics = true; gObjectShinyProgram.mFeatures.calculatesLighting = true; gObjectShinyProgram.mFeatures.hasGamma = true; gObjectShinyProgram.mFeatures.hasAtmospherics = true; gObjectShinyProgram.mFeatures.isShiny = true; gObjectShinyProgram.mShaderFiles.clear(); gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectShinyProgram.createShader(NULL, &mShinyUniforms); } if (success) { gObjectShinyWaterProgram.mName = "Shiny Water Shader"; gObjectShinyWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectShinyWaterProgram.mFeatures.calculatesLighting = true; gObjectShinyWaterProgram.mFeatures.isShiny = true; gObjectShinyWaterProgram.mFeatures.hasWaterFog = true; gObjectShinyWaterProgram.mFeatures.hasAtmospherics = true; gObjectShinyWaterProgram.mShaderFiles.clear(); gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectShinyWaterProgram.createShader(NULL, &mShinyUniforms); } if (success) { gObjectFullbrightShinyProgram.mName = "Fullbright Shiny Shader"; gObjectFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightShinyProgram.mFeatures.isFullbright = true; gObjectFullbrightShinyProgram.mFeatures.isShiny = true; gObjectFullbrightShinyProgram.mFeatures.hasGamma = true; gObjectFullbrightShinyProgram.mFeatures.hasTransport = true; gObjectFullbrightShinyProgram.mShaderFiles.clear(); gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectFullbrightShinyProgram.createShader(NULL, &mShinyUniforms); } if( !success ) { mVertexShaderLevel[SHADER_OBJECT] = 0; return FALSE; } return TRUE; } BOOL LLViewerShaderMgr::loadShadersAvatar() { BOOL success = TRUE; if (mVertexShaderLevel[SHADER_AVATAR] == 0) { gAvatarProgram.unload(); gAvatarWaterProgram.unload(); gAvatarEyeballProgram.unload(); gAvatarPickProgram.unload(); return FALSE; } if (success) { gAvatarProgram.mName = "Avatar Shader"; gAvatarProgram.mFeatures.hasSkinning = true; gAvatarProgram.mFeatures.calculatesAtmospherics = true; gAvatarProgram.mFeatures.calculatesLighting = true; gAvatarProgram.mFeatures.hasGamma = true; gAvatarProgram.mFeatures.hasAtmospherics = true; gAvatarProgram.mFeatures.hasLighting = true; gAvatarProgram.mShaderFiles.clear(); gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB)); gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER_ARB)); gAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR]; success = gAvatarProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); if (success) { gAvatarWaterProgram.mName = "Avatar Water Shader"; gAvatarWaterProgram.mFeatures.hasSkinning = true; gAvatarWaterProgram.mFeatures.calculatesAtmospherics = true; gAvatarWaterProgram.mFeatures.calculatesLighting = true; gAvatarWaterProgram.mFeatures.hasWaterFog = true; gAvatarWaterProgram.mFeatures.hasAtmospherics = true; gAvatarWaterProgram.mFeatures.hasLighting = true; gAvatarWaterProgram.mShaderFiles.clear(); gAvatarWaterProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB)); gAvatarWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); // Note: no cloth under water: gAvatarWaterProgram.mShaderLevel = llmin(mVertexShaderLevel[SHADER_AVATAR], 1); gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gAvatarWaterProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); } /// Keep track of avatar levels if (gAvatarProgram.mShaderLevel != mVertexShaderLevel[SHADER_AVATAR]) { mMaxAvatarShaderLevel = mVertexShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel; } } if (success) { gAvatarPickProgram.mName = "Avatar Pick Shader"; gAvatarPickProgram.mFeatures.hasSkinning = true; gAvatarPickProgram.mShaderFiles.clear(); gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarV.glsl", GL_VERTEX_SHADER_ARB)); gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarF.glsl", GL_FRAGMENT_SHADER_ARB)); gAvatarPickProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR]; success = gAvatarPickProgram.createShader(&mAvatarAttribs, &mAvatarUniforms); } if (success) { gAvatarEyeballProgram.mName = "Avatar Eyeball Program"; gAvatarEyeballProgram.mFeatures.calculatesLighting = true; gAvatarEyeballProgram.mFeatures.isSpecular = true; gAvatarEyeballProgram.mFeatures.calculatesAtmospherics = true; gAvatarEyeballProgram.mFeatures.hasGamma = true; gAvatarEyeballProgram.mFeatures.hasAtmospherics = true; gAvatarEyeballProgram.mFeatures.hasLighting = true; gAvatarEyeballProgram.mShaderFiles.clear(); gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER_ARB)); gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER_ARB)); gAvatarEyeballProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR]; success = gAvatarEyeballProgram.createShader(NULL, NULL); } if( !success ) { mVertexShaderLevel[SHADER_AVATAR] = 0; mMaxAvatarShaderLevel = 0; return FALSE; } return TRUE; } BOOL LLViewerShaderMgr::loadShadersInterface() { BOOL success = TRUE; if (mVertexShaderLevel[SHADER_INTERFACE] == 0) { gHighlightProgram.unload(); return FALSE; } if (success) { gHighlightProgram.mName = "Highlight Shader"; gHighlightProgram.mShaderFiles.clear(); gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER_ARB)); gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER_ARB)); gHighlightProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gHighlightProgram.createShader(NULL, NULL); } if( !success ) { mVertexShaderLevel[SHADER_INTERFACE] = 0; return FALSE; } return TRUE; } BOOL LLViewerShaderMgr::loadShadersWindLight() { BOOL success = TRUE; if (mVertexShaderLevel[SHADER_WINDLIGHT] < 2) { gWLSkyProgram.unload(); gWLCloudProgram.unload(); return FALSE; } if (success) { gWLSkyProgram.mName = "Windlight Sky Shader"; //gWLSkyProgram.mFeatures.hasGamma = true; gWLSkyProgram.mShaderFiles.clear(); gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyV.glsl", GL_VERTEX_SHADER_ARB)); gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB)); gWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gWLSkyProgram.createShader(NULL, &mWLUniforms); } if (success) { gWLCloudProgram.mName = "Windlight Cloud Program"; //gWLCloudProgram.mFeatures.hasGamma = true; gWLCloudProgram.mShaderFiles.clear(); gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsV.glsl", GL_VERTEX_SHADER_ARB)); gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB)); gWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; gWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gWLCloudProgram.createShader(NULL, &mWLUniforms); } return success; } std::string LLViewerShaderMgr::getShaderDirPrefix(void) { return gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/class"); } void LLViewerShaderMgr::updateShaderUniforms(LLGLSLShader * shader) { LLWLParamManager::instance()->updateShaderUniforms(shader); LLWaterParamManager::instance()->updateShaderUniforms(shader); }