/** * @file llviewershadermgr.cpp * @brief Viewer shader manager implementation. * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include #include "llfeaturemanager.h" #include "llviewershadermgr.h" #include "llviewercontrol.h" #include "llrender.h" #include "llenvironment.h" #include "llatmosphere.h" #include "llworld.h" #include "llsky.h" #include "llvosky.h" #include "pipeline.h" #include "llfile.h" #include "llviewerwindow.h" #include "llwindow.h" #include "lljoint.h" #include "llskinningutil.h" #if LL_WINDOWS #pragma optimize("", off) #endif static LLStaticHashedString sTexture0("texture0"); static LLStaticHashedString sTexture1("texture1"); static LLStaticHashedString sTex0("tex0"); static LLStaticHashedString sTex1("tex1"); static LLStaticHashedString sDitherTex("dither_tex"); static LLStaticHashedString sGlowMap("glowMap"); static LLStaticHashedString sScreenMap("screenMap"); // 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; BOOL LLViewerShaderMgr::sInitialized = FALSE; bool LLViewerShaderMgr::sSkipReload = false; LLVector4 gShinyOrigin; //transform shaders LLGLSLShader gTransformPositionProgram; LLGLSLShader gTransformTexCoordProgram; LLGLSLShader gTransformNormalProgram; LLGLSLShader gTransformColorProgram; LLGLSLShader gTransformTangentProgram; //utility shaders LLGLSLShader gOcclusionProgram; LLGLSLShader gOcclusionCubeProgram; LLGLSLShader gCustomAlphaProgram; LLGLSLShader gGlowCombineProgram; LLGLSLShader gSplatTextureRectProgram; LLGLSLShader gGlowCombineFXAAProgram; LLGLSLShader gTwoTextureAddProgram; LLGLSLShader gTwoTextureCompareProgram; LLGLSLShader gOneTextureFilterProgram; LLGLSLShader gOneTextureNoColorProgram; LLGLSLShader gDebugProgram; LLGLSLShader gClipProgram; LLGLSLShader gDownsampleDepthProgram; LLGLSLShader gDownsampleDepthRectProgram; LLGLSLShader gDownsampleMinMaxDepthRectProgram; LLGLSLShader gInscatterRectProgram; LLGLSLShader gAlphaMaskProgram; LLGLSLShader gBenchmarkProgram; //object shaders LLGLSLShader gObjectSimpleProgram; LLGLSLShader gObjectSimpleImpostorProgram; LLGLSLShader gObjectPreviewProgram; LLGLSLShader gObjectSimpleWaterProgram; LLGLSLShader gObjectSimpleAlphaMaskProgram; LLGLSLShader gObjectSimpleWaterAlphaMaskProgram; LLGLSLShader gObjectFullbrightProgram; LLGLSLShader gObjectFullbrightWaterProgram; LLGLSLShader gObjectEmissiveProgram; LLGLSLShader gObjectEmissiveWaterProgram; LLGLSLShader gObjectFullbrightAlphaMaskProgram; LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram; LLGLSLShader gObjectFullbrightShinyProgram; LLGLSLShader gObjectFullbrightShinyWaterProgram; LLGLSLShader gObjectShinyProgram; LLGLSLShader gObjectShinyWaterProgram; LLGLSLShader gObjectBumpProgram; LLGLSLShader gTreeProgram; LLGLSLShader gTreeWaterProgram; LLGLSLShader gObjectFullbrightNoColorProgram; LLGLSLShader gObjectFullbrightNoColorWaterProgram; LLGLSLShader gObjectSimpleNonIndexedProgram; LLGLSLShader gObjectSimpleNonIndexedTexGenProgram; LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram; LLGLSLShader gObjectSimpleNonIndexedWaterProgram; LLGLSLShader gObjectAlphaMaskNonIndexedProgram; LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram; LLGLSLShader gObjectAlphaMaskNoColorProgram; LLGLSLShader gObjectAlphaMaskNoColorWaterProgram; LLGLSLShader gObjectFullbrightNonIndexedProgram; LLGLSLShader gObjectFullbrightNonIndexedWaterProgram; LLGLSLShader gObjectEmissiveNonIndexedProgram; LLGLSLShader gObjectEmissiveNonIndexedWaterProgram; LLGLSLShader gObjectFullbrightShinyNonIndexedProgram; LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram; LLGLSLShader gObjectShinyNonIndexedProgram; LLGLSLShader gObjectShinyNonIndexedWaterProgram; //object hardware skinning shaders LLGLSLShader gSkinnedObjectSimpleProgram; LLGLSLShader gSkinnedObjectFullbrightProgram; LLGLSLShader gSkinnedObjectEmissiveProgram; LLGLSLShader gSkinnedObjectFullbrightShinyProgram; LLGLSLShader gSkinnedObjectShinySimpleProgram; LLGLSLShader gSkinnedObjectSimpleWaterProgram; LLGLSLShader gSkinnedObjectFullbrightWaterProgram; LLGLSLShader gSkinnedObjectEmissiveWaterProgram; LLGLSLShader gSkinnedObjectFullbrightShinyWaterProgram; LLGLSLShader gSkinnedObjectShinySimpleWaterProgram; //environment shaders LLGLSLShader gTerrainProgram; LLGLSLShader gTerrainWaterProgram; LLGLSLShader gWaterProgram; LLGLSLShader gUnderWaterProgram; //interface shaders LLGLSLShader gHighlightProgram; LLGLSLShader gHighlightNormalProgram; LLGLSLShader gHighlightSpecularProgram; LLGLSLShader gPathfindingProgram; LLGLSLShader gPathfindingNoNormalsProgram; //avatar shader handles LLGLSLShader gAvatarProgram; LLGLSLShader gAvatarWaterProgram; LLGLSLShader gAvatarEyeballProgram; LLGLSLShader gAvatarPickProgram; LLGLSLShader gImpostorProgram; // WindLight shader handles LLGLSLShader gWLSkyProgram; LLGLSLShader gWLCloudProgram; LLGLSLShader gWLSunProgram; LLGLSLShader gWLMoonProgram; // Effects Shaders LLGLSLShader gGlowProgram; LLGLSLShader gGlowExtractProgram; LLGLSLShader gPostColorFilterProgram; LLGLSLShader gPostNightVisionProgram; // Deferred rendering shaders LLGLSLShader gDeferredImpostorProgram; LLGLSLShader gDeferredWaterProgram; LLGLSLShader gDeferredUnderWaterProgram; LLGLSLShader gDeferredDiffuseProgram; LLGLSLShader gDeferredDiffuseAlphaMaskProgram; LLGLSLShader gDeferredNonIndexedDiffuseProgram; LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram; LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; LLGLSLShader gDeferredSkinnedDiffuseProgram; LLGLSLShader gDeferredSkinnedBumpProgram; LLGLSLShader gDeferredSkinnedAlphaProgram; LLGLSLShader gDeferredBumpProgram; LLGLSLShader gDeferredTerrainProgram; LLGLSLShader gDeferredTreeProgram; LLGLSLShader gDeferredTreeShadowProgram; LLGLSLShader gDeferredAvatarProgram; LLGLSLShader gDeferredAvatarAlphaProgram; LLGLSLShader gDeferredLightProgram; LLGLSLShader gDeferredMultiLightProgram[16]; LLGLSLShader gDeferredSpotLightProgram; LLGLSLShader gDeferredMultiSpotLightProgram; LLGLSLShader gDeferredSunProgram; LLGLSLShader gDeferredBlurLightProgram; LLGLSLShader gDeferredSoftenProgram; LLGLSLShader gDeferredSoftenWaterProgram; LLGLSLShader gDeferredShadowProgram; LLGLSLShader gDeferredShadowCubeProgram; LLGLSLShader gDeferredShadowAlphaMaskProgram; LLGLSLShader gDeferredAvatarShadowProgram; LLGLSLShader gDeferredAttachmentShadowProgram; LLGLSLShader gDeferredAlphaProgram; LLGLSLShader gDeferredAlphaImpostorProgram; LLGLSLShader gDeferredAlphaWaterProgram; LLGLSLShader gDeferredAvatarEyesProgram; LLGLSLShader gDeferredFullbrightProgram; LLGLSLShader gDeferredFullbrightAlphaMaskProgram; LLGLSLShader gDeferredFullbrightWaterProgram; LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram; LLGLSLShader gDeferredEmissiveProgram; LLGLSLShader gDeferredPostProgram; LLGLSLShader gDeferredCoFProgram; LLGLSLShader gDeferredDoFCombineProgram; LLGLSLShader gDeferredPostGammaCorrectProgram; LLGLSLShader gFXAAProgram; LLGLSLShader gDeferredPostNoDoFProgram; LLGLSLShader gDeferredWLSkyProgram; LLGLSLShader gDeferredWLCloudProgram; LLGLSLShader gDeferredWLSunProgram; LLGLSLShader gDeferredWLMoonProgram; LLGLSLShader gDeferredStarProgram; LLGLSLShader gDeferredFullbrightShinyProgram; LLGLSLShader gDeferredSkinnedFullbrightShinyProgram; LLGLSLShader gDeferredSkinnedFullbrightProgram; LLGLSLShader gNormalMapGenProgram; // Deferred materials shaders LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2]; LLViewerShaderMgr::LLViewerShaderMgr() : mVertexShaderLevel(SHADER_COUNT, 0), mMaxAvatarShaderLevel(0) { /// Make sure WL Sky is the first program //ONLY shaders that need WL Param management should be added here mShaderList.push_back(&gWLSkyProgram); mShaderList.push_back(&gWLCloudProgram); mShaderList.push_back(&gWLSunProgram); mShaderList.push_back(&gWLMoonProgram); mShaderList.push_back(&gAvatarProgram); mShaderList.push_back(&gObjectShinyProgram); mShaderList.push_back(&gObjectShinyNonIndexedProgram); mShaderList.push_back(&gWaterProgram); mShaderList.push_back(&gAvatarEyeballProgram); mShaderList.push_back(&gObjectSimpleProgram); mShaderList.push_back(&gObjectSimpleImpostorProgram); mShaderList.push_back(&gObjectPreviewProgram); mShaderList.push_back(&gImpostorProgram); mShaderList.push_back(&gObjectFullbrightNoColorProgram); mShaderList.push_back(&gObjectFullbrightNoColorWaterProgram); mShaderList.push_back(&gObjectSimpleAlphaMaskProgram); mShaderList.push_back(&gObjectBumpProgram); mShaderList.push_back(&gObjectEmissiveProgram); mShaderList.push_back(&gObjectEmissiveWaterProgram); mShaderList.push_back(&gObjectFullbrightProgram); mShaderList.push_back(&gObjectFullbrightAlphaMaskProgram); mShaderList.push_back(&gObjectFullbrightShinyProgram); mShaderList.push_back(&gObjectFullbrightShinyWaterProgram); mShaderList.push_back(&gObjectSimpleNonIndexedProgram); mShaderList.push_back(&gObjectSimpleNonIndexedTexGenProgram); mShaderList.push_back(&gObjectSimpleNonIndexedTexGenWaterProgram); mShaderList.push_back(&gObjectSimpleNonIndexedWaterProgram); mShaderList.push_back(&gObjectAlphaMaskNonIndexedProgram); mShaderList.push_back(&gObjectAlphaMaskNonIndexedWaterProgram); mShaderList.push_back(&gObjectAlphaMaskNoColorProgram); mShaderList.push_back(&gObjectAlphaMaskNoColorWaterProgram); mShaderList.push_back(&gTreeProgram); mShaderList.push_back(&gTreeWaterProgram); mShaderList.push_back(&gObjectFullbrightNonIndexedProgram); mShaderList.push_back(&gObjectFullbrightNonIndexedWaterProgram); mShaderList.push_back(&gObjectEmissiveNonIndexedProgram); mShaderList.push_back(&gObjectEmissiveNonIndexedWaterProgram); mShaderList.push_back(&gObjectFullbrightShinyNonIndexedProgram); mShaderList.push_back(&gObjectFullbrightShinyNonIndexedWaterProgram); mShaderList.push_back(&gSkinnedObjectSimpleProgram); mShaderList.push_back(&gSkinnedObjectFullbrightProgram); mShaderList.push_back(&gSkinnedObjectEmissiveProgram); mShaderList.push_back(&gSkinnedObjectFullbrightShinyProgram); mShaderList.push_back(&gSkinnedObjectShinySimpleProgram); mShaderList.push_back(&gSkinnedObjectSimpleWaterProgram); mShaderList.push_back(&gSkinnedObjectFullbrightWaterProgram); mShaderList.push_back(&gSkinnedObjectEmissiveWaterProgram); mShaderList.push_back(&gSkinnedObjectFullbrightShinyWaterProgram); mShaderList.push_back(&gSkinnedObjectShinySimpleWaterProgram); mShaderList.push_back(&gTerrainProgram); mShaderList.push_back(&gTerrainWaterProgram); mShaderList.push_back(&gObjectSimpleWaterProgram); mShaderList.push_back(&gObjectFullbrightWaterProgram); mShaderList.push_back(&gObjectSimpleWaterAlphaMaskProgram); mShaderList.push_back(&gObjectFullbrightWaterAlphaMaskProgram); mShaderList.push_back(&gAvatarWaterProgram); mShaderList.push_back(&gObjectShinyWaterProgram); mShaderList.push_back(&gObjectShinyNonIndexedWaterProgram); mShaderList.push_back(&gUnderWaterProgram); mShaderList.push_back(&gDeferredSunProgram); mShaderList.push_back(&gDeferredSoftenProgram); mShaderList.push_back(&gDeferredSoftenWaterProgram); mShaderList.push_back(&gDeferredMaterialProgram[1]); mShaderList.push_back(&gDeferredMaterialProgram[5]); mShaderList.push_back(&gDeferredMaterialProgram[9]); mShaderList.push_back(&gDeferredMaterialProgram[13]); mShaderList.push_back(&gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT]); mShaderList.push_back(&gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT]); mShaderList.push_back(&gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT]); mShaderList.push_back(&gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT]); mShaderList.push_back(&gDeferredMaterialWaterProgram[1]); mShaderList.push_back(&gDeferredMaterialWaterProgram[5]); mShaderList.push_back(&gDeferredMaterialWaterProgram[9]); mShaderList.push_back(&gDeferredMaterialWaterProgram[13]); mShaderList.push_back(&gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT]); mShaderList.push_back(&gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT]); mShaderList.push_back(&gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT]); mShaderList.push_back(&gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT]); mShaderList.push_back(&gDeferredAlphaProgram); mShaderList.push_back(&gDeferredAlphaImpostorProgram); mShaderList.push_back(&gDeferredAlphaWaterProgram); mShaderList.push_back(&gDeferredSkinnedAlphaProgram); mShaderList.push_back(&gDeferredFullbrightProgram); mShaderList.push_back(&gDeferredFullbrightAlphaMaskProgram); mShaderList.push_back(&gDeferredFullbrightWaterProgram); mShaderList.push_back(&gDeferredFullbrightAlphaMaskWaterProgram); mShaderList.push_back(&gDeferredFullbrightShinyProgram); mShaderList.push_back(&gDeferredSkinnedFullbrightShinyProgram); mShaderList.push_back(&gDeferredSkinnedFullbrightProgram); mShaderList.push_back(&gDeferredEmissiveProgram); mShaderList.push_back(&gDeferredAvatarEyesProgram); mShaderList.push_back(&gDeferredWaterProgram); mShaderList.push_back(&gDeferredUnderWaterProgram); mShaderList.push_back(&gDeferredAvatarAlphaProgram); mShaderList.push_back(&gDeferredWLSkyProgram); mShaderList.push_back(&gDeferredWLCloudProgram); mShaderList.push_back(&gDeferredWLMoonProgram); mShaderList.push_back(&gDeferredWLSunProgram); } LLViewerShaderMgr::~LLViewerShaderMgr() { mVertexShaderLevel.clear(); mShaderList.clear(); } // static LLViewerShaderMgr * LLViewerShaderMgr::instance() { if(NULL == sInstance) { sInstance = new LLViewerShaderMgr(); } return static_cast(sInstance); } // static void LLViewerShaderMgr::releaseInstance() { if (sInstance != NULL) { delete sInstance; sInstance = NULL; } } void LLViewerShaderMgr::initAttribsAndUniforms(void) { if (mReservedAttribs.empty()) { LLShaderMgr::initAttribsAndUniforms(); } } //============================================================================ // Set Levels S32 LLViewerShaderMgr::getVertexShaderLevel(S32 type) { return LLPipeline::sDisableShaders ? 0 : mVertexShaderLevel[type]; } //============================================================================ // Shader Management void LLViewerShaderMgr::setShaders() { //setShaders might be called redundantly by gSavedSettings, so return on reentrance static bool reentrance = false; if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload) { return; } LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1); //NEVER use more than 16 texture channels (work around for prevalent driver bug) LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16); if (gGLManager.mGLSLVersionMajor < 1 || (gGLManager.mGLSLVersionMajor == 1 && gGLManager.mGLSLVersionMinor <= 20)) { //NEVER use indexed texture rendering when GLSL version is 1.20 or earlier LLGLSLShader::sIndexedTextureChannels = 1; } reentrance = true; if (LLRender::sGLCoreProfile) { if (!gSavedSettings.getBOOL("VertexShaderEnable")) { //vertex shaders MUST be enabled to use core profile gSavedSettings.setBOOL("VertexShaderEnable", TRUE); } } //setup preprocessor definitions LLShaderMgr::instance()->mDefinitions["NUM_TEX_UNITS"] = llformat("%d", gGLManager.mNumTextureImageUnits); // 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"); LLPipeline::updateRenderDeferred(); } else { LLPipeline::sRenderGlow = FALSE; 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; LL_INFOS("ShaderLoading") << llformat("Using GLSL %d.%d", gGLManager.mGLSLVersionMajor, gGLManager.mGLSLVersionMinor) << LL_ENDL; for (S32 i = 0; i < SHADER_COUNT; i++) { mVertexShaderLevel[i] = 0; } mMaxAvatarShaderLevel = 0; LLGLSLShader::sNoFixedFunction = false; LLVertexBuffer::unbind(); if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable") && (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10) && gSavedSettings.getBOOL("VertexShaderEnable")) { bool canRenderDeferred = LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred"); bool hasWindLightShaders = LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders"); S32 shadow_detail = gSavedSettings.getS32("RenderShadowDetail"); bool useRenderDeferred = canRenderDeferred && gSavedSettings.getBOOL("RenderDeferred") && gSavedSettings.getBOOL("RenderAvatarVP"); bool doingWindLight = hasWindLightShaders && gSavedSettings.getBOOL("WindLightUseAtmosShaders"); bool useAdvancedAtmospherics = doingWindLight && gSavedSettings.getBOOL("RenderUseAdvancedAtmospherics"); (void)useAdvancedAtmospherics; //using shaders, disable fixed function LLGLSLShader::sNoFixedFunction = true; 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 = 2; S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0; static LLCachedControl use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback", false); if (!use_transform_feedback) { transform_class = 0; } if (useRenderDeferred && doingWindLight) { //shadows switch (shadow_detail) { case 0: deferred_class = 1; break; // no shadows case 1: deferred_class = 2; break; // PCF shadows case 2: deferred_class = 2; break; // PCF shadows case 3: deferred_class = 3; break; // VSM shadows default: break; } } if (!doingWindLight) { // user has disabled WindLight in their settings, downgrade // windlight shaders to stub versions. wl_class = 1; } // 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; mVertexShaderLevel[SHADER_TRANSFORM] = transform_class; BOOL loaded = loadBasicShaders(); if (loaded) { LL_INFOS() << "Loaded basic shaders." << LL_ENDL; } else { LL_WARNS() << "Failed to load basic shaders." << LL_ENDL; llassert(loaded); } if (loaded) { gPipeline.mVertexShadersEnabled = TRUE; gPipeline.mVertexShadersLoaded = 1; // Load all shaders to set max levels loaded = loadShadersEnvironment(); if (loaded) { LL_INFOS() << "Loaded environment shaders." << LL_ENDL; } else { LL_WARNS() << "Failed to load environment shaders." << LL_ENDL; llassert(loaded); } if (loaded) { loaded = loadShadersWater(); if (loaded) { LL_INFOS() << "Loaded water shaders." << LL_ENDL; } else { LL_WARNS() << "Failed to load water shaders." << LL_ENDL; llassert(loaded); } } if (loaded) { loaded = loadShadersWindLight(); if (loaded) { LL_INFOS() << "Loaded windlight shaders." << LL_ENDL; } else { LL_WARNS() << "Failed to load windlight shaders." << LL_ENDL; llassert(loaded); } } if (loaded) { loaded = loadShadersEffects(); if (loaded) { LL_INFOS() << "Loaded effects shaders." << LL_ENDL; } else { LL_WARNS() << "Failed to load effects shaders." << LL_ENDL; llassert(loaded); } } if (loaded) { loaded = loadShadersInterface(); if (loaded) { LL_INFOS() << "Loaded interface shaders." << LL_ENDL; } else { LL_WARNS() << "Failed to load interface shaders." << LL_ENDL; llassert(loaded); } } if (loaded) { loaded = loadTransformShaders(); if (loaded) { LL_INFOS() << "Loaded transform shaders." << LL_ENDL; } else { LL_WARNS() << "Failed to load transform shaders." << LL_ENDL; llassert(loaded); } } if (loaded) { // Load max avatar shaders to set the max level mVertexShaderLevel[SHADER_AVATAR] = 3; mMaxAvatarShaderLevel = 3; if (gSavedSettings.getBOOL("RenderAvatarVP") && loadShadersObject()) { //hardware skinning is enabled and rigged attachment shaders loaded correctly BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth"); // cloth is a class3 shader S32 avatar_class = avatar_cloth ? 3 : 1; // Set the actual level mVertexShaderLevel[SHADER_AVATAR] = avatar_class; loaded = loadShadersAvatar(); llassert(loaded); 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 { //hardware skinning not possible, neither is deferred rendering mVertexShaderLevel[SHADER_AVATAR] = 0; mVertexShaderLevel[SHADER_DEFERRED] = 0; if (gSavedSettings.getBOOL("RenderAvatarVP")) { gSavedSettings.setBOOL("RenderDeferred", FALSE); gSavedSettings.setBOOL("RenderAvatarCloth", FALSE); gSavedSettings.setBOOL("RenderAvatarVP", FALSE); } loadShadersAvatar(); // unloads loaded = loadShadersObject(); llassert(loaded); } } if (!loaded) { //some shader absolutely could not load, try to fall back to a simpler setting if (gSavedSettings.getBOOL("WindLightUseAtmosShaders")) { //disable windlight and try again gSavedSettings.setBOOL("WindLightUseAtmosShaders", FALSE); LL_WARNS() << "Falling back to no windlight shaders." << LL_ENDL; reentrance = false; setShaders(); return; } if (gSavedSettings.getBOOL("VertexShaderEnable")) { //disable shaders outright and try again gSavedSettings.setBOOL("VertexShaderEnable", FALSE); LL_WARNS() << "Falling back to no vertex shaders." << LL_ENDL; reentrance = false; setShaders(); return; } } llassert(loaded); if (loaded && !loadShadersDeferred()) { //everything else succeeded but deferred failed, disable deferred and try again gSavedSettings.setBOOL("RenderDeferred", FALSE); LL_WARNS() << "Falling back to no deferred shaders." << LL_ENDL; reentrance = false; setShaders(); return; } } else { LLGLSLShader::sNoFixedFunction = false; gPipeline.mVertexShadersEnabled = FALSE; gPipeline.mVertexShadersLoaded = 0; 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 { LLGLSLShader::sNoFixedFunction = false; 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(); reentrance = false; } void LLViewerShaderMgr::unloadShaders() { gOcclusionProgram.unload(); gOcclusionCubeProgram.unload(); gDebugProgram.unload(); gClipProgram.unload(); gDownsampleDepthProgram.unload(); gDownsampleDepthRectProgram.unload(); gDownsampleMinMaxDepthRectProgram.unload(); gInscatterRectProgram.unload(); gBenchmarkProgram.unload(); gAlphaMaskProgram.unload(); gUIProgram.unload(); gPathfindingProgram.unload(); gPathfindingNoNormalsProgram.unload(); gCustomAlphaProgram.unload(); gGlowCombineProgram.unload(); gSplatTextureRectProgram.unload(); gGlowCombineFXAAProgram.unload(); gTwoTextureAddProgram.unload(); gTwoTextureCompareProgram.unload(); gOneTextureFilterProgram.unload(); gOneTextureNoColorProgram.unload(); gSolidColorProgram.unload(); gObjectFullbrightNoColorProgram.unload(); gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); gObjectSimpleImpostorProgram.unload(); gObjectPreviewProgram.unload(); gImpostorProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); gObjectBumpProgram.unload(); gObjectSimpleWaterProgram.unload(); gObjectSimpleWaterAlphaMaskProgram.unload(); gObjectFullbrightProgram.unload(); gObjectFullbrightWaterProgram.unload(); gObjectEmissiveProgram.unload(); gObjectEmissiveWaterProgram.unload(); gObjectFullbrightAlphaMaskProgram.unload(); gObjectFullbrightWaterAlphaMaskProgram.unload(); gObjectShinyProgram.unload(); gObjectFullbrightShinyProgram.unload(); gObjectFullbrightShinyWaterProgram.unload(); gObjectShinyWaterProgram.unload(); gObjectSimpleNonIndexedProgram.unload(); gObjectSimpleNonIndexedTexGenProgram.unload(); gObjectSimpleNonIndexedTexGenWaterProgram.unload(); gObjectSimpleNonIndexedWaterProgram.unload(); gObjectAlphaMaskNonIndexedProgram.unload(); gObjectAlphaMaskNonIndexedWaterProgram.unload(); gObjectAlphaMaskNoColorProgram.unload(); gObjectAlphaMaskNoColorWaterProgram.unload(); gObjectFullbrightNonIndexedProgram.unload(); gObjectFullbrightNonIndexedWaterProgram.unload(); gObjectEmissiveNonIndexedProgram.unload(); gObjectEmissiveNonIndexedWaterProgram.unload(); gTreeProgram.unload(); gTreeWaterProgram.unload(); gObjectShinyNonIndexedProgram.unload(); gObjectFullbrightShinyNonIndexedProgram.unload(); gObjectFullbrightShinyNonIndexedWaterProgram.unload(); gObjectShinyNonIndexedWaterProgram.unload(); gSkinnedObjectSimpleProgram.unload(); gSkinnedObjectFullbrightProgram.unload(); gSkinnedObjectEmissiveProgram.unload(); gSkinnedObjectFullbrightShinyProgram.unload(); gSkinnedObjectShinySimpleProgram.unload(); gSkinnedObjectSimpleWaterProgram.unload(); gSkinnedObjectFullbrightWaterProgram.unload(); gSkinnedObjectEmissiveWaterProgram.unload(); gSkinnedObjectFullbrightShinyWaterProgram.unload(); gSkinnedObjectShinySimpleWaterProgram.unload(); gWaterProgram.unload(); gUnderWaterProgram.unload(); gTerrainProgram.unload(); gTerrainWaterProgram.unload(); gGlowProgram.unload(); gGlowExtractProgram.unload(); gAvatarProgram.unload(); gAvatarWaterProgram.unload(); gAvatarEyeballProgram.unload(); gAvatarPickProgram.unload(); gHighlightProgram.unload(); gHighlightNormalProgram.unload(); gHighlightSpecularProgram.unload(); gWLSkyProgram.unload(); gWLCloudProgram.unload(); gWLSunProgram.unload(); gWLMoonProgram.unload(); gPostColorFilterProgram.unload(); gPostNightVisionProgram.unload(); gDeferredDiffuseProgram.unload(); gDeferredDiffuseAlphaMaskProgram.unload(); gDeferredNonIndexedDiffuseAlphaMaskProgram.unload(); gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload(); gDeferredNonIndexedDiffuseProgram.unload(); gDeferredSkinnedDiffuseProgram.unload(); gDeferredSkinnedBumpProgram.unload(); gDeferredSkinnedAlphaProgram.unload(); gTransformPositionProgram.unload(); gTransformTexCoordProgram.unload(); gTransformNormalProgram.unload(); gTransformColorProgram.unload(); gTransformTangentProgram.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; mVertexShaderLevel[SHADER_TRANSFORM] = 0; gPipeline.mVertexShadersLoaded = 0; } BOOL LLViewerShaderMgr::loadBasicShaders() { // Load basic dependency shaders first // All of these have to load for any shaders to function 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; } // If we have sun and moon only checked, then only sum those lights. if (gPipeline.getLightingDetail() == 0) { sum_lights_class = 1; } #if LL_DARWIN // Work around driver crashes on older Macs when using deferred rendering // NORSPEC-59 // if (gGLManager.mIsMobileGF) sum_lights_class = 3; #endif // Use the feature table to mask out the max light level to use. Also make sure it's at least 1. S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel"); sum_lights_class = llclamp(sum_lights_class, 1, max_light_class); // 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.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.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 ) ); shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) ); if (gGLManager.mGLSLVersionMajor >= 2 || gGLManager.mGLSLVersionMinor >= 30) { shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) ); } shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) ); boost::unordered_map attribs; attribs["MAX_JOINTS_PER_MESH_OBJECT"] = boost::lexical_cast(LLSkinningUtil::getMaxJointCount()); // 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, &attribs) == 0) { LL_SHADER_LOADING_WARNS() << "Failed to load vertex shader " << shaders[i].first << LL_ENDL; 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(); S32 ch = 1; if (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 30) { //use indexed texture rendering for GLSL >= 1.30 ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1); } std::vector index_channels; index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsHelpersF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mVertexShaderLevel[SHADER_WATER] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/encodeNormF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/decodeNormF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "environment/srgbF.glsl", mVertexShaderLevel[SHADER_ENVIRONMENT] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/deferredUtil.glsl", mVertexShaderLevel[SHADER_DEFERRED] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "deferred/indirect.glsl", mVertexShaderLevel[SHADER_DEFERRED] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) ); index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.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, &attribs, index_channels[i]) == 0) { LL_SHADER_LOADING_WARNS() << "Failed to load fragment shader " << shaders[i].first << LL_ENDL; return FALSE; } } return TRUE; } BOOL LLViewerShaderMgr::loadShadersEnvironment() { BOOL success = TRUE; if (mVertexShaderLevel[SHADER_ENVIRONMENT] == 0) { gTerrainProgram.unload(); return TRUE; } if (success) { gTerrainProgram.mName = "Terrain Shader"; gTerrainProgram.mFeatures.calculatesLighting = true; gTerrainProgram.mFeatures.calculatesAtmospherics = true; gTerrainProgram.mFeatures.hasAtmospherics = true; gTerrainProgram.mFeatures.mIndexedTextureChannels = 0; gTerrainProgram.mFeatures.disableTextureIndex = 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, NULL); llassert(success); } 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 TRUE; } 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.mShaderGroup = LLGLSLShader::SG_WATER; gWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER]; success = gWaterProgram.createShader(NULL, NULL); llassert(success); } if (success) { //load under water vertex shader gUnderWaterProgram.mName = "Underwater Shader"; gUnderWaterProgram.mFeatures.calculatesAtmospherics = true; gUnderWaterProgram.mFeatures.hasWaterFog = 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, NULL); llassert(success); } 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.mFeatures.mIndexedTextureChannels = 0; gTerrainWaterProgram.mFeatures.disableTextureIndex = 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, NULL); llassert(terrainWaterSuccess); } /// 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 TRUE; } 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, NULL); 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, NULL); if (!success) { LLPipeline::sRenderGlow = FALSE; } } return success; } BOOL LLViewerShaderMgr::loadShadersDeferred() { if (mVertexShaderLevel[SHADER_DEFERRED] == 0) { gDeferredTreeProgram.unload(); gDeferredTreeShadowProgram.unload(); gDeferredDiffuseProgram.unload(); gDeferredDiffuseAlphaMaskProgram.unload(); gDeferredNonIndexedDiffuseAlphaMaskProgram.unload(); gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.unload(); gDeferredNonIndexedDiffuseProgram.unload(); gDeferredSkinnedDiffuseProgram.unload(); gDeferredSkinnedBumpProgram.unload(); gDeferredSkinnedAlphaProgram.unload(); gDeferredBumpProgram.unload(); gDeferredImpostorProgram.unload(); gDeferredTerrainProgram.unload(); gDeferredLightProgram.unload(); for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; ++i) { gDeferredMultiLightProgram[i].unload(); } gDeferredSpotLightProgram.unload(); gDeferredMultiSpotLightProgram.unload(); gDeferredSunProgram.unload(); gDeferredBlurLightProgram.unload(); gDeferredSoftenProgram.unload(); gDeferredSoftenWaterProgram.unload(); gDeferredShadowProgram.unload(); gDeferredShadowCubeProgram.unload(); gDeferredShadowAlphaMaskProgram.unload(); gDeferredAvatarShadowProgram.unload(); gDeferredAttachmentShadowProgram.unload(); gDeferredAvatarProgram.unload(); gDeferredAvatarAlphaProgram.unload(); gDeferredAlphaProgram.unload(); gDeferredAlphaWaterProgram.unload(); gDeferredFullbrightProgram.unload(); gDeferredFullbrightAlphaMaskProgram.unload(); gDeferredFullbrightWaterProgram.unload(); gDeferredFullbrightAlphaMaskWaterProgram.unload(); gDeferredEmissiveProgram.unload(); gDeferredAvatarEyesProgram.unload(); gDeferredPostProgram.unload(); gDeferredCoFProgram.unload(); gDeferredDoFCombineProgram.unload(); gDeferredPostGammaCorrectProgram.unload(); gFXAAProgram.unload(); gDeferredWaterProgram.unload(); gDeferredUnderWaterProgram.unload(); gDeferredWLSkyProgram.unload(); gDeferredWLCloudProgram.unload(); gDeferredWLSunProgram.unload(); gDeferredWLMoonProgram.unload(); gDeferredStarProgram.unload(); gDeferredFullbrightShinyProgram.unload(); gDeferredSkinnedFullbrightShinyProgram.unload(); gDeferredSkinnedFullbrightProgram.unload(); gNormalMapGenProgram.unload(); for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) { gDeferredMaterialProgram[i].unload(); gDeferredMaterialWaterProgram[i].unload(); } return TRUE; } BOOL success = TRUE; if (success) { gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader"; gDeferredDiffuseProgram.mFeatures.encodesNormal = true; gDeferredDiffuseProgram.mShaderFiles.clear(); gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredDiffuseProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader"; gDeferredDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true; gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear(); gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader"; gDeferredNonIndexedDiffuseAlphaMaskProgram.mFeatures.encodesNormal = true; gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear(); gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader"; gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mFeatures.encodesNormal = true; gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear(); gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredNonIndexedDiffuseProgram.mName = "Non Indexed Deferred Diffuse Shader"; gDeferredNonIndexedDiffuseProgram.mFeatures.encodesNormal = true; gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear(); gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredNonIndexedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredNonIndexedDiffuseProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredSkinnedDiffuseProgram.mName = "Deferred Skinned Diffuse Shader"; gDeferredSkinnedDiffuseProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedDiffuseProgram.mFeatures.encodesNormal = true; gDeferredSkinnedDiffuseProgram.mShaderFiles.clear(); gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSkinnedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredSkinnedDiffuseProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredSkinnedBumpProgram.mName = "Deferred Skinned Bump Shader"; gDeferredSkinnedBumpProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedBumpProgram.mFeatures.encodesNormal = true; gDeferredSkinnedBumpProgram.mShaderFiles.clear(); gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSkinnedBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredSkinnedBumpProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredSkinnedAlphaProgram.mName = "Deferred Skinned Alpha Shader"; gDeferredSkinnedAlphaProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = false; gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = false; gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true; gDeferredSkinnedAlphaProgram.mFeatures.hasSrgb = true; gDeferredSkinnedAlphaProgram.mFeatures.decodesNormal = true; gDeferredSkinnedAlphaProgram.mFeatures.encodesNormal = true; gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true; gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredSkinnedAlphaProgram.mFeatures.hasTransport = true; gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true; gDeferredSkinnedAlphaProgram.mShaderFiles.clear(); gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1"); gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1"); gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL); llassert(success); // Hack to include uniforms for lighting without linking in lighting file gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true; gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true; } if (success) { gDeferredBumpProgram.mName = "Deferred Bump Shader"; gDeferredBumpProgram.mFeatures.encodesNormal = true; gDeferredBumpProgram.mShaderFiles.clear(); gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredBumpProgram.createShader(NULL, NULL); llassert(success); } gDeferredMaterialProgram[1].mFeatures.hasLighting = false; gDeferredMaterialProgram[5].mFeatures.hasLighting = false; gDeferredMaterialProgram[9].mFeatures.hasLighting = false; gDeferredMaterialProgram[13].mFeatures.hasLighting = false; gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false; for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i) { if (success) { gDeferredMaterialProgram[i].mName = llformat("Deferred Material Shader %d", i); U32 alpha_mode = i & 0x3; gDeferredMaterialProgram[i].mShaderFiles.clear(); gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredMaterialProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0"); gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0"); gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); bool has_skin = i & 0x10; gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0"); gDeferredMaterialProgram[i].mFeatures.hasSrgb = true; gDeferredMaterialProgram[i].mFeatures.hasGamma = true; gDeferredMaterialProgram[i].mFeatures.hasTransport = true; gDeferredMaterialProgram[i].mFeatures.decodesNormal = true; gDeferredMaterialProgram[i].mFeatures.encodesNormal = true; gDeferredMaterialProgram[i].mFeatures.calculatesAtmospherics = true; gDeferredMaterialProgram[i].mFeatures.hasAtmospherics = true; if (has_skin) { gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true; } success = gDeferredMaterialProgram[i].createShader(NULL, NULL); llassert(success); } if (success) { gDeferredMaterialWaterProgram[i].mName = llformat("Deferred Underwater Material Shader %d", i); U32 alpha_mode = i & 0x3; gDeferredMaterialWaterProgram[i].mShaderFiles.clear(); gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredMaterialWaterProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredMaterialWaterProgram[i].mShaderGroup = LLGLSLShader::SG_WATER; gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0"); gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0"); gDeferredMaterialWaterProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode)); gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); bool has_skin = i & 0x10; gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0"); gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1"); gDeferredMaterialWaterProgram[i].mFeatures.hasWaterFog = true; gDeferredMaterialWaterProgram[i].mFeatures.hasSrgb = true; gDeferredMaterialWaterProgram[i].mFeatures.hasGamma = true; gDeferredMaterialWaterProgram[i].mFeatures.hasTransport = true; gDeferredMaterialWaterProgram[i].mFeatures.decodesNormal = true; gDeferredMaterialWaterProgram[i].mFeatures.encodesNormal = true; gDeferredMaterialWaterProgram[i].mFeatures.calculatesAtmospherics = true; gDeferredMaterialWaterProgram[i].mFeatures.hasAtmospherics = true; if (has_skin) { gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true; } success = gDeferredMaterialWaterProgram[i].createShader(NULL, NULL);//&mWLUniforms); llassert(success); } } gDeferredMaterialProgram[1].mFeatures.hasLighting = true; gDeferredMaterialProgram[5].mFeatures.hasLighting = true; gDeferredMaterialProgram[9].mFeatures.hasLighting = true; gDeferredMaterialProgram[13].mFeatures.hasLighting = true; gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true; if (success) { gDeferredTreeProgram.mName = "Deferred Tree Shader"; gDeferredTreeProgram.mShaderFiles.clear(); gDeferredTreeProgram.mFeatures.encodesNormal = true; gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredTreeProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader"; gDeferredTreeShadowProgram.mShaderFiles.clear(); gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredTreeShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredTreeShadowProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredImpostorProgram.mName = "Deferred Impostor Shader"; gDeferredImpostorProgram.mFeatures.hasSrgb = true; gDeferredImpostorProgram.mFeatures.decodesNormal = true; gDeferredImpostorProgram.mFeatures.encodesNormal = true; gDeferredImpostorProgram.mShaderFiles.clear(); gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredImpostorProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredLightProgram.mName = "Deferred Light Shader"; gDeferredLightProgram.mFeatures.decodesNormal = true; gDeferredLightProgram.mShaderFiles.clear(); gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredLightProgram.createShader(NULL, NULL); llassert(success); } for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++) { if (success) { gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i); gDeferredMultiLightProgram[i].mFeatures.decodesNormal = true; gDeferredMultiLightProgram[i].mShaderFiles.clear(); gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredMultiLightProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1)); success = gDeferredMultiLightProgram[i].createShader(NULL, NULL); llassert(success); } } if (success) { gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader"; gDeferredSpotLightProgram.mShaderFiles.clear(); gDeferredSpotLightProgram.mFeatures.hasSrgb = true; gDeferredSpotLightProgram.mFeatures.decodesNormal = true; gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredSpotLightProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader"; gDeferredMultiSpotLightProgram.mFeatures.hasSrgb = true; gDeferredMultiSpotLightProgram.mFeatures.decodesNormal = true; gDeferredMultiSpotLightProgram.mShaderFiles.clear(); gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL); llassert(success); } if (success) { std::string fragment; std::string vertex = "deferred/sunLightV.glsl"; if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { fragment = "deferred/sunLightSSAOF.glsl"; } else { fragment = "deferred/sunLightF.glsl"; if (mVertexShaderLevel[SHADER_DEFERRED] == 1) { //no shadows, no SSAO, no frag coord vertex = "deferred/sunLightNoFragCoordV.glsl"; } } gDeferredSunProgram.mName = "Deferred Sun Shader"; gDeferredSunProgram.mFeatures.decodesNormal = true; gDeferredSunProgram.mShaderFiles.clear(); gDeferredSunProgram.mShaderFiles.push_back(make_pair(vertex, GL_VERTEX_SHADER_ARB)); gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB)); gDeferredSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredSunProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader"; gDeferredBlurLightProgram.mFeatures.decodesNormal = true; gDeferredBlurLightProgram.mShaderFiles.clear(); gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredBlurLightProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredAlphaProgram.mName = "Deferred Alpha Shader"; gDeferredAlphaProgram.mFeatures.calculatesLighting = false; gDeferredAlphaProgram.mFeatures.hasLighting = false; gDeferredAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels gDeferredAlphaProgram.mFeatures.hasSrgb = true; gDeferredAlphaProgram.mFeatures.hasGamma = true; gDeferredAlphaProgram.mFeatures.decodesNormal = true; gDeferredAlphaProgram.mFeatures.encodesNormal = true; gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true; gDeferredAlphaProgram.mFeatures.hasAtmospherics = true; if (mVertexShaderLevel[SHADER_DEFERRED] < 1) { gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; } else { //shave off some texture units for shadow maps gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1); } gDeferredAlphaProgram.mShaderFiles.clear(); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1"); gDeferredAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAlphaProgram.createShader(NULL, NULL); llassert(success); // Hack gDeferredAlphaProgram.mFeatures.calculatesLighting = true; gDeferredAlphaProgram.mFeatures.hasLighting = true; } if (success) { gDeferredAlphaImpostorProgram.mName = "Deferred Alpha Impostor Shader"; gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = false; gDeferredAlphaImpostorProgram.mFeatures.hasLighting = false; gDeferredAlphaImpostorProgram.mFeatures.isAlphaLighting = true; gDeferredAlphaImpostorProgram.mFeatures.hasSrgb = true; gDeferredAlphaImpostorProgram.mFeatures.decodesNormal = true; gDeferredAlphaImpostorProgram.mFeatures.encodesNormal = true; gDeferredAlphaImpostorProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels if (mVertexShaderLevel[SHADER_DEFERRED] < 1) { gDeferredAlphaImpostorProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; } else { //shave off some texture units for shadow maps gDeferredAlphaImpostorProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1); } gDeferredAlphaImpostorProgram.mShaderFiles.clear(); gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAlphaImpostorProgram.addPermutation("USE_INDEXED_TEX", "1"); gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); gDeferredAlphaImpostorProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredAlphaImpostorProgram.addPermutation("FOR_IMPOSTOR", "1"); gDeferredAlphaImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAlphaImpostorProgram.createShader(NULL, NULL); llassert(success); // Hack gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = true; gDeferredAlphaImpostorProgram.mFeatures.hasLighting = true; } if (success) { gDeferredAlphaWaterProgram.mName = "Deferred Alpha Underwater Shader"; gDeferredAlphaWaterProgram.mFeatures.calculatesLighting = false; gDeferredAlphaWaterProgram.mFeatures.hasLighting = false; gDeferredAlphaWaterProgram.mFeatures.isAlphaLighting = true; gDeferredAlphaWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels gDeferredAlphaWaterProgram.mFeatures.hasWaterFog = true; gDeferredAlphaWaterProgram.mFeatures.hasSrgb = true; gDeferredAlphaWaterProgram.mFeatures.hasGamma = true; gDeferredAlphaWaterProgram.mFeatures.decodesNormal = true; gDeferredAlphaWaterProgram.mFeatures.encodesNormal = true; gDeferredAlphaWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true; if (mVertexShaderLevel[SHADER_DEFERRED] < 1) { gDeferredAlphaWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; } else { //shave off some texture units for shadow maps gDeferredAlphaWaterProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1); } gDeferredAlphaWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gDeferredAlphaWaterProgram.mShaderFiles.clear(); gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAlphaWaterProgram.addPermutation("USE_INDEXED_TEX", "1"); gDeferredAlphaWaterProgram.addPermutation("WATER_FOG", "1"); gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1"); gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); gDeferredAlphaWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAlphaWaterProgram.createShader(NULL, NULL); llassert(success); // Hack gDeferredAlphaWaterProgram.mFeatures.calculatesLighting = true; gDeferredAlphaWaterProgram.mFeatures.hasLighting = true; } if (success) { gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader"; gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true; gDeferredAvatarEyesProgram.mFeatures.hasGamma = true; gDeferredAvatarEyesProgram.mFeatures.hasTransport = true; gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true; gDeferredAvatarEyesProgram.mFeatures.hasSrgb = true; gDeferredAvatarEyesProgram.mFeatures.encodesNormal = true; gDeferredAvatarEyesProgram.mFeatures.hasGamma = true; gDeferredAvatarEyesProgram.mShaderFiles.clear(); gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarEyesProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarEyesProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredFullbrightProgram.mName = "Deferred Fullbright Shader"; gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightProgram.mFeatures.hasGamma = true; gDeferredFullbrightProgram.mFeatures.hasTransport = true; gDeferredFullbrightProgram.mFeatures.hasSrgb = true; gDeferredFullbrightProgram.mFeatures.hasGamma = true; gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightProgram.mShaderFiles.clear(); gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredFullbrightProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredFullbrightAlphaMaskProgram.mName = "Deferred Fullbright Alpha Masking Shader"; gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear(); gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1"); gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredFullbrightWaterProgram.mName = "Deferred Fullbright Underwater Shader"; gDeferredFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true; gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true; gDeferredFullbrightWaterProgram.mFeatures.hasWaterFog = true; gDeferredFullbrightWaterProgram.mFeatures.hasSrgb = true; gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true; gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightWaterProgram.mShaderFiles.clear(); gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gDeferredFullbrightWaterProgram.addPermutation("WATER_FOG","1"); success = gDeferredFullbrightWaterProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredFullbrightAlphaMaskWaterProgram.mName = "Deferred Fullbright Underwater Alpha Masking Shader"; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasWaterFog = true; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasSrgb = true; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true; gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear(); gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredFullbrightAlphaMaskWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredFullbrightAlphaMaskWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("HAS_ALPHA_MASK","1"); gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("WATER_FOG","1"); success = gDeferredFullbrightAlphaMaskWaterProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader"; gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true; gDeferredFullbrightShinyProgram.mFeatures.hasTransport = true; gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1; gDeferredFullbrightShinyProgram.mShaderFiles.clear(); gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredFullbrightShinyProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredSkinnedFullbrightProgram.mName = "Skinned Fullbright Shader"; gDeferredSkinnedFullbrightProgram.mFeatures.calculatesAtmospherics = true; gDeferredSkinnedFullbrightProgram.mFeatures.hasGamma = true; gDeferredSkinnedFullbrightProgram.mFeatures.hasTransport = true; gDeferredSkinnedFullbrightProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedFullbrightProgram.mFeatures.disableTextureIndex = true; gDeferredSkinnedFullbrightProgram.mFeatures.hasSrgb = true; gDeferredSkinnedFullbrightProgram.mShaderFiles.clear(); gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSkinnedFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gDeferredSkinnedFullbrightProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredSkinnedFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader"; gDeferredSkinnedFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasGamma = true; gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasTransport = true; gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasObjectSkinning = true; gDeferredSkinnedFullbrightShinyProgram.mFeatures.disableTextureIndex = true; gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear(); gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSkinnedFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gDeferredSkinnedFullbrightShinyProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredEmissiveProgram.mName = "Deferred Emissive Shader"; gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true; gDeferredEmissiveProgram.mFeatures.hasGamma = true; gDeferredEmissiveProgram.mFeatures.hasTransport = true; gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredEmissiveProgram.mShaderFiles.clear(); gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredEmissiveProgram.createShader(NULL, NULL); llassert(success); } if (success) { // load water shader gDeferredWaterProgram.mName = "Deferred Water Shader"; gDeferredWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredWaterProgram.mFeatures.hasGamma = true; gDeferredWaterProgram.mFeatures.hasTransport = true; gDeferredWaterProgram.mFeatures.encodesNormal = true; gDeferredWaterProgram.mShaderFiles.clear(); gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gDeferredWaterProgram.createShader(NULL, NULL); llassert(success); } if (success) { // load water shader gDeferredUnderWaterProgram.mName = "Deferred Under Water Shader"; gDeferredUnderWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredUnderWaterProgram.mFeatures.hasWaterFog = true; gDeferredUnderWaterProgram.mFeatures.hasGamma = true; gDeferredUnderWaterProgram.mFeatures.hasTransport = true; gDeferredUnderWaterProgram.mFeatures.hasSrgb = true; gDeferredUnderWaterProgram.mFeatures.encodesNormal = true; gDeferredUnderWaterProgram.mShaderFiles.clear(); gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredUnderWaterProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredSoftenProgram.mName = "Deferred Soften Shader"; gDeferredSoftenProgram.mShaderFiles.clear(); gDeferredSoftenProgram.mFeatures.hasSrgb = true; gDeferredSoftenProgram.mFeatures.decodesNormal = true; gDeferredSoftenProgram.mFeatures.calculatesAtmospherics = true; gDeferredSoftenProgram.mFeatures.hasAtmospherics = true; gDeferredSoftenProgram.mFeatures.hasGamma = true; gDeferredSoftenProgram.mFeatures.hasTransport = true; gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { //if using SSAO, take screen space light map into account as if shadows are enabled gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2); } success = gDeferredSoftenProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredSoftenWaterProgram.mName = "Deferred Soften Underwater Shader"; gDeferredSoftenWaterProgram.mShaderFiles.clear(); gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredSoftenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1"); gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gDeferredSoftenWaterProgram.mFeatures.hasWaterFog = true; gDeferredSoftenWaterProgram.mFeatures.hasSrgb = true; gDeferredSoftenWaterProgram.mFeatures.decodesNormal = true; gDeferredSoftenWaterProgram.mFeatures.calculatesAtmospherics = true; gDeferredSoftenWaterProgram.mFeatures.hasAtmospherics = true; gDeferredSoftenWaterProgram.mFeatures.hasGamma = true; gDeferredSoftenWaterProgram.mFeatures.hasTransport = true; if (gSavedSettings.getBOOL("RenderDeferredSSAO")) { //if using SSAO, take screen space light map into account as if shadows are enabled gDeferredSoftenWaterProgram.mShaderLevel = llmax(gDeferredSoftenWaterProgram.mShaderLevel, 2); } success = gDeferredSoftenWaterProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredShadowProgram.mName = "Deferred Shadow Shader"; gDeferredShadowProgram.mShaderFiles.clear(); gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0"); success = gDeferredShadowProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredShadowCubeProgram.mName = "Deferred Shadow Cube Shader"; gDeferredShadowCubeProgram.mShaderFiles.clear(); gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredShadowCubeProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0"); gDeferredShadowCubeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredShadowCubeProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader"; gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; gDeferredShadowAlphaMaskProgram.mShaderFiles.clear(); gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredShadowAlphaMaskProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0"); gDeferredShadowAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader"; gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true; gDeferredAvatarShadowProgram.mShaderFiles.clear(); gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0"); gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarShadowProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader"; gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true; gDeferredAttachmentShadowProgram.mShaderFiles.clear(); gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAttachmentShadowProgram.addPermutation("DEPTH_CLAMP", gGLManager.mHasDepthClamp ? "1" : "0"); gDeferredAttachmentShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL); llassert(success); } if (success) { gTerrainProgram.mName = "Deferred Terrain Shader"; gDeferredTerrainProgram.mFeatures.encodesNormal = true; gDeferredTerrainProgram.mShaderFiles.clear(); gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredTerrainProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredAvatarProgram.mName = "Avatar Shader"; gDeferredAvatarProgram.mFeatures.hasSkinning = true; gDeferredAvatarProgram.mFeatures.encodesNormal = true; gDeferredAvatarProgram.mShaderFiles.clear(); gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredAvatarAlphaProgram.mName = "Avatar Alpha Shader"; gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true; gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false; gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false; gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true; gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true; gDeferredAvatarAlphaProgram.mFeatures.hasSrgb = true; gDeferredAvatarAlphaProgram.mFeatures.encodesNormal = true; gDeferredAvatarAlphaProgram.mFeatures.decodesNormal = true; gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true; gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true; gDeferredAvatarAlphaProgram.mFeatures.hasTransport = true; gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true; gDeferredAvatarAlphaProgram.mShaderFiles.clear(); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1"); gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1"); gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0"); gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL); llassert(success); gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true; gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true; } if (success) { gDeferredPostGammaCorrectProgram.mName = "Deferred Gamma Correction Post Process"; gDeferredPostGammaCorrectProgram.mFeatures.hasSrgb = true; gDeferredPostGammaCorrectProgram.mShaderFiles.clear(); gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredPostGammaCorrectProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredPostGammaCorrectProgram.createShader(NULL, NULL); llassert(success); } if (success) { gFXAAProgram.mName = "FXAA Shader"; gFXAAProgram.mShaderFiles.clear(); gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB)); gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER_ARB)); gFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gFXAAProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredPostProgram.mName = "Deferred Post Shader"; gDeferredPostProgram.mShaderFiles.clear(); gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredPostProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredCoFProgram.mName = "Deferred CoF Shader"; gDeferredCoFProgram.mShaderFiles.clear(); gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredCoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredCoFProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader"; gDeferredDoFCombineProgram.mShaderFiles.clear(); gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredDoFCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredDoFCombineProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredPostNoDoFProgram.mName = "Deferred Post Shader"; gDeferredPostNoDoFProgram.mShaderFiles.clear(); gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; success = gDeferredPostNoDoFProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader"; //gWLSkyProgram.mFeatures.hasGamma = true; gDeferredWLSkyProgram.mShaderFiles.clear(); gDeferredWLSkyProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLSkyProgram.mFeatures.hasTransport = true; gDeferredWLSkyProgram.mFeatures.hasGamma = true; gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gDeferredWLSkyProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program"; gDeferredWLCloudProgram.mShaderFiles.clear(); gDeferredWLCloudProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLCloudProgram.mFeatures.hasTransport = true; gDeferredWLCloudProgram.mFeatures.hasGamma = true; gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gDeferredWLCloudProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredWLSunProgram.mName = "Deferred Windlight Sun Program"; gDeferredWLSunProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLSunProgram.mFeatures.hasTransport = true; gDeferredWLSunProgram.mFeatures.hasGamma = true; gDeferredWLSunProgram.mFeatures.hasAtmospherics = true; gDeferredWLSunProgram.mFeatures.isFullbright = true; gDeferredWLSunProgram.mFeatures.disableTextureIndex = true; gDeferredWLSunProgram.mShaderFiles.clear(); gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredWLSunProgram.mShaderFiles.push_back(make_pair("deferred/sunDiscF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredWLSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gDeferredWLSunProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredWLMoonProgram.mName = "Deferred Windlight Moon Program"; gDeferredWLMoonProgram.mFeatures.calculatesAtmospherics = true; gDeferredWLMoonProgram.mFeatures.hasTransport = true; gDeferredWLMoonProgram.mFeatures.hasGamma = true; gDeferredWLMoonProgram.mFeatures.hasAtmospherics = true; gDeferredWLMoonProgram.mFeatures.isFullbright = true; gDeferredWLMoonProgram.mFeatures.disableTextureIndex = true; gDeferredWLMoonProgram.mShaderFiles.clear(); gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredWLMoonProgram.mShaderFiles.push_back(make_pair("deferred/moonF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredWLMoonProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gDeferredWLMoonProgram.createShader(NULL, NULL); llassert(success); } if (success) { gDeferredStarProgram.mName = "Deferred Star Program"; gDeferredStarProgram.mShaderFiles.clear(); gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB)); gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB)); gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gDeferredStarProgram.createShader(NULL, NULL); llassert(success); } if (success) { gNormalMapGenProgram.mName = "Normal Map Generation Program"; gNormalMapGenProgram.mShaderFiles.clear(); gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER_ARB)); gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER_ARB)); gNormalMapGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED]; gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gNormalMapGenProgram.createShader(NULL, NULL); } return success; } BOOL LLViewerShaderMgr::loadShadersObject() { BOOL success = TRUE; if (mVertexShaderLevel[SHADER_OBJECT] == 0) { gObjectShinyProgram.unload(); gObjectFullbrightShinyProgram.unload(); gObjectFullbrightShinyWaterProgram.unload(); gObjectShinyWaterProgram.unload(); gObjectFullbrightNoColorProgram.unload(); gObjectFullbrightNoColorWaterProgram.unload(); gObjectSimpleProgram.unload(); gObjectSimpleImpostorProgram.unload(); gObjectPreviewProgram.unload(); gImpostorProgram.unload(); gObjectSimpleAlphaMaskProgram.unload(); gObjectBumpProgram.unload(); gObjectSimpleWaterProgram.unload(); gObjectSimpleWaterAlphaMaskProgram.unload(); gObjectEmissiveProgram.unload(); gObjectEmissiveWaterProgram.unload(); gObjectFullbrightProgram.unload(); gObjectFullbrightAlphaMaskProgram.unload(); gObjectFullbrightWaterProgram.unload(); gObjectFullbrightWaterAlphaMaskProgram.unload(); gObjectShinyNonIndexedProgram.unload(); gObjectFullbrightShinyNonIndexedProgram.unload(); gObjectFullbrightShinyNonIndexedWaterProgram.unload(); gObjectShinyNonIndexedWaterProgram.unload(); gObjectSimpleNonIndexedTexGenProgram.unload(); gObjectSimpleNonIndexedTexGenWaterProgram.unload(); gObjectSimpleNonIndexedWaterProgram.unload(); gObjectAlphaMaskNonIndexedProgram.unload(); gObjectAlphaMaskNonIndexedWaterProgram.unload(); gObjectAlphaMaskNoColorProgram.unload(); gObjectAlphaMaskNoColorWaterProgram.unload(); gObjectFullbrightNonIndexedProgram.unload(); gObjectFullbrightNonIndexedWaterProgram.unload(); gObjectEmissiveNonIndexedProgram.unload(); gObjectEmissiveNonIndexedWaterProgram.unload(); gSkinnedObjectSimpleProgram.unload(); gSkinnedObjectFullbrightProgram.unload(); gSkinnedObjectEmissiveProgram.unload(); gSkinnedObjectFullbrightShinyProgram.unload(); gSkinnedObjectShinySimpleProgram.unload(); gSkinnedObjectSimpleWaterProgram.unload(); gSkinnedObjectFullbrightWaterProgram.unload(); gSkinnedObjectEmissiveWaterProgram.unload(); gSkinnedObjectFullbrightShinyWaterProgram.unload(); gSkinnedObjectShinySimpleWaterProgram.unload(); gTreeProgram.unload(); gTreeWaterProgram.unload(); return TRUE; } if (success) { gObjectSimpleNonIndexedProgram.mName = "Non indexed Shader"; gObjectSimpleNonIndexedProgram.mFeatures.calculatesLighting = true; gObjectSimpleNonIndexedProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleNonIndexedProgram.mFeatures.hasGamma = true; gObjectSimpleNonIndexedProgram.mFeatures.hasAtmospherics = true; gObjectSimpleNonIndexedProgram.mFeatures.hasLighting = true; gObjectSimpleNonIndexedProgram.mFeatures.disableTextureIndex = true; gObjectSimpleNonIndexedProgram.mShaderFiles.clear(); gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); gObjectSimpleNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectSimpleNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectSimpleNonIndexedProgram.createShader(NULL, NULL); } if (success) { gObjectSimpleNonIndexedTexGenProgram.mName = "Non indexed tex-gen Shader"; gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesLighting = true; gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasGamma = true; gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasAtmospherics = true; gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasLighting = true; gObjectSimpleNonIndexedTexGenProgram.mFeatures.disableTextureIndex = true; gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.clear(); gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB)); gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectSimpleNonIndexedTexGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectSimpleNonIndexedTexGenProgram.createShader(NULL, NULL); } if (success) { gObjectSimpleNonIndexedWaterProgram.mName = "Non indexed Water Shader"; gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesLighting = true; gObjectSimpleNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleNonIndexedWaterProgram.mFeatures.hasWaterFog = true; gObjectSimpleNonIndexedWaterProgram.mFeatures.hasAtmospherics = true; gObjectSimpleNonIndexedWaterProgram.mFeatures.hasLighting = true; gObjectSimpleNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; gObjectSimpleNonIndexedWaterProgram.mShaderFiles.clear(); gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); gObjectSimpleNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectSimpleNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectSimpleNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectSimpleNonIndexedWaterProgram.createShader(NULL, NULL); } if (success) { gObjectSimpleNonIndexedTexGenWaterProgram.mName = "Non indexed tex-gen Water Shader"; gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesLighting = true; gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasWaterFog = true; gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasAtmospherics = true; gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasLighting = true; gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.disableTextureIndex = true; gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.clear(); gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB)); gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectSimpleNonIndexedTexGenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectSimpleNonIndexedTexGenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectSimpleNonIndexedTexGenWaterProgram.createShader(NULL, NULL); } if (success) { gObjectAlphaMaskNonIndexedProgram.mName = "Non indexed alpha mask Shader"; gObjectAlphaMaskNonIndexedProgram.mFeatures.calculatesLighting = true; gObjectAlphaMaskNonIndexedProgram.mFeatures.calculatesAtmospherics = true; gObjectAlphaMaskNonIndexedProgram.mFeatures.hasGamma = true; gObjectAlphaMaskNonIndexedProgram.mFeatures.hasAtmospherics = true; gObjectAlphaMaskNonIndexedProgram.mFeatures.hasLighting = true; gObjectAlphaMaskNonIndexedProgram.mFeatures.disableTextureIndex = true; gObjectAlphaMaskNonIndexedProgram.mFeatures.hasAlphaMask = true; gObjectAlphaMaskNonIndexedProgram.mShaderFiles.clear(); gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB)); gObjectAlphaMaskNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectAlphaMaskNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectAlphaMaskNonIndexedProgram.createShader(NULL, NULL); } if (success) { gObjectAlphaMaskNonIndexedWaterProgram.mName = "Non indexed alpha mask Water Shader"; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.calculatesLighting = true; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasWaterFog = true; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasAtmospherics = true; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasLighting = true; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; gObjectAlphaMaskNonIndexedWaterProgram.mFeatures.hasAlphaMask = true; gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.clear(); gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNonIndexedV.glsl", GL_VERTEX_SHADER_ARB)); gObjectAlphaMaskNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectAlphaMaskNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectAlphaMaskNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectAlphaMaskNonIndexedWaterProgram.createShader(NULL, NULL); } if (success) { gObjectAlphaMaskNoColorProgram.mName = "No color alpha mask Shader"; gObjectAlphaMaskNoColorProgram.mFeatures.calculatesLighting = true; gObjectAlphaMaskNoColorProgram.mFeatures.calculatesAtmospherics = true; gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true; gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true; gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true; gObjectAlphaMaskNoColorProgram.mFeatures.disableTextureIndex = true; gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true; gObjectAlphaMaskNoColorProgram.mShaderFiles.clear(); gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB)); gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL); } if (success) { gObjectAlphaMaskNoColorWaterProgram.mName = "No color alpha mask Water Shader"; gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesLighting = true; gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasWaterFog = true; gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAtmospherics = true; gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasLighting = true; gObjectAlphaMaskNoColorWaterProgram.mFeatures.disableTextureIndex = true; gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAlphaMask = true; gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.clear(); gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB)); gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectAlphaMaskNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectAlphaMaskNoColorWaterProgram.createShader(NULL, NULL); } if (success) { gTreeProgram.mName = "Tree Shader"; gTreeProgram.mFeatures.calculatesLighting = true; gTreeProgram.mFeatures.calculatesAtmospherics = true; gTreeProgram.mFeatures.hasGamma = true; gTreeProgram.mFeatures.hasAtmospherics = true; gTreeProgram.mFeatures.hasLighting = true; gTreeProgram.mFeatures.disableTextureIndex = true; gTreeProgram.mFeatures.hasAlphaMask = true; gTreeProgram.mShaderFiles.clear(); gTreeProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB)); gTreeProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); gTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gTreeProgram.createShader(NULL, NULL); } if (success) { gTreeWaterProgram.mName = "Tree Water Shader"; gTreeWaterProgram.mFeatures.calculatesLighting = true; gTreeWaterProgram.mFeatures.calculatesAtmospherics = true; gTreeWaterProgram.mFeatures.hasWaterFog = true; gTreeWaterProgram.mFeatures.hasAtmospherics = true; gTreeWaterProgram.mFeatures.hasLighting = true; gTreeWaterProgram.mFeatures.disableTextureIndex = true; gTreeWaterProgram.mFeatures.hasAlphaMask = true; gTreeWaterProgram.mShaderFiles.clear(); gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB)); gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gTreeWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gTreeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gTreeWaterProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightNonIndexedProgram.mName = "Non Indexed Fullbright Shader"; gObjectFullbrightNonIndexedProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightNonIndexedProgram.mFeatures.hasGamma = true; gObjectFullbrightNonIndexedProgram.mFeatures.hasTransport = true; gObjectFullbrightNonIndexedProgram.mFeatures.isFullbright = true; gObjectFullbrightNonIndexedProgram.mFeatures.disableTextureIndex = true; gObjectFullbrightNonIndexedProgram.mFeatures.hasSrgb = true; gObjectFullbrightNonIndexedProgram.mShaderFiles.clear(); gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectFullbrightNonIndexedProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightNonIndexedWaterProgram.mName = "Non Indexed Fullbright Water Shader"; gObjectFullbrightNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightNonIndexedWaterProgram.mFeatures.isFullbright = true; gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasWaterFog = true; gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasTransport = true; gObjectFullbrightNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; gObjectFullbrightNonIndexedWaterProgram.mFeatures.hasSrgb = true; gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.clear(); gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectFullbrightNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectFullbrightNonIndexedWaterProgram.createShader(NULL, NULL); } if (success) { gObjectEmissiveNonIndexedProgram.mName = "Non Indexed Emissive Shader"; gObjectEmissiveNonIndexedProgram.mFeatures.calculatesAtmospherics = true; gObjectEmissiveNonIndexedProgram.mFeatures.hasGamma = true; gObjectEmissiveNonIndexedProgram.mFeatures.hasTransport = true; gObjectEmissiveNonIndexedProgram.mFeatures.isFullbright = true; gObjectEmissiveNonIndexedProgram.mFeatures.disableTextureIndex = true; gObjectEmissiveNonIndexedProgram.mFeatures.hasSrgb = true; gObjectEmissiveNonIndexedProgram.mShaderFiles.clear(); gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); gObjectEmissiveNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectEmissiveNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectEmissiveNonIndexedProgram.createShader(NULL, NULL); } if (success) { gObjectEmissiveNonIndexedWaterProgram.mName = "Non Indexed Emissive Water Shader"; gObjectEmissiveNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectEmissiveNonIndexedWaterProgram.mFeatures.isFullbright = true; gObjectEmissiveNonIndexedWaterProgram.mFeatures.hasWaterFog = true; gObjectEmissiveNonIndexedWaterProgram.mFeatures.hasTransport = true; gObjectEmissiveNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.clear(); gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); gObjectEmissiveNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectEmissiveNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectEmissiveNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectEmissiveNonIndexedWaterProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightNoColorProgram.mName = "Non Indexed no color Fullbright Shader"; gObjectFullbrightNoColorProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightNoColorProgram.mFeatures.hasGamma = true; gObjectFullbrightNoColorProgram.mFeatures.hasTransport = true; gObjectFullbrightNoColorProgram.mFeatures.isFullbright = true; gObjectFullbrightNoColorProgram.mFeatures.hasSrgb = true; gObjectFullbrightNoColorProgram.mFeatures.disableTextureIndex = true; gObjectFullbrightNoColorProgram.mShaderFiles.clear(); gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectFullbrightNoColorProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightNoColorWaterProgram.mName = "Non Indexed no color Fullbright Water Shader"; gObjectFullbrightNoColorWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightNoColorWaterProgram.mFeatures.isFullbright = true; gObjectFullbrightNoColorWaterProgram.mFeatures.hasWaterFog = true; gObjectFullbrightNoColorWaterProgram.mFeatures.hasTransport = true; gObjectFullbrightNoColorWaterProgram.mFeatures.disableTextureIndex = true; gObjectFullbrightNoColorWaterProgram.mShaderFiles.clear(); gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectFullbrightNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectFullbrightNoColorWaterProgram.createShader(NULL, NULL); } if (success) { gObjectShinyNonIndexedProgram.mName = "Non Indexed Shiny Shader"; gObjectShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true; gObjectShinyNonIndexedProgram.mFeatures.calculatesLighting = true; gObjectShinyNonIndexedProgram.mFeatures.hasGamma = true; gObjectShinyNonIndexedProgram.mFeatures.hasAtmospherics = true; gObjectShinyNonIndexedProgram.mFeatures.isShiny = true; gObjectShinyNonIndexedProgram.mFeatures.disableTextureIndex = true; gObjectShinyNonIndexedProgram.mShaderFiles.clear(); gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectShinyNonIndexedProgram.createShader(NULL, NULL); } if (success) { gObjectShinyNonIndexedWaterProgram.mName = "Non Indexed Shiny Water Shader"; gObjectShinyNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectShinyNonIndexedWaterProgram.mFeatures.calculatesLighting = true; gObjectShinyNonIndexedWaterProgram.mFeatures.isShiny = true; gObjectShinyNonIndexedWaterProgram.mFeatures.hasWaterFog = true; gObjectShinyNonIndexedWaterProgram.mFeatures.hasAtmospherics = true; gObjectShinyNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; gObjectShinyNonIndexedWaterProgram.mShaderFiles.clear(); gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectShinyNonIndexedWaterProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightShinyNonIndexedProgram.mName = "Non Indexed Fullbright Shiny Shader"; gObjectFullbrightShinyNonIndexedProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightShinyNonIndexedProgram.mFeatures.isFullbright = true; gObjectFullbrightShinyNonIndexedProgram.mFeatures.isShiny = true; gObjectFullbrightShinyNonIndexedProgram.mFeatures.hasGamma = true; gObjectFullbrightShinyNonIndexedProgram.mFeatures.hasTransport = true; gObjectFullbrightShinyNonIndexedProgram.mFeatures.disableTextureIndex = true; gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.clear(); gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightShinyNonIndexedProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightShinyNonIndexedProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectFullbrightShinyNonIndexedProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightShinyNonIndexedWaterProgram.mName = "Non Indexed Fullbright Shiny Water Shader"; gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.isFullbright = true; gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.isShiny = true; gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasGamma = true; gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasTransport = true; gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.hasWaterFog = true; gObjectFullbrightShinyNonIndexedWaterProgram.mFeatures.disableTextureIndex = true; gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.clear(); gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightShinyNonIndexedWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightShinyNonIndexedWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectFullbrightShinyNonIndexedWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectFullbrightShinyNonIndexedWaterProgram.createShader(NULL, NULL); } if (success) { gImpostorProgram.mName = "Impostor Shader"; gImpostorProgram.mFeatures.disableTextureIndex = true; gImpostorProgram.mFeatures.hasSrgb = true; gImpostorProgram.mShaderFiles.clear(); gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorV.glsl", GL_VERTEX_SHADER_ARB)); gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorF.glsl", GL_FRAGMENT_SHADER_ARB)); gImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gImpostorProgram.createShader(NULL, NULL); } if (success) { gObjectPreviewProgram.mName = "Simple Shader"; gObjectPreviewProgram.mFeatures.calculatesLighting = false; gObjectPreviewProgram.mFeatures.calculatesAtmospherics = false; gObjectPreviewProgram.mFeatures.hasGamma = false; gObjectPreviewProgram.mFeatures.hasAtmospherics = false; gObjectPreviewProgram.mFeatures.hasLighting = false; gObjectPreviewProgram.mFeatures.mIndexedTextureChannels = 0; gObjectPreviewProgram.mFeatures.disableTextureIndex = true; gObjectPreviewProgram.mShaderFiles.clear(); gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER_ARB)); gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectPreviewProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectPreviewProgram.createShader(NULL, NULL); gObjectPreviewProgram.mFeatures.hasLighting = true; } 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.mFeatures.mIndexedTextureChannels = 0; 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) { gObjectSimpleImpostorProgram.mName = "Simple Impostor Shader"; gObjectSimpleImpostorProgram.mFeatures.calculatesLighting = true; gObjectSimpleImpostorProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleImpostorProgram.mFeatures.hasGamma = true; gObjectSimpleImpostorProgram.mFeatures.hasAtmospherics = true; gObjectSimpleImpostorProgram.mFeatures.hasLighting = true; gObjectSimpleImpostorProgram.mFeatures.mIndexedTextureChannels = 0; // force alpha mask version of lighting so we can weed out // transparent pixels from impostor temp buffer // gObjectSimpleImpostorProgram.mFeatures.hasAlphaMask = true; gObjectSimpleImpostorProgram.mShaderFiles.clear(); gObjectSimpleImpostorProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); gObjectSimpleImpostorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectSimpleImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectSimpleImpostorProgram.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.mFeatures.mIndexedTextureChannels = 0; 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) { gObjectBumpProgram.mName = "Bump Shader"; /*gObjectBumpProgram.mFeatures.calculatesLighting = true; gObjectBumpProgram.mFeatures.calculatesAtmospherics = true; gObjectBumpProgram.mFeatures.hasGamma = true; gObjectBumpProgram.mFeatures.hasAtmospherics = true; gObjectBumpProgram.mFeatures.hasLighting = true; gObjectBumpProgram.mFeatures.mIndexedTextureChannels = 0;*/ gObjectBumpProgram.mFeatures.encodesNormal = true; gObjectBumpProgram.mShaderFiles.clear(); gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpV.glsl", GL_VERTEX_SHADER_ARB)); gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectBumpProgram.createShader(NULL, NULL); if (success) { //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1 gObjectBumpProgram.bind(); gObjectBumpProgram.uniform1i(sTexture0, 0); gObjectBumpProgram.uniform1i(sTexture1, 1); gObjectBumpProgram.unbind(); } } if (success) { gObjectSimpleAlphaMaskProgram.mName = "Simple Alpha Mask Shader"; gObjectSimpleAlphaMaskProgram.mFeatures.calculatesLighting = true; gObjectSimpleAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleAlphaMaskProgram.mFeatures.hasGamma = true; gObjectSimpleAlphaMaskProgram.mFeatures.hasAtmospherics = true; gObjectSimpleAlphaMaskProgram.mFeatures.hasLighting = true; gObjectSimpleAlphaMaskProgram.mFeatures.hasAlphaMask = true; gObjectSimpleAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; gObjectSimpleAlphaMaskProgram.mShaderFiles.clear(); gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); gObjectSimpleAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectSimpleAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectSimpleAlphaMaskProgram.createShader(NULL, NULL); } if (success) { gObjectSimpleWaterAlphaMaskProgram.mName = "Simple Water Alpha Mask Shader"; gObjectSimpleWaterAlphaMaskProgram.mFeatures.calculatesLighting = true; gObjectSimpleWaterAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; gObjectSimpleWaterAlphaMaskProgram.mFeatures.hasWaterFog = true; gObjectSimpleWaterAlphaMaskProgram.mFeatures.hasAtmospherics = true; gObjectSimpleWaterAlphaMaskProgram.mFeatures.hasLighting = true; gObjectSimpleWaterAlphaMaskProgram.mFeatures.hasAlphaMask = true; gObjectSimpleWaterAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.clear(); gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB)); gObjectSimpleWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectSimpleWaterAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectSimpleWaterAlphaMaskProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectSimpleWaterAlphaMaskProgram.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.mFeatures.hasSrgb = true; gObjectFullbrightProgram.mFeatures.mIndexedTextureChannels = 0; 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.mFeatures.mIndexedTextureChannels = 0; 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) { gObjectEmissiveProgram.mName = "Emissive Shader"; gObjectEmissiveProgram.mFeatures.calculatesAtmospherics = true; gObjectEmissiveProgram.mFeatures.hasGamma = true; gObjectEmissiveProgram.mFeatures.hasTransport = true; gObjectEmissiveProgram.mFeatures.isFullbright = true; gObjectEmissiveProgram.mFeatures.hasSrgb = true; gObjectEmissiveProgram.mFeatures.mIndexedTextureChannels = 0; gObjectEmissiveProgram.mShaderFiles.clear(); gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); gObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectEmissiveProgram.createShader(NULL, NULL); } if (success) { gObjectEmissiveWaterProgram.mName = "Emissive Water Shader"; gObjectEmissiveWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectEmissiveWaterProgram.mFeatures.isFullbright = true; gObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true; gObjectEmissiveWaterProgram.mFeatures.hasTransport = true; gObjectEmissiveWaterProgram.mFeatures.mIndexedTextureChannels = 0; gObjectEmissiveWaterProgram.mShaderFiles.clear(); gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB)); gObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectEmissiveWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectEmissiveWaterProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightAlphaMaskProgram.mName = "Fullbright Alpha Mask Shader"; gObjectFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightAlphaMaskProgram.mFeatures.hasGamma = true; gObjectFullbrightAlphaMaskProgram.mFeatures.hasTransport = true; gObjectFullbrightAlphaMaskProgram.mFeatures.isFullbright = true; gObjectFullbrightAlphaMaskProgram.mFeatures.hasAlphaMask = true; gObjectFullbrightAlphaMaskProgram.mFeatures.hasSrgb = true; gObjectFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; gObjectFullbrightAlphaMaskProgram.mShaderFiles.clear(); gObjectFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gObjectFullbrightAlphaMaskProgram.createShader(NULL, NULL); } if (success) { gObjectFullbrightWaterAlphaMaskProgram.mName = "Fullbright Water Shader"; gObjectFullbrightWaterAlphaMaskProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightWaterAlphaMaskProgram.mFeatures.isFullbright = true; gObjectFullbrightWaterAlphaMaskProgram.mFeatures.hasWaterFog = true; gObjectFullbrightWaterAlphaMaskProgram.mFeatures.hasTransport = true; gObjectFullbrightWaterAlphaMaskProgram.mFeatures.hasAlphaMask = true; gObjectFullbrightWaterAlphaMaskProgram.mFeatures.mIndexedTextureChannels = 0; gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.clear(); gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightWaterAlphaMaskProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightWaterAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectFullbrightWaterAlphaMaskProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectFullbrightWaterAlphaMaskProgram.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.mFeatures.mIndexedTextureChannels = 0; 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, NULL); } 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.mFeatures.mIndexedTextureChannels = 0; 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, NULL); } 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.mFeatures.mIndexedTextureChannels = 0; 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, NULL); } if (success) { gObjectFullbrightShinyWaterProgram.mName = "Fullbright Shiny Water Shader"; gObjectFullbrightShinyWaterProgram.mFeatures.calculatesAtmospherics = true; gObjectFullbrightShinyWaterProgram.mFeatures.isFullbright = true; gObjectFullbrightShinyWaterProgram.mFeatures.isShiny = true; gObjectFullbrightShinyWaterProgram.mFeatures.hasGamma = true; gObjectFullbrightShinyWaterProgram.mFeatures.hasTransport = true; gObjectFullbrightShinyWaterProgram.mFeatures.hasWaterFog = true; gObjectFullbrightShinyWaterProgram.mFeatures.mIndexedTextureChannels = 0; gObjectFullbrightShinyWaterProgram.mShaderFiles.clear(); gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB)); gObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; gObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; success = gObjectFullbrightShinyWaterProgram.createShader(NULL, NULL); } if (mVertexShaderLevel[SHADER_AVATAR] > 0) { //load hardware skinned attachment shaders if (success) { gSkinnedObjectSimpleProgram.mName = "Skinned Simple Shader"; gSkinnedObjectSimpleProgram.mFeatures.calculatesLighting = true; gSkinnedObjectSimpleProgram.mFeatures.calculatesAtmospherics = true; gSkinnedObjectSimpleProgram.mFeatures.hasGamma = true; gSkinnedObjectSimpleProgram.mFeatures.hasAtmospherics = true; gSkinnedObjectSimpleProgram.mFeatures.hasLighting = true; gSkinnedObjectSimpleProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectSimpleProgram.mFeatures.hasAlphaMask = true; gSkinnedObjectSimpleProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectSimpleProgram.mShaderFiles.clear(); gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB)); gSkinnedObjectSimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gSkinnedObjectSimpleProgram.createShader(NULL, NULL); } if (success) { gSkinnedObjectFullbrightProgram.mName = "Skinned Fullbright Shader"; gSkinnedObjectFullbrightProgram.mFeatures.calculatesAtmospherics = true; gSkinnedObjectFullbrightProgram.mFeatures.hasGamma = true; gSkinnedObjectFullbrightProgram.mFeatures.hasTransport = true; gSkinnedObjectFullbrightProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectFullbrightProgram.mFeatures.hasAlphaMask = true; gSkinnedObjectFullbrightProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightProgram.mFeatures.hasSrgb = true; gSkinnedObjectFullbrightProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gSkinnedObjectFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gSkinnedObjectFullbrightProgram.createShader(NULL, NULL); } if (success) { gSkinnedObjectEmissiveProgram.mName = "Skinned Emissive Shader"; gSkinnedObjectEmissiveProgram.mFeatures.calculatesAtmospherics = true; gSkinnedObjectEmissiveProgram.mFeatures.hasGamma = true; gSkinnedObjectEmissiveProgram.mFeatures.hasTransport = true; gSkinnedObjectEmissiveProgram.mFeatures.isFullbright = true; gSkinnedObjectEmissiveProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectEmissiveProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectEmissiveProgram.mFeatures.hasSrgb = true; gSkinnedObjectEmissiveProgram.mShaderFiles.clear(); gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectEmissiveProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB)); gSkinnedObjectEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gSkinnedObjectEmissiveProgram.createShader(NULL, NULL); } if (success) { gSkinnedObjectEmissiveWaterProgram.mName = "Skinned Emissive Water Shader"; gSkinnedObjectEmissiveWaterProgram.mFeatures.calculatesAtmospherics = true; gSkinnedObjectEmissiveWaterProgram.mFeatures.hasGamma = true; gSkinnedObjectEmissiveWaterProgram.mFeatures.hasTransport = true; gSkinnedObjectEmissiveWaterProgram.mFeatures.isFullbright = true; gSkinnedObjectEmissiveWaterProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectEmissiveWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectEmissiveWaterProgram.mFeatures.hasWaterFog = true; gSkinnedObjectEmissiveWaterProgram.mShaderFiles.clear(); gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/emissiveSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectEmissiveWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gSkinnedObjectEmissiveWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gSkinnedObjectEmissiveWaterProgram.createShader(NULL, NULL); } if (success) { gSkinnedObjectFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader"; gSkinnedObjectFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true; gSkinnedObjectFullbrightShinyProgram.mFeatures.hasGamma = true; gSkinnedObjectFullbrightShinyProgram.mFeatures.hasTransport = true; gSkinnedObjectFullbrightShinyProgram.mFeatures.isShiny = true; gSkinnedObjectFullbrightShinyProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightShinyProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectFullbrightShinyProgram.mFeatures.hasAlphaMask = true; gSkinnedObjectFullbrightShinyProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightShinyProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gSkinnedObjectFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gSkinnedObjectFullbrightShinyProgram.createShader(NULL, NULL); } if (success) { gSkinnedObjectShinySimpleProgram.mName = "Skinned Shiny Simple Shader"; gSkinnedObjectShinySimpleProgram.mFeatures.calculatesLighting = true; gSkinnedObjectShinySimpleProgram.mFeatures.calculatesAtmospherics = true; gSkinnedObjectShinySimpleProgram.mFeatures.hasGamma = true; gSkinnedObjectShinySimpleProgram.mFeatures.hasAtmospherics = true; gSkinnedObjectShinySimpleProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectShinySimpleProgram.mFeatures.hasAlphaMask = true; gSkinnedObjectShinySimpleProgram.mFeatures.isShiny = true; gSkinnedObjectShinySimpleProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectShinySimpleProgram.mShaderFiles.clear(); gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectShinySimpleProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB)); gSkinnedObjectShinySimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gSkinnedObjectShinySimpleProgram.createShader(NULL, NULL); } if (success) { gSkinnedObjectSimpleWaterProgram.mName = "Skinned Simple Water Shader"; gSkinnedObjectSimpleWaterProgram.mFeatures.calculatesLighting = true; gSkinnedObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true; gSkinnedObjectSimpleWaterProgram.mFeatures.hasGamma = true; gSkinnedObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true; gSkinnedObjectSimpleWaterProgram.mFeatures.hasLighting = true; gSkinnedObjectSimpleWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectSimpleWaterProgram.mFeatures.hasWaterFog = true; gSkinnedObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectSimpleWaterProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectSimpleWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectSimpleWaterProgram.mFeatures.hasAlphaMask = true; gSkinnedObjectSimpleWaterProgram.mShaderFiles.clear(); gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gSkinnedObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gSkinnedObjectSimpleWaterProgram.createShader(NULL, NULL); } if (success) { gSkinnedObjectFullbrightWaterProgram.mName = "Skinned Fullbright Water Shader"; gSkinnedObjectFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true; gSkinnedObjectFullbrightWaterProgram.mFeatures.hasGamma = true; gSkinnedObjectFullbrightWaterProgram.mFeatures.hasTransport = true; gSkinnedObjectFullbrightWaterProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightWaterProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectFullbrightWaterProgram.mFeatures.hasAlphaMask = true; gSkinnedObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true; gSkinnedObjectFullbrightWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectFullbrightWaterProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gSkinnedObjectFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gSkinnedObjectFullbrightWaterProgram.createShader(NULL, NULL); } if (success) { gSkinnedObjectFullbrightShinyWaterProgram.mName = "Skinned Fullbright Shiny Water Shader"; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.calculatesAtmospherics = true; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasGamma = true; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasTransport = true; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.isShiny = true; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.isFullbright = true; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasAlphaMask = true; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.hasWaterFog = true; gSkinnedObjectFullbrightShinyWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectFullbrightShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.clear(); gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectFullbrightShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gSkinnedObjectFullbrightShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gSkinnedObjectFullbrightShinyWaterProgram.createShader(NULL, NULL); } if (success) { gSkinnedObjectShinySimpleWaterProgram.mName = "Skinned Shiny Simple Water Shader"; gSkinnedObjectShinySimpleWaterProgram.mFeatures.calculatesLighting = true; gSkinnedObjectShinySimpleWaterProgram.mFeatures.calculatesAtmospherics = true; gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasGamma = true; gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasAtmospherics = true; gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasObjectSkinning = true; gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasAlphaMask = true; gSkinnedObjectShinySimpleWaterProgram.mFeatures.isShiny = true; gSkinnedObjectShinySimpleWaterProgram.mFeatures.hasWaterFog = true; gSkinnedObjectShinySimpleWaterProgram.mFeatures.disableTextureIndex = true; gSkinnedObjectShinySimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER; gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.clear(); gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/shinySimpleSkinnedV.glsl", GL_VERTEX_SHADER_ARB)); gSkinnedObjectShinySimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB)); gSkinnedObjectShinySimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT]; success = gSkinnedObjectShinySimpleWaterProgram.createShader(NULL, NULL); } } 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 TRUE; } 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.mFeatures.hasAlphaMask = true; gAvatarProgram.mFeatures.disableTextureIndex = 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(NULL, NULL); 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.mFeatures.hasAlphaMask = true; gAvatarWaterProgram.mFeatures.disableTextureIndex = 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(NULL, NULL); } /// 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.mFeatures.disableTextureIndex = 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(NULL, NULL); } 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.mFeatures.hasAlphaMask = true; gAvatarEyeballProgram.mFeatures.disableTextureIndex = 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 TRUE; } 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) { gHighlightNormalProgram.mName = "Highlight Normals Shader"; gHighlightNormalProgram.mShaderFiles.clear(); gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightNormV.glsl", GL_VERTEX_SHADER_ARB)); gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER_ARB)); gHighlightNormalProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gHighlightNormalProgram.createShader(NULL, NULL); } if (success) { gHighlightSpecularProgram.mName = "Highlight Spec Shader"; gHighlightSpecularProgram.mShaderFiles.clear(); gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightSpecV.glsl", GL_VERTEX_SHADER_ARB)); gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER_ARB)); gHighlightSpecularProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gHighlightSpecularProgram.createShader(NULL, NULL); } if (success) { gUIProgram.mName = "UI Shader"; gUIProgram.mShaderFiles.clear(); gUIProgram.mShaderFiles.push_back(make_pair("interface/uiV.glsl", GL_VERTEX_SHADER_ARB)); gUIProgram.mShaderFiles.push_back(make_pair("interface/uiF.glsl", GL_FRAGMENT_SHADER_ARB)); gUIProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gUIProgram.createShader(NULL, NULL); } if (success) { gPathfindingProgram.mName = "Pathfinding Shader"; gPathfindingProgram.mShaderFiles.clear(); gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingV.glsl", GL_VERTEX_SHADER_ARB)); gPathfindingProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER_ARB)); gPathfindingProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gPathfindingProgram.createShader(NULL, NULL); } if (success) { gPathfindingNoNormalsProgram.mName = "PathfindingNoNormals Shader"; gPathfindingNoNormalsProgram.mShaderFiles.clear(); gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingNoNormalV.glsl", GL_VERTEX_SHADER_ARB)); gPathfindingNoNormalsProgram.mShaderFiles.push_back(make_pair("interface/pathfindingF.glsl", GL_FRAGMENT_SHADER_ARB)); gPathfindingNoNormalsProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gPathfindingNoNormalsProgram.createShader(NULL, NULL); } if (success) { gCustomAlphaProgram.mName = "Custom Alpha Shader"; gCustomAlphaProgram.mShaderFiles.clear(); gCustomAlphaProgram.mShaderFiles.push_back(make_pair("interface/customalphaV.glsl", GL_VERTEX_SHADER_ARB)); gCustomAlphaProgram.mShaderFiles.push_back(make_pair("interface/customalphaF.glsl", GL_FRAGMENT_SHADER_ARB)); gCustomAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gCustomAlphaProgram.createShader(NULL, NULL); } if (success) { gSplatTextureRectProgram.mName = "Splat Texture Rect Shader"; gSplatTextureRectProgram.mShaderFiles.clear(); gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER_ARB)); gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectF.glsl", GL_FRAGMENT_SHADER_ARB)); gSplatTextureRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gSplatTextureRectProgram.createShader(NULL, NULL); if (success) { gSplatTextureRectProgram.bind(); gSplatTextureRectProgram.uniform1i(sScreenMap, 0); gSplatTextureRectProgram.unbind(); } } if (success) { gGlowCombineProgram.mName = "Glow Combine Shader"; gGlowCombineProgram.mShaderFiles.clear(); gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineV.glsl", GL_VERTEX_SHADER_ARB)); gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineF.glsl", GL_FRAGMENT_SHADER_ARB)); gGlowCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gGlowCombineProgram.createShader(NULL, NULL); if (success) { gGlowCombineProgram.bind(); gGlowCombineProgram.uniform1i(sGlowMap, 0); gGlowCombineProgram.uniform1i(sScreenMap, 1); gGlowCombineProgram.unbind(); } } if (success) { gGlowCombineFXAAProgram.mName = "Glow CombineFXAA Shader"; gGlowCombineFXAAProgram.mShaderFiles.clear(); gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER_ARB)); gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER_ARB)); gGlowCombineFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gGlowCombineFXAAProgram.createShader(NULL, NULL); if (success) { gGlowCombineFXAAProgram.bind(); gGlowCombineFXAAProgram.uniform1i(sGlowMap, 0); gGlowCombineFXAAProgram.uniform1i(sScreenMap, 1); gGlowCombineFXAAProgram.unbind(); } } if (success) { gTwoTextureAddProgram.mName = "Two Texture Add Shader"; gTwoTextureAddProgram.mShaderFiles.clear(); gTwoTextureAddProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddV.glsl", GL_VERTEX_SHADER_ARB)); gTwoTextureAddProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddF.glsl", GL_FRAGMENT_SHADER_ARB)); gTwoTextureAddProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gTwoTextureAddProgram.createShader(NULL, NULL); if (success) { gTwoTextureAddProgram.bind(); gTwoTextureAddProgram.uniform1i(sTex0, 0); gTwoTextureAddProgram.uniform1i(sTex1, 1); } } #ifdef LL_WINDOWS if (success) { gTwoTextureCompareProgram.mName = "Two Texture Compare Shader"; gTwoTextureCompareProgram.mShaderFiles.clear(); gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareV.glsl", GL_VERTEX_SHADER_ARB)); gTwoTextureCompareProgram.mShaderFiles.push_back(make_pair("interface/twotexturecompareF.glsl", GL_FRAGMENT_SHADER_ARB)); gTwoTextureCompareProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gTwoTextureCompareProgram.createShader(NULL, NULL); if (success) { gTwoTextureCompareProgram.bind(); gTwoTextureCompareProgram.uniform1i(sTex0, 0); gTwoTextureCompareProgram.uniform1i(sTex1, 1); gTwoTextureCompareProgram.uniform1i(sDitherTex, 2); } } if (success) { gOneTextureFilterProgram.mName = "One Texture Filter Shader"; gOneTextureFilterProgram.mShaderFiles.clear(); gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterV.glsl", GL_VERTEX_SHADER_ARB)); gOneTextureFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturefilterF.glsl", GL_FRAGMENT_SHADER_ARB)); gOneTextureFilterProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gOneTextureFilterProgram.createShader(NULL, NULL); if (success) { gOneTextureFilterProgram.bind(); gOneTextureFilterProgram.uniform1i(sTex0, 0); } } #endif if (success) { gOneTextureNoColorProgram.mName = "One Texture No Color Shader"; gOneTextureNoColorProgram.mShaderFiles.clear(); gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB)); gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorF.glsl", GL_FRAGMENT_SHADER_ARB)); gOneTextureNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gOneTextureNoColorProgram.createShader(NULL, NULL); if (success) { gOneTextureNoColorProgram.bind(); gOneTextureNoColorProgram.uniform1i(sTex0, 0); } } if (success) { gSolidColorProgram.mName = "Solid Color Shader"; gSolidColorProgram.mShaderFiles.clear(); gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorV.glsl", GL_VERTEX_SHADER_ARB)); gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER_ARB)); gSolidColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gSolidColorProgram.createShader(NULL, NULL); if (success) { gSolidColorProgram.bind(); gSolidColorProgram.uniform1i(sTex0, 0); gSolidColorProgram.unbind(); } } if (success) { gOcclusionProgram.mName = "Occlusion Shader"; gOcclusionProgram.mShaderFiles.clear(); gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionV.glsl", GL_VERTEX_SHADER_ARB)); gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER_ARB)); gOcclusionProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gOcclusionProgram.createShader(NULL, NULL); } if (success) { gOcclusionCubeProgram.mName = "Occlusion Cube Shader"; gOcclusionCubeProgram.mShaderFiles.clear(); gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionCubeV.glsl", GL_VERTEX_SHADER_ARB)); gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER_ARB)); gOcclusionCubeProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gOcclusionCubeProgram.createShader(NULL, NULL); } if (success) { gDebugProgram.mName = "Debug Shader"; gDebugProgram.mShaderFiles.clear(); gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER_ARB)); gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER_ARB)); gDebugProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gDebugProgram.createShader(NULL, NULL); } if (success) { gClipProgram.mName = "Clip Shader"; gClipProgram.mShaderFiles.clear(); gClipProgram.mShaderFiles.push_back(make_pair("interface/clipV.glsl", GL_VERTEX_SHADER_ARB)); gClipProgram.mShaderFiles.push_back(make_pair("interface/clipF.glsl", GL_FRAGMENT_SHADER_ARB)); gClipProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gClipProgram.createShader(NULL, NULL); } if (success) { gDownsampleDepthProgram.mName = "DownsampleDepth Shader"; gDownsampleDepthProgram.mShaderFiles.clear(); gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB)); gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthF.glsl", GL_FRAGMENT_SHADER_ARB)); gDownsampleDepthProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gDownsampleDepthProgram.createShader(NULL, NULL); } if (success) { gBenchmarkProgram.mName = "Benchmark Shader"; gBenchmarkProgram.mShaderFiles.clear(); gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkV.glsl", GL_VERTEX_SHADER_ARB)); gBenchmarkProgram.mShaderFiles.push_back(make_pair("interface/benchmarkF.glsl", GL_FRAGMENT_SHADER_ARB)); gBenchmarkProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gBenchmarkProgram.createShader(NULL, NULL); } if (success) { gDownsampleDepthRectProgram.mName = "DownsampleDepthRect Shader"; gDownsampleDepthRectProgram.mShaderFiles.clear(); gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB)); gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB)); gDownsampleDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gDownsampleDepthRectProgram.createShader(NULL, NULL); } if (success) { gAlphaMaskProgram.mName = "Alpha Mask Shader"; gAlphaMaskProgram.mShaderFiles.clear(); gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER_ARB)); gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER_ARB)); gAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE]; success = gAlphaMaskProgram.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(); gWLSunProgram.unload(); gWLMoonProgram.unload(); gDownsampleMinMaxDepthRectProgram.unload(); gInscatterRectProgram.unload(); return TRUE; } #if USE_ADVANCED_ATMOSPHERICS // disabled until we can determine why low-end machines crash during this init... if (mVertexShaderLevel[SHADER_WINDLIGHT] > 1) { // Prepare precomputed atmospherics textures using libatmosphere LLAtmosphere::initClass(); } #endif if (success) { gWLSkyProgram.mName = "Windlight Sky Shader"; //gWLSkyProgram.mFeatures.hasGamma = true; gWLSkyProgram.mShaderFiles.clear(); gWLSkyProgram.mFeatures.calculatesAtmospherics = true; gWLSkyProgram.mFeatures.hasTransport = true; gWLSkyProgram.mFeatures.hasGamma = true; 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, NULL); } if (success) { gWLCloudProgram.mName = "Windlight Cloud Program"; //gWLCloudProgram.mFeatures.hasGamma = true; gWLCloudProgram.mShaderFiles.clear(); gWLCloudProgram.mFeatures.calculatesAtmospherics = true; gWLCloudProgram.mFeatures.hasTransport = true; gWLCloudProgram.mFeatures.hasGamma = true; 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, NULL); } if (success) { gWLSunProgram.mName = "Windlight Sun Program"; gWLSunProgram.mShaderFiles.clear(); gWLSunProgram.mFeatures.calculatesAtmospherics = true; gWLSunProgram.mFeatures.hasTransport = true; gWLSunProgram.mFeatures.hasGamma = true; gWLSunProgram.mFeatures.hasAtmospherics = true; gWLSunProgram.mFeatures.isFullbright = true; gWLSunProgram.mFeatures.disableTextureIndex = true; gWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY; gWLSunProgram.mShaderFiles.push_back(make_pair("windlight/sunDiscV.glsl", GL_VERTEX_SHADER_ARB)); gWLSunProgram.mShaderFiles.push_back(make_pair("windlight/sunDiscF.glsl", GL_FRAGMENT_SHADER_ARB)); gWLSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; gWLSunProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gWLSunProgram.createShader(NULL, NULL); } if (success) { gWLMoonProgram.mName = "Windlight Moon Program"; gWLMoonProgram.mShaderFiles.clear(); gWLMoonProgram.mFeatures.calculatesAtmospherics = true; gWLMoonProgram.mFeatures.hasTransport = true; gWLMoonProgram.mFeatures.hasGamma = true; gWLMoonProgram.mFeatures.hasAtmospherics = true; gWLMoonProgram.mFeatures.isFullbright = true; gWLMoonProgram.mFeatures.disableTextureIndex = true; gWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY; gWLMoonProgram.mShaderFiles.push_back(make_pair("windlight/moonV.glsl", GL_VERTEX_SHADER_ARB)); gWLMoonProgram.mShaderFiles.push_back(make_pair("windlight/moonF.glsl", GL_FRAGMENT_SHADER_ARB)); gWLMoonProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT]; gWLMoonProgram.mShaderGroup = LLGLSLShader::SG_SKY; success = gWLMoonProgram.createShader(NULL, NULL); } return success; } BOOL LLViewerShaderMgr::loadTransformShaders() { BOOL success = TRUE; if (mVertexShaderLevel[SHADER_TRANSFORM] < 1) { gTransformPositionProgram.unload(); gTransformTexCoordProgram.unload(); gTransformNormalProgram.unload(); gTransformColorProgram.unload(); gTransformTangentProgram.unload(); return TRUE; } if (success) { gTransformPositionProgram.mName = "Position Transform Shader"; gTransformPositionProgram.mShaderFiles.clear(); gTransformPositionProgram.mShaderFiles.push_back(make_pair("transform/positionV.glsl", GL_VERTEX_SHADER_ARB)); gTransformPositionProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM]; const char* varyings[] = { "position_out", "texture_index_out", }; success = gTransformPositionProgram.createShader(NULL, NULL, 2, varyings); } if (success) { gTransformTexCoordProgram.mName = "TexCoord Transform Shader"; gTransformTexCoordProgram.mShaderFiles.clear(); gTransformTexCoordProgram.mShaderFiles.push_back(make_pair("transform/texcoordV.glsl", GL_VERTEX_SHADER_ARB)); gTransformTexCoordProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM]; const char* varyings[] = { "texcoord_out", }; success = gTransformTexCoordProgram.createShader(NULL, NULL, 1, varyings); } if (success) { gTransformNormalProgram.mName = "Normal Transform Shader"; gTransformNormalProgram.mShaderFiles.clear(); gTransformNormalProgram.mShaderFiles.push_back(make_pair("transform/normalV.glsl", GL_VERTEX_SHADER_ARB)); gTransformNormalProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM]; const char* varyings[] = { "normal_out", }; success = gTransformNormalProgram.createShader(NULL, NULL, 1, varyings); } if (success) { gTransformColorProgram.mName = "Color Transform Shader"; gTransformColorProgram.mShaderFiles.clear(); gTransformColorProgram.mShaderFiles.push_back(make_pair("transform/colorV.glsl", GL_VERTEX_SHADER_ARB)); gTransformColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM]; const char* varyings[] = { "color_out", }; success = gTransformColorProgram.createShader(NULL, NULL, 1, varyings); } if (success) { gTransformTangentProgram.mName = "Binormal Transform Shader"; gTransformTangentProgram.mShaderFiles.clear(); gTransformTangentProgram.mShaderFiles.push_back(make_pair("transform/binormalV.glsl", GL_VERTEX_SHADER_ARB)); gTransformTangentProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM]; const char* varyings[] = { "tangent_out", }; success = gTransformTangentProgram.createShader(NULL, NULL, 1, varyings); } return success; } std::string LLViewerShaderMgr::getShaderDirPrefix(void) { return gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/class"); } void LLViewerShaderMgr::updateShaderUniforms(LLGLSLShader * shader) { LLEnvironment::instance().updateShaderUniforms(shader); } LLViewerShaderMgr::shader_iter LLViewerShaderMgr::beginShaders() const { return mShaderList.begin(); } LLViewerShaderMgr::shader_iter LLViewerShaderMgr::endShaders() const { return mShaderList.end(); }