/** * @file llviewershadermgr.h * @brief Viewer Shader Manager * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * 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 * $/LicenseInfo$ */ #ifndef LL_VIEWER_SHADER_MGR_H #define LL_VIEWER_SHADER_MGR_H #include "llshadermgr.h" #include "llmaterial.h" #define LL_DEFERRED_MULTI_LIGHT_COUNT 16 class LLViewerShaderMgr: public LLShaderMgr { public: static bool sInitialized; static bool sSkipReload; LLViewerShaderMgr(); /* virtual */ ~LLViewerShaderMgr(); // Add shaders to mShaderList for later uniform propagation // Will assert on redundant shader entries in debug builds void finalizeShaderList(); // singleton pattern implementation static LLViewerShaderMgr * instance(); static void releaseInstance(); void initAttribsAndUniforms(void); void setShaders(); void unloadShaders(); S32 getShaderLevel(S32 type); // loadBasicShaders in case of a failure returns // name of a file error happened at, otherwise // returns an empty string std::string loadBasicShaders(); bool loadShadersEffects(); bool loadShadersDeferred(); bool loadShadersObject(); bool loadShadersAvatar(); bool loadShadersWater(); bool loadShadersInterface(); std::vector mShaderLevel; S32 mMaxAvatarShaderLevel; enum EShaderClass { SHADER_LIGHTING, SHADER_OBJECT, SHADER_AVATAR, SHADER_ENVIRONMENT, SHADER_INTERFACE, SHADER_EFFECT, SHADER_WINDLIGHT, SHADER_WATER, SHADER_DEFERRED, SHADER_COUNT }; // simple model of forward iterator // http://www.sgi.com/tech/stl/ForwardIterator.html class shader_iter { private: friend bool operator == (shader_iter const & a, shader_iter const & b); friend bool operator != (shader_iter const & a, shader_iter const & b); typedef std::vector::const_iterator base_iter_t; public: shader_iter() { } shader_iter(base_iter_t iter) : mIter(iter) { } LLGLSLShader & operator * () const { return **mIter; } LLGLSLShader * operator -> () const { return *mIter; } shader_iter & operator++ () { ++mIter; return *this; } shader_iter operator++ (int) { return mIter++; } private: base_iter_t mIter; }; shader_iter beginShaders() const; shader_iter endShaders() const; /* virtual */ std::string getShaderDirPrefix(void); /* virtual */ void updateShaderUniforms(LLGLSLShader * shader); private: // the list of shaders we need to propagate parameters to. std::vector mShaderList; }; //LLViewerShaderMgr inline bool operator == (LLViewerShaderMgr::shader_iter const & a, LLViewerShaderMgr::shader_iter const & b) { return a.mIter == b.mIter; } inline bool operator != (LLViewerShaderMgr::shader_iter const & a, LLViewerShaderMgr::shader_iter const & b) { return a.mIter != b.mIter; } extern LLVector4 gShinyOrigin; //utility shaders extern LLGLSLShader gOcclusionProgram; extern LLGLSLShader gOcclusionCubeProgram; extern LLGLSLShader gGlowCombineProgram; extern LLGLSLShader gReflectionMipProgram; extern LLGLSLShader gGaussianProgram; extern LLGLSLShader gRadianceGenProgram; extern LLGLSLShader gHeroRadianceGenProgram; extern LLGLSLShader gIrradianceGenProgram; extern LLGLSLShader gGlowCombineFXAAProgram; extern LLGLSLShader gDebugProgram; enum NormalDebugShaderVariant : S32 { NORMAL_DEBUG_SHADER_DEFAULT, NORMAL_DEBUG_SHADER_WITH_TANGENTS, NORMAL_DEBUG_SHADER_COUNT }; extern LLGLSLShader gNormalDebugProgram[NORMAL_DEBUG_SHADER_COUNT]; extern LLGLSLShader gSkinnedNormalDebugProgram[NORMAL_DEBUG_SHADER_COUNT]; extern LLGLSLShader gClipProgram; extern LLGLSLShader gBenchmarkProgram; extern LLGLSLShader gReflectionProbeDisplayProgram; extern LLGLSLShader gCopyProgram; extern LLGLSLShader gCopyDepthProgram; extern LLGLSLShader gPBRTerrainBakeProgram; //output tex0[tc0] - tex1[tc1] extern LLGLSLShader gTwoTextureCompareProgram; //discard some fragments based on user-set color tolerance extern LLGLSLShader gOneTextureFilterProgram; //object shaders extern LLGLSLShader gObjectPreviewProgram; extern LLGLSLShader gPhysicsPreviewProgram; extern LLGLSLShader gObjectBumpProgram; extern LLGLSLShader gSkinnedObjectBumpProgram; extern LLGLSLShader gObjectAlphaMaskNoColorProgram; //environment shaders extern LLGLSLShader gWaterProgram; extern LLGLSLShader gWaterEdgeProgram; extern LLGLSLShader gUnderWaterProgram; extern LLGLSLShader gGlowProgram; extern LLGLSLShader gGlowExtractProgram; //interface shaders extern LLGLSLShader gHighlightProgram; extern LLGLSLShader gHighlightNormalProgram; extern LLGLSLShader gHighlightSpecularProgram; extern LLGLSLShader gDeferredHighlightProgram; extern LLGLSLShader gPathfindingProgram; extern LLGLSLShader gPathfindingNoNormalsProgram; // avatar shader handles extern LLGLSLShader gAvatarProgram; extern LLGLSLShader gAvatarEyeballProgram; extern LLGLSLShader gImpostorProgram; // Post Process Shaders extern LLGLSLShader gPostScreenSpaceReflectionProgram; // Deferred rendering shaders extern LLGLSLShader gDeferredImpostorProgram; extern LLGLSLShader gDeferredDiffuseProgram; extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram; extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram; extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram; extern LLGLSLShader gDeferredNonIndexedDiffuseProgram; extern LLGLSLShader gDeferredBumpProgram; extern LLGLSLShader gDeferredTerrainProgram; extern LLGLSLShader gDeferredTreeProgram; extern LLGLSLShader gDeferredTreeShadowProgram; extern LLGLSLShader gDeferredLightProgram; extern LLGLSLShader gDeferredMultiLightProgram[LL_DEFERRED_MULTI_LIGHT_COUNT]; extern LLGLSLShader gDeferredSpotLightProgram; extern LLGLSLShader gDeferredMultiSpotLightProgram; extern LLGLSLShader gDeferredSunProgram; extern LLGLSLShader gDeferredSunProbeProgram; extern LLGLSLShader gHazeProgram; extern LLGLSLShader gHazeWaterProgram; extern LLGLSLShader gDeferredBlurLightProgram; extern LLGLSLShader gDeferredAvatarProgram; extern LLGLSLShader gDeferredSoftenProgram; extern LLGLSLShader gDeferredShadowProgram; extern LLGLSLShader gDeferredShadowCubeProgram; extern LLGLSLShader gDeferredShadowAlphaMaskProgram; extern LLGLSLShader gDeferredShadowGLTFAlphaMaskProgram; extern LLGLSLShader gDeferredShadowGLTFAlphaBlendProgram; extern LLGLSLShader gDeferredShadowFullbrightAlphaMaskProgram; extern LLGLSLShader gDeferredPostProgram; extern LLGLSLShader gDeferredCoFProgram; extern LLGLSLShader gDeferredDoFCombineProgram; extern LLGLSLShader gFXAAProgram[4]; extern LLGLSLShader gSMAAEdgeDetectProgram[4]; extern LLGLSLShader gSMAABlendWeightsProgram[4]; extern LLGLSLShader gSMAANeighborhoodBlendProgram[4]; extern LLGLSLShader gCASProgram; extern LLGLSLShader gDeferredPostNoDoFProgram; extern LLGLSLShader gDeferredPostNoDoFNoiseProgram; extern LLGLSLShader gDeferredPostGammaCorrectProgram; extern LLGLSLShader gLegacyPostGammaCorrectProgram; extern LLGLSLShader gDeferredPostTonemapProgram; extern LLGLSLShader gNoPostTonemapProgram; extern LLGLSLShader gExposureProgram; extern LLGLSLShader gExposureProgramNoFade; extern LLGLSLShader gLuminanceProgram; extern LLGLSLShader gDeferredAvatarShadowProgram; extern LLGLSLShader gDeferredAvatarAlphaShadowProgram; extern LLGLSLShader gDeferredAvatarAlphaMaskShadowProgram; extern LLGLSLShader gDeferredAlphaProgram; extern LLGLSLShader gHUDAlphaProgram; extern LLGLSLShader gDeferredAlphaImpostorProgram; extern LLGLSLShader gDeferredFullbrightProgram; extern LLGLSLShader gHUDFullbrightProgram; extern LLGLSLShader gDeferredFullbrightAlphaMaskProgram; extern LLGLSLShader gHUDFullbrightAlphaMaskProgram; extern LLGLSLShader gDeferredFullbrightAlphaMaskAlphaProgram; extern LLGLSLShader gHUDFullbrightAlphaMaskAlphaProgram; extern LLGLSLShader gDeferredEmissiveProgram; extern LLGLSLShader gDeferredAvatarEyesProgram; extern LLGLSLShader gDeferredAvatarAlphaProgram; extern LLGLSLShader gEnvironmentMapProgram; extern LLGLSLShader gDeferredWLSkyProgram; extern LLGLSLShader gDeferredWLCloudProgram; extern LLGLSLShader gDeferredWLSunProgram; extern LLGLSLShader gDeferredWLMoonProgram; extern LLGLSLShader gDeferredStarProgram; extern LLGLSLShader gDeferredFullbrightShinyProgram; extern LLGLSLShader gHUDFullbrightShinyProgram; extern LLGLSLShader gNormalMapGenProgram; extern LLGLSLShader gDeferredGenBrdfLutProgram; extern LLGLSLShader gDeferredBufferVisualProgram; // Deferred materials shaders extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2]; extern LLGLSLShader gHUDPBROpaqueProgram; extern LLGLSLShader gPBRGlowProgram; extern LLGLSLShader gDeferredPBROpaqueProgram; extern LLGLSLShader gDeferredPBRAlphaProgram; extern LLGLSLShader gHUDPBRAlphaProgram; // GLTF shaders extern LLGLSLShader gGLTFPBRMetallicRoughnessProgram; // Encodes detail level for dropping textures, in accordance with the GLTF spec where possible // 0 is highest detail, -1 drops emissive, etc // Dropping metallic roughness is off-spec - Reserve for potato machines as needed // https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#additional-textures enum TerrainPBRDetail : S32 { TERRAIN_PBR_DETAIL_MAX = 0, TERRAIN_PBR_DETAIL_EMISSIVE = 0, TERRAIN_PBR_DETAIL_OCCLUSION = -1, TERRAIN_PBR_DETAIL_NORMAL = -2, TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS = -3, TERRAIN_PBR_DETAIL_BASE_COLOR = -4, TERRAIN_PBR_DETAIL_MIN = -4, }; enum TerrainPaintType : U32 { // Use LLVLComposition::mDatap (heightmap) generated by generateHeights, plus noise from TERRAIN_ALPHARAMP TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE = 0, // Use paint map if PBR terrain, otherwise fall back to TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE TERRAIN_PAINT_TYPE_PBR_PAINTMAP = 1, TERRAIN_PAINT_TYPE_COUNT = 2, }; extern LLGLSLShader gDeferredPBRTerrainProgram[TERRAIN_PAINT_TYPE_COUNT]; #endif