/** * @file llviewershadermgr.h * @brief Viewer Shader Manager * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #ifndef LL_VIEWER_SHADER_MGR_H #define LL_VIEWER_SHADER_MGR_H #include "llshadermgr.h" class LLViewerShaderMgr: public LLShaderMgr { public: static BOOL sInitialized; LLViewerShaderMgr(); /* virtual */ ~LLViewerShaderMgr(); // singleton pattern implementation static LLViewerShaderMgr * instance(); void initAttribsAndUniforms(void); void setShaders(); void unloadShaders(); S32 getVertexShaderLevel(S32 type); BOOL loadBasicShaders(); BOOL loadShadersEffects(); BOOL loadShadersDeferred(); BOOL loadShadersObject(); BOOL loadShadersAvatar(); BOOL loadShadersEnvironment(); BOOL loadShadersWater(); BOOL loadShadersInterface(); BOOL loadShadersWindLight(); std::vector mVertexShaderLevel; S32 mMaxAvatarShaderLevel; enum EShaderClass { SHADER_LIGHTING, SHADER_OBJECT, SHADER_AVATAR, SHADER_ENVIRONMENT, SHADER_INTERFACE, SHADER_EFFECT, SHADER_WINDLIGHT, SHADER_WATER, SHADER_DEFERRED, SHADER_COUNT }; typedef enum { MATERIAL_COLOR = 0, SPECULAR_COLOR, BINORMAL, OBJECT_WEIGHT, END_RESERVED_ATTRIBS } eGLSLReservedAttribs; typedef enum { DIFFUSE_MAP = 0, SPECULAR_MAP, BUMP_MAP, ENVIRONMENT_MAP, CLOUD_NOISE_MAP, FULLBRIGHT, LIGHTNORM, SUNLIGHT_COLOR, AMBIENT, BLUE_HORIZON, BLUE_DENSITY, HAZE_HORIZON, HAZE_DENSITY, CLOUD_SHADOW, DENSITY_MULTIPLIER, DISTANCE_MULTIPLIER, MAX_Y, GLOW, CLOUD_COLOR, CLOUD_POS_DENSITY1, CLOUD_POS_DENSITY2, CLOUD_SCALE, GAMMA, SCENE_LIGHT_STRENGTH, DEFERRED_DEPTH, DEFERRED_SHADOW0, DEFERRED_SHADOW1, DEFERRED_SHADOW2, DEFERRED_SHADOW3, DEFERRED_SHADOW4, DEFERRED_SHADOW5, DEFERRED_NORMAL, DEFERRED_POSITION, DEFERRED_DIFFUSE, DEFERRED_SPECULAR, DEFERRED_NOISE, DEFERRED_LIGHTFUNC, DEFERRED_LIGHT, DEFERRED_LUMINANCE, DEFERRED_GI_LIGHT, DEFERRED_GI_MIP, DEFERRED_EDGE, DEFERRED_BLOOM, DEFERRED_SUN_LIGHT, DEFERRED_LOCAL_LIGHT, DEFERRED_PROJECTION, DEFERRED_GI_DIFFUSE, DEFERRED_GI_SPECULAR, DEFERRED_GI_NORMAL, DEFERRED_GI_MIN_POS, DEFERRED_GI_MAX_POS, DEFERRED_GI_DEPTH, DEFERRED_GI_LAST_DIFFUSE, DEFERRED_GI_LAST_NORMAL, DEFERRED_GI_LAST_MIN_POS, DEFERRED_GI_LAST_MAX_POS, END_RESERVED_UNIFORMS } eGLSLReservedUniforms; typedef enum { SHINY_ORIGIN = END_RESERVED_UNIFORMS } eShinyUniforms; typedef enum { WATER_SCREENTEX = END_RESERVED_UNIFORMS, WATER_SCREENDEPTH, WATER_REFTEX, WATER_EYEVEC, WATER_TIME, WATER_WAVE_DIR1, WATER_WAVE_DIR2, WATER_LIGHT_DIR, WATER_SPECULAR, WATER_SPECULAR_EXP, WATER_FOGCOLOR, WATER_FOGDENSITY, WATER_REFSCALE, WATER_WATERHEIGHT, } eWaterUniforms; typedef enum { WL_CAMPOSLOCAL = END_RESERVED_UNIFORMS, WL_WATERHEIGHT } eWLUniforms; typedef enum { TERRAIN_DETAIL0 = END_RESERVED_UNIFORMS, TERRAIN_DETAIL1, TERRAIN_DETAIL2, TERRAIN_DETAIL3, TERRAIN_ALPHARAMP } eTerrainUniforms; typedef enum { GLOW_DELTA = END_RESERVED_UNIFORMS } eGlowUniforms; typedef enum { AVATAR_WEIGHT = END_RESERVED_ATTRIBS, AVATAR_CLOTHING, AVATAR_WIND, AVATAR_SINWAVE, AVATAR_GRAVITY } eAvatarAttribs; typedef enum { AVATAR_MATRIX = END_RESERVED_UNIFORMS } eAvatarUniforms; // 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 { return mShaderList.begin(); } shader_iter endShaders() const { return mShaderList.end(); } /* virtual */ std::string getShaderDirPrefix(void); // Virtual /* virtual */ void updateShaderUniforms(LLGLSLShader * shader); // Virtual private: std::vector mShinyUniforms; //water parameters std::vector mWaterUniforms; std::vector mWLUniforms; //terrain parameters std::vector mTerrainUniforms; //glow parameters std::vector mGlowUniforms; std::vector mGlowExtractUniforms; //avatar shader parameter tables std::vector mAvatarAttribs; std::vector mAvatarUniforms; // 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; //object shaders extern LLGLSLShader gObjectSimpleProgram; extern LLGLSLShader gObjectSimpleWaterProgram; extern LLGLSLShader gObjectFullbrightProgram; extern LLGLSLShader gObjectFullbrightWaterProgram; extern LLGLSLShader gObjectSimpleLODProgram; extern LLGLSLShader gObjectFullbrightLODProgram; extern LLGLSLShader gObjectFullbrightShinyProgram; extern LLGLSLShader gObjectShinyProgram; extern LLGLSLShader gObjectShinyWaterProgram; extern LLGLSLShader gSkinnedObjectSimpleProgram; extern LLGLSLShader gSkinnedObjectShinySimpleProgram; //environment shaders extern LLGLSLShader gTerrainProgram; extern LLGLSLShader gTerrainWaterProgram; extern LLGLSLShader gWaterProgram; extern LLGLSLShader gUnderWaterProgram; extern LLGLSLShader gGlowProgram; extern LLGLSLShader gGlowExtractProgram; //interface shaders extern LLGLSLShader gHighlightProgram; // avatar shader handles extern LLGLSLShader gAvatarProgram; extern LLGLSLShader gAvatarWaterProgram; extern LLGLSLShader gAvatarEyeballProgram; extern LLGLSLShader gAvatarPickProgram; // WindLight shader handles extern LLGLSLShader gWLSkyProgram; extern LLGLSLShader gWLCloudProgram; // Post Process Shaders extern LLGLSLShader gPostColorFilterProgram; extern LLGLSLShader gPostNightVisionProgram; // Deferred rendering shaders extern LLGLSLShader gDeferredImpostorProgram; extern LLGLSLShader gDeferredEdgeProgram; extern LLGLSLShader gDeferredWaterProgram; extern LLGLSLShader gDeferredDiffuseProgram; extern LLGLSLShader gDeferredSkinnedDiffuseProgram; extern LLGLSLShader gDeferredBumpProgram; extern LLGLSLShader gDeferredTerrainProgram; extern LLGLSLShader gDeferredTreeProgram; extern LLGLSLShader gDeferredLightProgram; extern LLGLSLShader gDeferredMultiLightProgram; extern LLGLSLShader gDeferredSpotLightProgram; extern LLGLSLShader gDeferredMultiSpotLightProgram; extern LLGLSLShader gDeferredSunProgram; extern LLGLSLShader gDeferredGIProgram; extern LLGLSLShader gDeferredGIFinalProgram; extern LLGLSLShader gDeferredBlurLightProgram; extern LLGLSLShader gDeferredAvatarProgram; extern LLGLSLShader gDeferredSoftenProgram; extern LLGLSLShader gDeferredShadowProgram; extern LLGLSLShader gDeferredPostGIProgram; extern LLGLSLShader gDeferredPostProgram; extern LLGLSLShader gDeferredAvatarShadowProgram; extern LLGLSLShader gDeferredAttachmentShadowProgram; extern LLGLSLShader gDeferredAlphaProgram; extern LLGLSLShader gDeferredFullbrightProgram; extern LLGLSLShader gDeferredAvatarAlphaProgram; extern LLGLSLShader gLuminanceGatherProgram; //current avatar shader parameter pointer extern GLint gAvatarMatrixParam; #endif