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/**
* @file llglslshader.h
* @brief GLSL shader wrappers
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* 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_LLGLSLSHADER_H
#define LL_LLGLSLSHADER_H
#include "llgl.h"
#include "llrender.h"
class LLShaderFeatures
{
public:
bool calculatesLighting;
bool calculatesAtmospherics;
bool hasLighting; // implies no transport (it's possible to have neither though)
bool isShiny;
bool isFullbright; // implies no lighting
bool isSpecular;
bool hasWaterFog; // implies no gamma
bool hasTransport; // implies no lighting (it's possible to have neither though)
bool hasSkinning;
bool hasAtmospherics;
bool hasGamma;
// char numLights;
LLShaderFeatures();
};
class LLGLSLShader
{
public:
enum
{
SG_DEFAULT = 0,
SG_SKY,
SG_WATER
};
LLGLSLShader();
void unload();
BOOL createShader(std::vector<std::string> * attributes,
std::vector<std::string> * uniforms);
BOOL attachObject(std::string object);
void attachObject(GLhandleARB object);
void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
BOOL mapAttributes(const std::vector<std::string> * attributes);
BOOL mapUniforms(const std::vector<std::string> * uniforms);
void mapUniform(GLint index, const std::vector<std::string> * uniforms);
void uniform1f(U32 index, GLfloat v);
void uniform2f(U32 index, GLfloat x, GLfloat y);
void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z);
void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void uniform1fv(U32 index, U32 count, const GLfloat* v);
void uniform2fv(U32 index, U32 count, const GLfloat* v);
void uniform3fv(U32 index, U32 count, const GLfloat* v);
void uniform4fv(U32 index, U32 count, const GLfloat* v);
void uniform1f(const std::string& uniform, GLfloat v);
void uniform2f(const std::string& uniform, GLfloat x, GLfloat y);
void uniform3f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z);
void uniform4f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void uniform1fv(const std::string& uniform, U32 count, const GLfloat* v);
void uniform2fv(const std::string& uniform, U32 count, const GLfloat* v);
void uniform3fv(const std::string& uniform, U32 count, const GLfloat* v);
void uniform4fv(const std::string& uniform, U32 count, const GLfloat* v);
void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
void uniformMatrix2fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
void uniformMatrix3fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
void uniformMatrix4fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void vertexAttrib4fv(U32 index, GLfloat* v);
GLint getUniformLocation(const std::string& uniform);
GLint mapUniformTextureChannel(GLint location, GLenum type);
//enable/disable texture channel for specified uniform
//if given texture uniform is active in the shader,
//the corresponding channel will be active upon return
//returns channel texture is enabled in from [0-MAX)
S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
BOOL link(BOOL suppress_errors = FALSE);
void bind();
void unbind();
// Unbinds any previously bound shader by explicitly binding no shader.
static void bindNoShader(void);
GLhandleARB mProgramObject;
std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
std::map<std::string, GLint> mUniformMap; //lookup map of uniform name to uniform location
std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value
std::vector<GLint> mTexture;
S32 mActiveTextureChannels;
S32 mShaderLevel;
S32 mShaderGroup;
BOOL mUniformsDirty;
LLShaderFeatures mFeatures;
std::vector< std::pair< std::string, GLenum > > mShaderFiles;
std::string mName;
};
#endif
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