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/**
* @file llshadermgr.h
* @brief 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_SHADERMGR_H
#define LL_SHADERMGR_H
#include "llgl.h"
#include "llglslshader.h"
class LLShaderMgr
{
public:
LLShaderMgr();
virtual ~LLShaderMgr();
// clang-format off
typedef enum
{ // Shader uniform name, set in LLShaderMgr::initAttribsAndUniforms()
MODELVIEW_MATRIX = 0, // "modelview_matrix"
PROJECTION_MATRIX, // "projection_matrix"
INVERSE_PROJECTION_MATRIX, // "inv_proj"
MODELVIEW_PROJECTION_MATRIX, // "modelview_projection_matrix"
INVERSE_MODELVIEW_MATRIX, // "inv_modelview"
IDENTITY_MATRIX, // "identity_matrix"
NORMAL_MATRIX, // "normal_matrix"
TEXTURE_MATRIX0, // "texture_matrix0"
TEXTURE_MATRIX1, // "texture_matrix1"
TEXTURE_MATRIX2, // "texture_matrix2"
TEXTURE_MATRIX3, // "texture_matrix3"
OBJECT_PLANE_S, // "object_plane_s"
OBJECT_PLANE_T, // "object_plane_t"
TEXTURE_BASE_COLOR_TRANSFORM, // "texture_base_color_transform" (GLTF)
TEXTURE_NORMAL_TRANSFORM, // "texture_normal_transform" (GLTF)
TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, // "texture_metallic_roughness_transform" (GLTF)
TEXTURE_OCCLUSION_TRANSFORM, // "texture_occlusion_transform" (GLTF)
TEXTURE_EMISSIVE_TRANSFORM, // "texture_emissive_transform" (GLTF)
BASE_COLOR_TEXCOORD, // "base_color_texcoord" (GLTF)
EMISSIVE_TEXCOORD, // "emissive_texcoord" (GLTF)
NORMAL_TEXCOORD, // "normal_texcoord" (GLTF)
METALLIC_ROUGHNESS_TEXCOORD, // "metallic_roughness_texcoord" (GLTF)
OCCLUSION_TEXCOORD, // "occlusion_texcoord" (GLTF)
GLTF_NODE_ID, // "gltf_node_id" (GLTF)
GLTF_MATERIAL_ID, // "gltf_material_id" (GLTF)
TERRAIN_TEXTURE_TRANSFORMS, // "terrain_texture_transforms" (GLTF)
VIEWPORT, // "viewport"
LIGHT_POSITION, // "light_position"
LIGHT_DIRECTION, // "light_direction"
LIGHT_ATTENUATION, // "light_attenuation"
LIGHT_DEFERRED_ATTENUATION, // "light_deferred_attenuation"
LIGHT_DIFFUSE, // "light_diffuse"
LIGHT_AMBIENT, // "light_ambient"
MULTI_LIGHT_COUNT, // "light_count"
MULTI_LIGHT, // "light"
MULTI_LIGHT_COL, // "light_col"
MULTI_LIGHT_FAR_Z, // "far_z"
PROJECTOR_MATRIX, // "proj_mat"
PROJECTOR_NEAR, // "proj_near"
PROJECTOR_P, // "proj_p"
PROJECTOR_N, // "proj_n"
PROJECTOR_ORIGIN, // "proj_origin"
PROJECTOR_RANGE, // "proj_range"
PROJECTOR_AMBIANCE, // "proj_ambiance"
PROJECTOR_SHADOW_INDEX, // "proj_shadow_idx"
PROJECTOR_SHADOW_FADE, // "shadow_fade"
PROJECTOR_FOCUS, // "proj_focus"
PROJECTOR_LOD, // "proj_lod"
PROJECTOR_AMBIENT_LOD, // "proj_ambient_lod"
DIFFUSE_COLOR, // "color"
EMISSIVE_COLOR, // "emissiveColor"
METALLIC_FACTOR, // "metallicFactor"
ROUGHNESS_FACTOR, // "roughnessFactor"
MIRROR_FLAG, // "mirror_flag"
CLIP_PLANE, // "clipPlane"
CLIP_SIGN, // "clipSign"
DIFFUSE_MAP, // "diffuseMap"
ALTERNATE_DIFFUSE_MAP, // "altDiffuseMap"
SPECULAR_MAP, // "specularMap"
METALLIC_ROUGHNESS_MAP, // "metallicRoughnessMap"
NORMAL_MAP, // "normalMap"
OCCLUSION_MAP, // "occlusionMap"
EMISSIVE_MAP, // "emissiveMap"
BUMP_MAP, // "bumpMap"
BUMP_MAP2, // "bumpMap2"
ENVIRONMENT_MAP, // "environmentMap"
SCENE_MAP, // "sceneMap"
SCENE_DEPTH, // "sceneDepth"
REFLECTION_PROBES, // "reflectionProbes"
IRRADIANCE_PROBES, // "irradianceProbes"
HERO_PROBE, // "heroProbes"
CLOUD_NOISE_MAP, // "cloud_noise_texture"
CLOUD_NOISE_MAP_NEXT, // "cloud_noise_texture_next"
LIGHTNORM, // "lightnorm"
SUNLIGHT_COLOR, // "sunlight_color"
AMBIENT, // "ambient_color"
SKY_HDR_SCALE, // "sky_hdr_scale"
SKY_SUNLIGHT_SCALE, // "sky_sunlight_scale"
SKY_AMBIENT_SCALE, // "sky_ambient_scale"
CLASSIC_MODE, // "classic_mode"
BLUE_HORIZON, // "blue_horizon"
BLUE_DENSITY, // "blue_density"
HAZE_HORIZON, // "haze_horizon"
HAZE_DENSITY, // "haze_density"
CLOUD_SHADOW, // "cloud_shadow"
DENSITY_MULTIPLIER, // "density_multiplier"
DISTANCE_MULTIPLIER, // "distance_multiplier"
MAX_Y, // "max_y"
GLOW, // "glow"
CLOUD_COLOR, // "cloud_color"
CLOUD_POS_DENSITY1, // "cloud_pos_density1"
CLOUD_POS_DENSITY2, // "cloud_pos_density2"
CLOUD_SCALE, // "cloud_scale"
GAMMA, // "gamma"
SCENE_LIGHT_STRENGTH, // "scene_light_strength"
LIGHT_CENTER, // "center"
LIGHT_SIZE, // "size"
LIGHT_FALLOFF, // "falloff"
BOX_CENTER, // "box_center"
BOX_SIZE, // "box_size"
GLOW_MIN_LUMINANCE, // "minLuminance"
GLOW_MAX_EXTRACT_ALPHA, // "maxExtractAlpha"
GLOW_LUM_WEIGHTS, // "lumWeights"
GLOW_WARMTH_WEIGHTS, // "warmthWeights"
GLOW_WARMTH_AMOUNT, // "warmthAmount"
GLOW_STRENGTH, // "glowStrength"
GLOW_DELTA, // "glowDelta"
GLOW_NOISE_MAP, // "glowNoiseMap"
MINIMUM_ALPHA, // "minimum_alpha"
EMISSIVE_BRIGHTNESS, // "emissive_brightness"
DEFERRED_SHADOW_MATRIX, // "shadow_matrix"
DEFERRED_ENV_MAT, // "env_mat"
DEFERRED_SHADOW_CLIP, // "shadow_clip"
DEFERRED_SUN_WASH, // "sun_wash"
DEFERRED_SHADOW_NOISE, // "shadow_noise"
DEFERRED_BLUR_SIZE, // "blur_size"
DEFERRED_SSAO_RADIUS, // "ssao_radius"
DEFERRED_SSAO_MAX_RADIUS, // "ssao_max_radius"
DEFERRED_SSAO_FACTOR, // "ssao_factor"
DEFERRED_SSAO_FACTOR_INV, // "ssao_factor_inv"
DEFERRED_SSAO_EFFECT_MAT, // "ssao_effect_mat"
DEFERRED_SCREEN_RES, // "screen_res"
DEFERRED_NEAR_CLIP, // "near_clip"
DEFERRED_SHADOW_OFFSET, // "shadow_offset"
DEFERRED_SHADOW_BIAS, // "shadow_bias"
DEFERRED_SPOT_SHADOW_BIAS, // "spot_shadow_bias"
DEFERRED_SPOT_SHADOW_OFFSET, // "spot_shadow_offset"
DEFERRED_SUN_DIR, // "sun_dir"
DEFERRED_MOON_DIR, // "moon_dir"
DEFERRED_SHADOW_RES, // "shadow_res"
DEFERRED_PROJ_SHADOW_RES, // "proj_shadow_res"
DEFERRED_DEPTH_CUTOFF, // "depth_cutoff"
DEFERRED_NORM_CUTOFF, // "norm_cutoff"
DEFERRED_SHADOW_TARGET_WIDTH, // "shadow_target_width"
DEFERRED_SSR_ITR_COUNT, // "iterationCount"
DEFERRED_SSR_RAY_STEP, // "rayStep"
DEFERRED_SSR_DIST_BIAS, // "distanceBias"
DEFERRED_SSR_REJECT_BIAS, // "depthRejectBias"
DEFERRED_SSR_GLOSSY_SAMPLES, // "glossySampleCount"
DEFERRED_SSR_NOISE_SINE, // "noiseSine"
DEFERRED_SSR_ADAPTIVE_STEP_MULT, // "adaptiveStepMultiplier"
MODELVIEW_DELTA_MATRIX, // "modelview_delta"
INVERSE_MODELVIEW_DELTA_MATRIX, // "inv_modelview_delta"
CUBE_SNAPSHOT, // "cube_snapshot"
FXAA_TC_SCALE, // "tc_scale"
FXAA_RCP_SCREEN_RES, // "rcp_screen_res"
FXAA_RCP_FRAME_OPT, // "rcp_frame_opt"
FXAA_RCP_FRAME_OPT2, // "rcp_frame_opt2"
DOF_FOCAL_DISTANCE, // "focal_distance"
DOF_BLUR_CONSTANT, // "blur_constant"
DOF_TAN_PIXEL_ANGLE, // "tan_pixel_angle"
DOF_MAGNIFICATION, // "magnification"
DOF_MAX_COF, // "max_cof"
DOF_RES_SCALE, // "res_scale"
DOF_WIDTH, // "dof_width"
DOF_HEIGHT, // "dof_height"
DEFERRED_DEPTH, // "depthMap"
DEFERRED_SHADOW0, // "shadowMap0"
DEFERRED_SHADOW1, // "shadowMap1"
DEFERRED_SHADOW2, // "shadowMap2"
DEFERRED_SHADOW3, // "shadowMap3"
DEFERRED_SHADOW4, // "shadowMap4"
DEFERRED_SHADOW5, // "shadowMap5"
DEFERRED_POSITION, // "positionMap"
DEFERRED_DIFFUSE, // "diffuseRect"
DEFERRED_SPECULAR, // "specularRect"
DEFERRED_EMISSIVE, // "emissiveRect"
EXPOSURE_MAP, // "exposureMap"
DEFERRED_BRDF_LUT, // "brdfLut"
DEFERRED_NOISE, // "noiseMap"
DEFERRED_LIGHTFUNC, // "lightFunc"
DEFERRED_LIGHT, // "lightMap"
DEFERRED_BLOOM, // "bloomMap"
DEFERRED_PROJECTION, // "projectionMap"
DEFERRED_NORM_MATRIX, // "norm_mat"
SPECULAR_COLOR, // "specular_color"
ENVIRONMENT_INTENSITY, // "env_intensity"
AVATAR_MATRIX, // "matrixPalette"
AVATAR_TRANSLATION, // "translationPalette"
WATER_SCREENTEX, // "screenTex"
WATER_SCREENDEPTH, // "screenDepth"
WATER_REFTEX, // "refTex"
WATER_EYEVEC, // "eyeVec"
WATER_TIME, // "time"
WATER_WAVE_DIR1, // "waveDir1"
WATER_WAVE_DIR2, // "waveDir2"
WATER_LIGHT_DIR, // "lightDir"
WATER_SPECULAR, // "specular"
WATER_SPECULAR_EXP, // "lightExp"
WATER_FOGCOLOR, // "waterFogColor"
WATER_FOGCOLOR_LINEAR, // "waterFogColorLinear"
WATER_FOGDENSITY, // "waterFogDensity"
WATER_FOGKS, // "waterFogKS"
WATER_REFSCALE, // "refScale"
WATER_WATERHEIGHT, // "waterHeight"
WATER_WATERPLANE, // "waterPlane"
WATER_NORM_SCALE, // "normScale"
WATER_FRESNEL_SCALE, // "fresnelScale"
WATER_FRESNEL_OFFSET, // "fresnelOffset"
WATER_BLUR_MULTIPLIER, // "blurMultiplier"
WATER_SUN_ANGLE, // "sunAngle"
WATER_SCALED_ANGLE, // "scaledAngle"
WATER_SUN_ANGLE2, // "sunAngle2"
WL_CAMPOSLOCAL, // "camPosLocal"
AVATAR_WIND, // "gWindDir"
AVATAR_SINWAVE, // "gSinWaveParams"
AVATAR_GRAVITY, // "gGravity"
TERRAIN_DETAIL0, // "detail_0"
TERRAIN_DETAIL1, // "detail_1"
TERRAIN_DETAIL2, // "detail_2"
TERRAIN_DETAIL3, // "detail_3"
TERRAIN_ALPHARAMP, // "alpha_ramp"
TERRAIN_PAINTMAP, // "paint_map"
TERRAIN_DETAIL0_BASE_COLOR, // "detail_0_base_color" (GLTF)
TERRAIN_DETAIL1_BASE_COLOR, // "detail_1_base_color" (GLTF)
TERRAIN_DETAIL2_BASE_COLOR, // "detail_2_base_color" (GLTF)
TERRAIN_DETAIL3_BASE_COLOR, // "detail_3_base_color" (GLTF)
TERRAIN_DETAIL0_NORMAL, // "detail_0_normal" (GLTF)
TERRAIN_DETAIL1_NORMAL, // "detail_1_normal" (GLTF)
TERRAIN_DETAIL2_NORMAL, // "detail_2_normal" (GLTF)
TERRAIN_DETAIL3_NORMAL, // "detail_3_normal" (GLTF)
TERRAIN_DETAIL0_METALLIC_ROUGHNESS, // "detail_0_metallic_roughness" (GLTF)
TERRAIN_DETAIL1_METALLIC_ROUGHNESS, // "detail_1_metallic_roughness" (GLTF)
TERRAIN_DETAIL2_METALLIC_ROUGHNESS, // "detail_2_metallic_roughness" (GLTF)
TERRAIN_DETAIL3_METALLIC_ROUGHNESS, // "detail_3_metallic_roughness" (GLTF)
TERRAIN_DETAIL0_EMISSIVE, // "detail_0_emissive" (GLTF)
TERRAIN_DETAIL1_EMISSIVE, // "detail_1_emissive" (GLTF)
TERRAIN_DETAIL2_EMISSIVE, // "detail_2_emissive" (GLTF)
TERRAIN_DETAIL3_EMISSIVE, // "detail_3_emissive" (GLTF)
TERRAIN_BASE_COLOR_FACTORS, // "baseColorFactors" (GLTF)
TERRAIN_METALLIC_FACTORS, // "metallicFactors" (GLTF)
TERRAIN_ROUGHNESS_FACTORS, // "roughnessFactors" (GLTF)
TERRAIN_EMISSIVE_COLORS, // "emissiveColors" (GLTF)
TERRAIN_MINIMUM_ALPHAS, // "minimum_alphas" (GLTF)
REGION_SCALE, // "region_scale" (GLTF)
SHINY_ORIGIN, // "origin"
DISPLAY_GAMMA, // "display_gamma"
INSCATTER_RT, // "inscatter"
SUN_SIZE, // "sun_size"
FOG_COLOR, // "fog_color"
// precomputed textures
TRANSMITTANCE_TEX, // "transmittance_texture"
SCATTER_TEX, // "scattering_texture"
SINGLE_MIE_SCATTER_TEX, // "single_mie_scattering_texture"
ILLUMINANCE_TEX, // "irradiance_texture"
BLEND_FACTOR, // "blend_factor"
MOISTURE_LEVEL, // "moisture_level"
DROPLET_RADIUS, // "droplet_radius"
ICE_LEVEL, // "ice_level"
RAINBOW_MAP, // "rainbow_map"
HALO_MAP, // "halo_map"
MOON_BRIGHTNESS, // "moon_brightness"
CLOUD_VARIANCE, // "cloud_variance"
REFLECTION_PROBE_AMBIANCE, // "reflection_probe_ambiance"
REFLECTION_PROBE_MAX_LOD, // "max_probe_lod"
REFLECTION_PROBE_STRENGTH, // "probe_strength"
SH_INPUT_L1R, // "sh_input_r"
SH_INPUT_L1G, // "sh_input_g"
SH_INPUT_L1B, // "sh_input_b"
SUN_MOON_GLOW_FACTOR, // "sun_moon_glow_factor"
WATER_EDGE_FACTOR, // "water_edge"
SUN_UP_FACTOR, // "sun_up_factor"
MOONLIGHT_COLOR, // "moonlight_color"
DEBUG_NORMAL_DRAW_LENGTH, // "debug_normal_draw_length"
SMAA_EDGE_TEX, // "edgesTex"
SMAA_AREA_TEX, // "areaTex"
SMAA_SEARCH_TEX, // "searchTex"
SMAA_BLEND_TEX, // "blendTex"
END_RESERVED_UNIFORMS
} eGLSLReservedUniforms;
// clang-format on
// singleton pattern implementation
static LLShaderMgr * instance();
virtual void initAttribsAndUniforms(void);
bool attachShaderFeatures(LLGLSLShader * shader);
void dumpObjectLog(GLuint ret, bool warns = true, const std::string& filename = "");
void dumpShaderSource(U32 shader_code_count, GLchar** shader_code_text);
bool linkProgramObject(GLuint obj, bool suppress_errors = false);
bool validateProgramObject(GLuint obj);
GLuint loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::map<std::string, std::string>* defines = NULL, S32 texture_index_channels = -1);
// Implemented in the application to actually point to the shader directory.
virtual std::string getShaderDirPrefix(void) = 0; // Pure Virtual
// Implemented in the application to actually update out of date uniforms for a particular shader
virtual void updateShaderUniforms(LLGLSLShader * shader) = 0; // Pure Virtual
void initShaderCache(bool enabled, const LLUUID& old_cache_version, const LLUUID& current_cache_version);
void clearShaderCache();
void persistShaderCacheMetadata();
bool loadCachedProgramBinary(LLGLSLShader* shader);
bool saveCachedProgramBinary(LLGLSLShader* shader);
public:
// Map of shader names to compiled
std::map<std::string, GLuint> mVertexShaderObjects;
std::map<std::string, GLuint> mFragmentShaderObjects;
//global (reserved slot) shader parameters
std::vector<std::string> mReservedAttribs;
std::vector<std::string> mReservedUniforms;
struct ProgramBinaryData
{
GLsizei mBinaryLength = 0;
GLenum mBinaryFormat = 0;
F32 mLastUsedTime = 0.0;
};
std::map<LLUUID, ProgramBinaryData> mShaderBinaryCache;
bool mShaderCacheInitialized = false;
bool mShaderCacheEnabled = false;
std::string mShaderCacheDir;
protected:
// our parameter manager singleton instance
static LLShaderMgr * sInstance;
}; //LLShaderMgr
#endif
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