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/**
* @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<S32> 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<LLGLSLShader *>::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<LLGLSLShader *> 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
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