1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
|
/**
* @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();
// 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();
BOOL loadTransformShaders();
std::vector<S32> mVertexShaderLevel;
S32 mMaxAvatarShaderLevel;
enum EShaderClass
{
SHADER_LIGHTING,
SHADER_OBJECT,
SHADER_AVATAR,
SHADER_ENVIRONMENT,
SHADER_INTERFACE,
SHADER_EFFECT,
SHADER_WINDLIGHT,
SHADER_WATER,
SHADER_DEFERRED,
SHADER_TRANSFORM,
SHADER_COUNT
};
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_MATRIX = END_RESERVED_UNIFORMS,
AVATAR_WIND,
AVATAR_SINWAVE,
AVATAR_GRAVITY,
} 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<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:
std::vector<std::string> mShinyUniforms;
//water parameters
std::vector<std::string> mWaterUniforms;
std::vector<std::string> mWLUniforms;
//terrain parameters
std::vector<std::string> mTerrainUniforms;
//glow parameters
std::vector<std::string> mGlowUniforms;
std::vector<std::string> mGlowExtractUniforms;
std::vector<std::string> mAvatarUniforms;
// 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;
//transform shaders
extern LLGLSLShader gTransformPositionProgram;
extern LLGLSLShader gTransformTexCoordProgram;
extern LLGLSLShader gTransformNormalProgram;
extern LLGLSLShader gTransformColorProgram;
extern LLGLSLShader gTransformTangentProgram;
//utility shaders
extern LLGLSLShader gOcclusionProgram;
extern LLGLSLShader gOcclusionCubeProgram;
extern LLGLSLShader gCustomAlphaProgram;
extern LLGLSLShader gGlowCombineProgram;
extern LLGLSLShader gSplatTextureRectProgram;
extern LLGLSLShader gGlowCombineFXAAProgram;
extern LLGLSLShader gDebugProgram;
extern LLGLSLShader gClipProgram;
extern LLGLSLShader gDownsampleDepthProgram;
extern LLGLSLShader gDownsampleDepthRectProgram;
//output tex0[tc0] + tex1[tc1]
extern LLGLSLShader gTwoTextureAddProgram;
extern LLGLSLShader gOneTextureNoColorProgram;
//object shaders
extern LLGLSLShader gObjectSimpleProgram;
extern LLGLSLShader gObjectSimpleImpostorProgram;
extern LLGLSLShader gObjectPreviewProgram;
extern LLGLSLShader gObjectSimpleAlphaMaskProgram;
extern LLGLSLShader gObjectSimpleWaterProgram;
extern LLGLSLShader gObjectSimpleWaterAlphaMaskProgram;
extern LLGLSLShader gObjectSimpleNonIndexedProgram;
extern LLGLSLShader gObjectSimpleNonIndexedTexGenProgram;
extern LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram;
extern LLGLSLShader gObjectSimpleNonIndexedWaterProgram;
extern LLGLSLShader gObjectAlphaMaskNonIndexedProgram;
extern LLGLSLShader gObjectAlphaMaskNonIndexedWaterProgram;
extern LLGLSLShader gObjectAlphaMaskNoColorProgram;
extern LLGLSLShader gObjectAlphaMaskNoColorWaterProgram;
extern LLGLSLShader gObjectFullbrightProgram;
extern LLGLSLShader gObjectFullbrightWaterProgram;
extern LLGLSLShader gObjectFullbrightNoColorProgram;
extern LLGLSLShader gObjectFullbrightNoColorWaterProgram;
extern LLGLSLShader gObjectEmissiveProgram;
extern LLGLSLShader gObjectEmissiveWaterProgram;
extern LLGLSLShader gObjectFullbrightAlphaMaskProgram;
extern LLGLSLShader gObjectFullbrightWaterAlphaMaskProgram;
extern LLGLSLShader gObjectFullbrightNonIndexedProgram;
extern LLGLSLShader gObjectFullbrightNonIndexedWaterProgram;
extern LLGLSLShader gObjectEmissiveNonIndexedProgram;
extern LLGLSLShader gObjectEmissiveNonIndexedWaterProgram;
extern LLGLSLShader gObjectBumpProgram;
extern LLGLSLShader gTreeProgram;
extern LLGLSLShader gTreeWaterProgram;
extern LLGLSLShader gObjectSimpleLODProgram;
extern LLGLSLShader gObjectFullbrightLODProgram;
extern LLGLSLShader gObjectFullbrightShinyProgram;
extern LLGLSLShader gObjectFullbrightShinyWaterProgram;
extern LLGLSLShader gObjectFullbrightShinyNonIndexedProgram;
extern LLGLSLShader gObjectFullbrightShinyNonIndexedWaterProgram;
extern LLGLSLShader gObjectShinyProgram;
extern LLGLSLShader gObjectShinyWaterProgram;
extern LLGLSLShader gObjectShinyNonIndexedProgram;
extern LLGLSLShader gObjectShinyNonIndexedWaterProgram;
extern LLGLSLShader gSkinnedObjectSimpleProgram;
extern LLGLSLShader gSkinnedObjectFullbrightProgram;
extern LLGLSLShader gSkinnedObjectEmissiveProgram;
extern LLGLSLShader gSkinnedObjectFullbrightShinyProgram;
extern LLGLSLShader gSkinnedObjectShinySimpleProgram;
extern LLGLSLShader gSkinnedObjectSimpleWaterProgram;
extern LLGLSLShader gSkinnedObjectFullbrightWaterProgram;
extern LLGLSLShader gSkinnedObjectEmissiveWaterProgram;
extern LLGLSLShader gSkinnedObjectFullbrightShinyWaterProgram;
extern LLGLSLShader gSkinnedObjectShinySimpleWaterProgram;
//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;
extern LLGLSLShader gHighlightNormalProgram;
extern LLGLSLShader gHighlightSpecularProgram;
extern LLGLSLShader gPathfindingProgram;
extern LLGLSLShader gPathfindingNoNormalsProgram;
// avatar shader handles
extern LLGLSLShader gAvatarProgram;
extern LLGLSLShader gAvatarWaterProgram;
extern LLGLSLShader gAvatarEyeballProgram;
extern LLGLSLShader gAvatarPickProgram;
extern LLGLSLShader gImpostorProgram;
// 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 gDeferredWaterProgram;
extern LLGLSLShader gDeferredUnderWaterProgram;
extern LLGLSLShader gDeferredDiffuseProgram;
extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram;
extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
extern LLGLSLShader gDeferredNonIndexedDiffuseProgram;
extern LLGLSLShader gDeferredSkinnedDiffuseProgram;
extern LLGLSLShader gDeferredSkinnedBumpProgram;
extern LLGLSLShader gDeferredSkinnedAlphaProgram;
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 gDeferredBlurLightProgram;
extern LLGLSLShader gDeferredAvatarProgram;
extern LLGLSLShader gDeferredSoftenProgram;
extern LLGLSLShader gDeferredSoftenWaterProgram;
extern LLGLSLShader gDeferredShadowProgram;
extern LLGLSLShader gDeferredShadowCubeProgram;
extern LLGLSLShader gDeferredShadowAlphaMaskProgram;
extern LLGLSLShader gDeferredPostProgram;
extern LLGLSLShader gDeferredCoFProgram;
extern LLGLSLShader gDeferredDoFCombineProgram;
extern LLGLSLShader gFXAAProgram;
extern LLGLSLShader gDeferredPostNoDoFProgram;
extern LLGLSLShader gDeferredPostGammaCorrectProgram;
extern LLGLSLShader gDeferredAvatarShadowProgram;
extern LLGLSLShader gDeferredAttachmentShadowProgram;
extern LLGLSLShader gDeferredAlphaProgram;
extern LLGLSLShader gDeferredAlphaImpostorProgram;
extern LLGLSLShader gDeferredFullbrightProgram;
extern LLGLSLShader gDeferredFullbrightAlphaMaskProgram;
extern LLGLSLShader gDeferredAlphaWaterProgram;
extern LLGLSLShader gDeferredFullbrightWaterProgram;
extern LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram;
extern LLGLSLShader gDeferredEmissiveProgram;
extern LLGLSLShader gDeferredAvatarEyesProgram;
extern LLGLSLShader gDeferredAvatarAlphaProgram;
extern LLGLSLShader gDeferredWLSkyProgram;
extern LLGLSLShader gDeferredWLCloudProgram;
extern LLGLSLShader gDeferredStarProgram;
extern LLGLSLShader gDeferredFullbrightShinyProgram;
extern LLGLSLShader gDeferredSkinnedFullbrightShinyProgram;
extern LLGLSLShader gDeferredSkinnedFullbrightProgram;
extern LLGLSLShader gNormalMapGenProgram;
// Deferred materials shaders
extern LLGLSLShader gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
extern LLGLSLShader gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
#endif
|