Catching up with Lindies part 3

This commit is contained in:
Siana Gearz
2012-03-25 11:12:21 +02:00
parent 3f0f955a76
commit 70438fa06f
43 changed files with 642 additions and 577 deletions

View File

@@ -543,7 +543,6 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
return 0;
}
//read in from file
LLFILE* file = NULL;
@@ -572,7 +571,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
return 0;
}
//we can't have any lines longer than 1024 characters
//we can't have any lines longer than 1024 characters
//or any shaders longer than 4096 lines... deal - DaveP
GLcharARB buff[1024];
GLcharARB* text[4096];
@@ -617,6 +616,7 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
//some implementations of GLSL 1.30 require integer precision be explicitly declared
text[count++] = strdup("precision mediump int;\n");
text[count++] = strdup("precision highp float;\n");
}
else
{ //set version to 400
@@ -642,15 +642,15 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
//backwards compatibility with legacy texture lookup syntax
text[count++] = strdup("#define texture2D texture\n");
text[count++] = strdup("#define texture2DRect texture\n");
text[count++] = strdup("#define textureCube texture\n");
text[count++] = strdup("#define texture2DLod textureLod\n");
text[count++] = strdup("#define shadow2D(a,b) vec2(texture(a,b))\n"); //Shadow lookups only return a single float.
//Also deprecated:
text[count++] = strdup("#define texture2D texture\n");
text[count++] = strdup("#define texture2DRect texture\n");
text[count++] = strdup("#define shadow2DRect(a,b) vec2(texture(a,b))\n");
text[count++] = strdup("#define shadow2D(a,b) vec2(texture(a,b))\n");
if (major_version > 1 || minor_version >= 40)
{ //GLSL 1.40 replaces texture2DRect et al with texture
text[count++] = strdup("#define texture2DRect texture\n");
text[count++] = strdup("#define shadow2DRect(a,b) vec2(texture(a,b))\n");
}
}
//copy preprocessor definitions into buffer
@@ -676,20 +676,22 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
VARYING_FLAT ivec4 vary_texture_index;
vec4 ret = vec4(1,0,1,1);
vec4 diffuseLookup(vec2 texcoord)
{
switch (vary_texture_index.r))
switch (vary_texture_index.r))
{
case 0: return texture2D(tex0, texcoord);
case 1: return texture2D(tex1, texcoord);
case 2: return texture2D(tex2, texcoord);
case 0: ret = texture2D(tex0, texcoord); break;
case 1: ret = texture2D(tex1, texcoord); break;
case 2: ret = texture2D(tex2, texcoord); break;
.
.
.
case N: return texture2D(texN, texcoord);
case N: return texture2D(texN, texcoord); break;
}
return vec4(0,0,0,0);
return ret;
}
*/
@@ -714,20 +716,21 @@ GLhandleARB LLShaderMgr::loadShaderFile(const std::string& filename, S32 & shade
text[count++] = strdup("return texture2D(tex0, texcoord);\n");
text[count++] = strdup("}\n");
}
else if (gGLManager.mGLVersion >= 3.f && !(gGLManager.mIsATI && gGLManager.mGLVersion < 3.3f) )
{
text[count++] = strdup("\tswitch (int(vary_texture_index+0.25))\n");
else if (major_version > 1 || minor_version >= 30)
{ //switches are supported in GLSL 1.30 and later
text[count++] = strdup("\tvec4 ret = vec4(1,0,1,1);\n");
text[count++] = strdup("\tswitch (vary_texture_index.r)\n");
text[count++] = strdup("\t{\n");
//switch body
for (S32 i = 0; i < texture_index_channels; ++i)
{
std::string case_str = llformat("\t\tcase %d: return texture2D(tex%d, texcoord);\n", i, i);
std::string case_str = llformat("\t\tcase %d: ret = texture2D(tex%d, texcoord); break;\n", i, i);
text[count++] = strdup(case_str.c_str());
}
text[count++] = strdup("\t}\n");
text[count++] = strdup("\treturn vec4(1,0,1,1);\n");
text[count++] = strdup("\treturn ret;\n");
text[count++] = strdup("}\n");
}
else