Imported existing code
This commit is contained in:
902
indra/llrender/llglslshader.cpp
Normal file
902
indra/llrender/llglslshader.cpp
Normal file
@@ -0,0 +1,902 @@
|
||||
/**
|
||||
* @file llglslshader.cpp
|
||||
* @brief GLSL helper functions and state.
|
||||
*
|
||||
* $LicenseInfo:firstyear=2005&license=viewergpl$
|
||||
*
|
||||
* Copyright (c) 2005-2009, 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.
|
||||
* $/LicenseInfo$
|
||||
*/
|
||||
|
||||
#include "linden_common.h"
|
||||
|
||||
#include "llglslshader.h"
|
||||
|
||||
#include "llshadermgr.h"
|
||||
#include "llfile.h"
|
||||
#include "llrender.h"
|
||||
|
||||
#if LL_DARWIN
|
||||
#include "OpenGL/OpenGL.h"
|
||||
#endif
|
||||
|
||||
#ifdef LL_RELEASE_FOR_DOWNLOAD
|
||||
#define UNIFORM_ERRS LL_WARNS_ONCE("Shader")
|
||||
#else
|
||||
#define UNIFORM_ERRS LL_ERRS("Shader")
|
||||
#endif
|
||||
|
||||
// Lots of STL stuff in here, using namespace std to keep things more readable
|
||||
using std::vector;
|
||||
using std::pair;
|
||||
using std::make_pair;
|
||||
using std::string;
|
||||
|
||||
BOOL shouldChange(const LLVector4& v1, const LLVector4& v2)
|
||||
{
|
||||
return v1 != v2;
|
||||
}
|
||||
|
||||
LLShaderFeatures::LLShaderFeatures()
|
||||
: calculatesLighting(false), isShiny(false), isFullbright(false), hasWaterFog(false),
|
||||
hasTransport(false), hasSkinning(false), hasAtmospherics(false), isSpecular(false),
|
||||
hasGamma(false), hasLighting(false), calculatesAtmospherics(false)
|
||||
{
|
||||
}
|
||||
|
||||
//===============================
|
||||
// LLGLSL Shader implementation
|
||||
//===============================
|
||||
LLGLSLShader::LLGLSLShader()
|
||||
: mProgramObject(0), mShaderLevel(0), mShaderGroup(SG_DEFAULT)
|
||||
{
|
||||
}
|
||||
|
||||
void LLGLSLShader::unload()
|
||||
{
|
||||
stop_glerror();
|
||||
mAttribute.clear();
|
||||
mTexture.clear();
|
||||
mUniform.clear();
|
||||
mShaderFiles.clear();
|
||||
|
||||
if (mProgramObject)
|
||||
{
|
||||
GLhandleARB obj[1024];
|
||||
GLsizei count;
|
||||
|
||||
glGetAttachedObjectsARB(mProgramObject, 1024, &count, obj);
|
||||
for (GLsizei i = 0; i < count; i++)
|
||||
{
|
||||
glDeleteObjectARB(obj[i]);
|
||||
}
|
||||
|
||||
glDeleteObjectARB(mProgramObject);
|
||||
|
||||
mProgramObject = 0;
|
||||
}
|
||||
|
||||
//hack to make apple not complain
|
||||
glGetError();
|
||||
|
||||
stop_glerror();
|
||||
}
|
||||
|
||||
BOOL LLGLSLShader::createShader(vector<string> * attributes,
|
||||
vector<string> * uniforms)
|
||||
{
|
||||
llassert_always(!mShaderFiles.empty());
|
||||
BOOL success = TRUE;
|
||||
|
||||
// Create program
|
||||
mProgramObject = glCreateProgramObjectARB();
|
||||
|
||||
// Attach existing objects
|
||||
if (!LLShaderMgr::instance()->attachShaderFeatures(this))
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
vector< pair<string,GLenum> >::iterator fileIter = mShaderFiles.begin();
|
||||
for ( ; fileIter != mShaderFiles.end(); fileIter++ )
|
||||
{
|
||||
GLhandleARB shaderhandle = LLShaderMgr::instance()->loadShaderFile((*fileIter).first, mShaderLevel, (*fileIter).second);
|
||||
LL_DEBUGS("ShaderLoading") << "SHADER FILE: " << (*fileIter).first << " mShaderLevel=" << mShaderLevel << LL_ENDL;
|
||||
if (mShaderLevel > 0)
|
||||
{
|
||||
attachObject(shaderhandle);
|
||||
}
|
||||
else
|
||||
{
|
||||
success = FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
// Map attributes and uniforms
|
||||
if (success)
|
||||
{
|
||||
success = mapAttributes(attributes);
|
||||
}
|
||||
if (success)
|
||||
{
|
||||
success = mapUniforms(uniforms);
|
||||
}
|
||||
if( !success )
|
||||
{
|
||||
LL_WARNS("ShaderLoading") << "Failed to link shader: " << mName << LL_ENDL;
|
||||
|
||||
// Try again using a lower shader level;
|
||||
if (mShaderLevel > 0)
|
||||
{
|
||||
LL_WARNS("ShaderLoading") << "Failed to link using shader level " << mShaderLevel << " trying again using shader level " << (mShaderLevel - 1) << LL_ENDL;
|
||||
mShaderLevel--;
|
||||
return createShader(attributes,uniforms);
|
||||
}
|
||||
}
|
||||
return success;
|
||||
}
|
||||
|
||||
BOOL LLGLSLShader::attachObject(std::string object)
|
||||
{
|
||||
if (LLShaderMgr::instance()->mShaderObjects.count(object) > 0)
|
||||
{
|
||||
stop_glerror();
|
||||
glAttachObjectARB(mProgramObject, LLShaderMgr::instance()->mShaderObjects[object]);
|
||||
stop_glerror();
|
||||
return TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
LL_WARNS("ShaderLoading") << "Attempting to attach shader object that hasn't been compiled: " << object << LL_ENDL;
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::attachObject(GLhandleARB object)
|
||||
{
|
||||
if (object != 0)
|
||||
{
|
||||
stop_glerror();
|
||||
glAttachObjectARB(mProgramObject, object);
|
||||
stop_glerror();
|
||||
}
|
||||
else
|
||||
{
|
||||
LL_WARNS("ShaderLoading") << "Attempting to attach non existing shader object. " << LL_ENDL;
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::attachObjects(GLhandleARB* objects, S32 count)
|
||||
{
|
||||
for (S32 i = 0; i < count; i++)
|
||||
{
|
||||
attachObject(objects[i]);
|
||||
}
|
||||
}
|
||||
|
||||
BOOL LLGLSLShader::mapAttributes(const vector<string> * attributes)
|
||||
{
|
||||
//link the program
|
||||
BOOL res = link();
|
||||
|
||||
mAttribute.clear();
|
||||
U32 numAttributes = (attributes == NULL) ? 0 : attributes->size();
|
||||
mAttribute.resize(LLShaderMgr::instance()->mReservedAttribs.size() + numAttributes, -1);
|
||||
|
||||
if (res)
|
||||
{ //read back channel locations
|
||||
|
||||
//read back reserved channels first
|
||||
for (U32 i = 0; i < (S32) LLShaderMgr::instance()->mReservedAttribs.size(); i++)
|
||||
{
|
||||
const char* name = LLShaderMgr::instance()->mReservedAttribs[i].c_str();
|
||||
S32 index = glGetAttribLocationARB(mProgramObject, (const GLcharARB *)name);
|
||||
if (index != -1)
|
||||
{
|
||||
mAttribute[i] = index;
|
||||
LL_DEBUGS("ShaderLoading") << "Attribute " << name << " assigned to channel " << index << LL_ENDL;
|
||||
}
|
||||
}
|
||||
if (attributes != NULL)
|
||||
{
|
||||
for (U32 i = 0; i < numAttributes; i++)
|
||||
{
|
||||
const char* name = (*attributes)[i].c_str();
|
||||
S32 index = glGetAttribLocationARB(mProgramObject, name);
|
||||
if (index != -1)
|
||||
{
|
||||
mAttribute[LLShaderMgr::instance()->mReservedAttribs.size() + i] = index;
|
||||
LL_DEBUGS("ShaderLoading") << "Attribute " << name << " assigned to channel " << index << LL_ENDL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
void LLGLSLShader::mapUniform(GLint index, const vector<string> * uniforms)
|
||||
{
|
||||
if (index == -1)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
GLenum type;
|
||||
GLsizei length;
|
||||
GLint size;
|
||||
char name[1024]; /* Flawfinder: ignore */
|
||||
name[0] = 0;
|
||||
|
||||
glGetActiveUniformARB(mProgramObject, index, 1024, &length, &size, &type, (GLcharARB *)name);
|
||||
S32 location = glGetUniformLocationARB(mProgramObject, name);
|
||||
if (location != -1)
|
||||
{
|
||||
//chop off "[0]" so we can always access the first element
|
||||
//of an array by the array name
|
||||
char* is_array = strstr(name, "[0]");
|
||||
if (is_array)
|
||||
{
|
||||
is_array[0] = 0;
|
||||
}
|
||||
|
||||
mUniformMap[name] = location;
|
||||
LL_DEBUGS("ShaderLoading") << "Uniform " << name << " is at location " << location << LL_ENDL;
|
||||
|
||||
//find the index of this uniform
|
||||
for (S32 i = 0; i < (S32) LLShaderMgr::instance()->mReservedUniforms.size(); i++)
|
||||
{
|
||||
if ( (mUniform[i] == -1)
|
||||
&& (LLShaderMgr::instance()->mReservedUniforms[i].compare(0, length, name, LLShaderMgr::instance()->mReservedUniforms[i].length()) == 0))
|
||||
{
|
||||
//found it
|
||||
mUniform[i] = location;
|
||||
mTexture[i] = mapUniformTextureChannel(location, type);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (uniforms != NULL)
|
||||
{
|
||||
for (U32 i = 0; i < uniforms->size(); i++)
|
||||
{
|
||||
if ( (mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] == -1)
|
||||
&& ((*uniforms)[i].compare(0, length, name, (*uniforms)[i].length()) == 0))
|
||||
{
|
||||
//found it
|
||||
mUniform[i+LLShaderMgr::instance()->mReservedUniforms.size()] = location;
|
||||
mTexture[i+LLShaderMgr::instance()->mReservedUniforms.size()] = mapUniformTextureChannel(location, type);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GLint LLGLSLShader::mapUniformTextureChannel(GLint location, GLenum type)
|
||||
{
|
||||
if (type >= GL_SAMPLER_1D_ARB && type <= GL_SAMPLER_2D_RECT_SHADOW_ARB)
|
||||
{ //this here is a texture
|
||||
glUniform1iARB(location, mActiveTextureChannels);
|
||||
LL_DEBUGS("ShaderLoading") << "Assigned to texture channel " << mActiveTextureChannels << LL_ENDL;
|
||||
return mActiveTextureChannels++;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
BOOL LLGLSLShader::mapUniforms(const vector<string> * uniforms)
|
||||
{
|
||||
BOOL res = TRUE;
|
||||
|
||||
mActiveTextureChannels = 0;
|
||||
mUniform.clear();
|
||||
mUniformMap.clear();
|
||||
mTexture.clear();
|
||||
mValue.clear();
|
||||
//initialize arrays
|
||||
U32 numUniforms = (uniforms == NULL) ? 0 : uniforms->size();
|
||||
mUniform.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
|
||||
mTexture.resize(numUniforms + LLShaderMgr::instance()->mReservedUniforms.size(), -1);
|
||||
|
||||
bind();
|
||||
|
||||
//get the number of active uniforms
|
||||
GLint activeCount;
|
||||
glGetObjectParameterivARB(mProgramObject, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &activeCount);
|
||||
|
||||
for (S32 i = 0; i < activeCount; i++)
|
||||
{
|
||||
mapUniform(i, uniforms);
|
||||
}
|
||||
|
||||
unbind();
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
BOOL LLGLSLShader::link(BOOL suppress_errors)
|
||||
{
|
||||
return LLShaderMgr::instance()->linkProgramObject(mProgramObject, suppress_errors);
|
||||
}
|
||||
|
||||
void LLGLSLShader::bind()
|
||||
{
|
||||
if (gGLManager.mHasShaderObjects)
|
||||
{
|
||||
glUseProgramObjectARB(mProgramObject);
|
||||
|
||||
if (mUniformsDirty)
|
||||
{
|
||||
LLShaderMgr::instance()->updateShaderUniforms(this);
|
||||
mUniformsDirty = FALSE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::unbind()
|
||||
{
|
||||
if (gGLManager.mHasShaderObjects)
|
||||
{
|
||||
stop_glerror();
|
||||
if (gGLManager.mIsNVIDIA)
|
||||
{
|
||||
for (U32 i = 0; i < mAttribute.size(); ++i)
|
||||
{
|
||||
vertexAttrib4f(i, 0,0,0,1);
|
||||
stop_glerror();
|
||||
}
|
||||
}
|
||||
glUseProgramObjectARB(0);
|
||||
stop_glerror();
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::bindNoShader(void)
|
||||
{
|
||||
glUseProgramObjectARB(0);
|
||||
}
|
||||
|
||||
S32 LLGLSLShader::enableTexture(S32 uniform, LLTexUnit::eTextureType mode)
|
||||
{
|
||||
if (uniform < 0 || uniform >= (S32)mTexture.size())
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL;
|
||||
return -1;
|
||||
}
|
||||
S32 index = mTexture[uniform];
|
||||
if (index != -1)
|
||||
{
|
||||
gGL.getTexUnit(index)->activate();
|
||||
gGL.getTexUnit(index)->enable(mode);
|
||||
}
|
||||
return index;
|
||||
}
|
||||
|
||||
S32 LLGLSLShader::disableTexture(S32 uniform, LLTexUnit::eTextureType mode)
|
||||
{
|
||||
if (uniform < 0 || uniform >= (S32)mTexture.size())
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform out of range: " << uniform << LL_ENDL;
|
||||
return -1;
|
||||
}
|
||||
S32 index = mTexture[uniform];
|
||||
if (index != -1 && gGL.getTexUnit(index)->getCurrType() != LLTexUnit::TT_NONE)
|
||||
{
|
||||
if (gDebugGL && gGL.getTexUnit(index)->getCurrType() != mode)
|
||||
{
|
||||
llerrs << "Texture channel " << index << " texture type corrupted." << llendl;
|
||||
}
|
||||
gGL.getTexUnit(index)->disable();
|
||||
}
|
||||
return index;
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform1i(U32 index, GLint x)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mUniform[index] >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
|
||||
if (iter == mValue.end() || iter->second.mV[0] != x)
|
||||
{
|
||||
glUniform1iARB(mUniform[index], x);
|
||||
mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform1f(U32 index, GLfloat x)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mUniform[index] >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
|
||||
if (iter == mValue.end() || iter->second.mV[0] != x)
|
||||
{
|
||||
glUniform1fARB(mUniform[index], x);
|
||||
mValue[mUniform[index]] = LLVector4(x,0.f,0.f,0.f);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform2f(U32 index, GLfloat x, GLfloat y)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mUniform[index] >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
|
||||
LLVector4 vec(x,y,0.f,0.f);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec))
|
||||
{
|
||||
glUniform2fARB(mUniform[index], x, y);
|
||||
mValue[mUniform[index]] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mUniform[index] >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
|
||||
LLVector4 vec(x,y,z,0.f);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec))
|
||||
{
|
||||
glUniform3fARB(mUniform[index], x, y, z);
|
||||
mValue[mUniform[index]] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mUniform[index] >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
|
||||
LLVector4 vec(x,y,z,w);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec))
|
||||
{
|
||||
glUniform4fARB(mUniform[index], x, y, z, w);
|
||||
mValue[mUniform[index]] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform1iv(U32 index, U32 count, const GLint* v)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mUniform[index] >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
|
||||
LLVector4 vec(v[0],0.f,0.f,0.f);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
|
||||
{
|
||||
glUniform1ivARB(mUniform[index], count, v);
|
||||
mValue[mUniform[index]] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform1fv(U32 index, U32 count, const GLfloat* v)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mUniform[index] >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
|
||||
LLVector4 vec(v[0],0.f,0.f,0.f);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
|
||||
{
|
||||
glUniform1fvARB(mUniform[index], count, v);
|
||||
mValue[mUniform[index]] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform2fv(U32 index, U32 count, const GLfloat* v)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mUniform[index] >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
|
||||
LLVector4 vec(v[0],v[1],0.f,0.f);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
|
||||
{
|
||||
glUniform2fvARB(mUniform[index], count, v);
|
||||
mValue[mUniform[index]] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform3fv(U32 index, U32 count, const GLfloat* v)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mUniform[index] >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
|
||||
LLVector4 vec(v[0],v[1],v[2],0.f);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
|
||||
{
|
||||
glUniform3fvARB(mUniform[index], count, v);
|
||||
mValue[mUniform[index]] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform4fv(U32 index, U32 count, const GLfloat* v)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mUniform[index] >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(mUniform[index]);
|
||||
LLVector4 vec(v[0],v[1],v[2],v[3]);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
|
||||
{
|
||||
glUniform4fvARB(mUniform[index], count, v);
|
||||
mValue[mUniform[index]] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mUniform[index] >= 0)
|
||||
{
|
||||
glUniformMatrix2fvARB(mUniform[index], count, transpose, v);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mUniform[index] >= 0)
|
||||
{
|
||||
glUniformMatrix3fvARB(mUniform[index], count, transpose, v);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
if (mUniform.size() <= index)
|
||||
{
|
||||
UNIFORM_ERRS << "Uniform index out of bounds." << LL_ENDL;
|
||||
return;
|
||||
}
|
||||
|
||||
if (mUniform[index] >= 0)
|
||||
{
|
||||
glUniformMatrix4fvARB(mUniform[index], count, transpose, v);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GLint LLGLSLShader::getUniformLocation(const string& uniform)
|
||||
{
|
||||
if (mProgramObject > 0)
|
||||
{
|
||||
std::map<string, GLint>::iterator iter = mUniformMap.find(uniform);
|
||||
if (iter != mUniformMap.end())
|
||||
{
|
||||
llassert(iter->second == glGetUniformLocationARB(mProgramObject, uniform.c_str()));
|
||||
return iter->second;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform1i(const string& uniform, GLint v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
|
||||
if (location >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
|
||||
LLVector4 vec(v,0.f,0.f,0.f);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec))
|
||||
{
|
||||
glUniform1iARB(location, v);
|
||||
mValue[location] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform1f(const string& uniform, GLfloat v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
|
||||
if (location >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
|
||||
LLVector4 vec(v,0.f,0.f,0.f);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec))
|
||||
{
|
||||
glUniform1fARB(location, v);
|
||||
mValue[location] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform2f(const string& uniform, GLfloat x, GLfloat y)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
|
||||
if (location >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
|
||||
LLVector4 vec(x,y,0.f,0.f);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec))
|
||||
{
|
||||
glUniform2fARB(location, x,y);
|
||||
mValue[location] = vec;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform3f(const string& uniform, GLfloat x, GLfloat y, GLfloat z)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
|
||||
if (location >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
|
||||
LLVector4 vec(x,y,z,0.f);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec))
|
||||
{
|
||||
glUniform3fARB(location, x,y,z);
|
||||
mValue[location] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform4f(const string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
|
||||
if (location >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
|
||||
LLVector4 vec(x,y,z,w);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec))
|
||||
{
|
||||
glUniform4fARB(location, x,y,z,w);
|
||||
mValue[location] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform1fv(const string& uniform, U32 count, const GLfloat* v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
|
||||
if (location >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
|
||||
LLVector4 vec(v[0],0.f,0.f,0.f);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
|
||||
{
|
||||
glUniform1fvARB(location, count, v);
|
||||
mValue[location] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform2fv(const string& uniform, U32 count, const GLfloat* v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
|
||||
if (location >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
|
||||
LLVector4 vec(v[0],v[1],0.f,0.f);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
|
||||
{
|
||||
glUniform2fvARB(location, count, v);
|
||||
mValue[location] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform3fv(const string& uniform, U32 count, const GLfloat* v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
|
||||
if (location >= 0)
|
||||
{
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
|
||||
LLVector4 vec(v[0],v[1],v[2],0.f);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
|
||||
{
|
||||
glUniform3fvARB(location, count, v);
|
||||
mValue[location] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniform4fv(const string& uniform, U32 count, const GLfloat* v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
|
||||
if (location >= 0)
|
||||
{
|
||||
LLVector4 vec(v);
|
||||
std::map<GLint, LLVector4>::iterator iter = mValue.find(location);
|
||||
if (iter == mValue.end() || shouldChange(iter->second,vec) || count != 1)
|
||||
{
|
||||
glUniform4fvARB(location, count, v);
|
||||
mValue[location] = vec;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniformMatrix2fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
|
||||
if (location >= 0)
|
||||
{
|
||||
glUniformMatrix2fvARB(location, count, transpose, v);
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniformMatrix3fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
|
||||
if (location >= 0)
|
||||
{
|
||||
glUniformMatrix3fvARB(location, count, transpose, v);
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::uniformMatrix4fv(const string& uniform, U32 count, GLboolean transpose, const GLfloat* v)
|
||||
{
|
||||
GLint location = getUniformLocation(uniform);
|
||||
|
||||
if (location >= 0)
|
||||
{
|
||||
glUniformMatrix4fvARB(location, count, transpose, v);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void LLGLSLShader::vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
|
||||
{
|
||||
if (mAttribute[index] > 0)
|
||||
{
|
||||
glVertexAttrib4fARB(mAttribute[index], x, y, z, w);
|
||||
}
|
||||
}
|
||||
|
||||
void LLGLSLShader::vertexAttrib4fv(U32 index, GLfloat* v)
|
||||
{
|
||||
if (mAttribute[index] > 0)
|
||||
{
|
||||
glVertexAttrib4fvARB(mAttribute[index], v);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user