Imported existing code
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145
indra/llrender/llglslshader.h
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145
indra/llrender/llglslshader.h
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/**
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* @file llglslshader.h
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* @brief GLSL shader wrappers
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#ifndef LL_LLGLSLSHADER_H
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#define LL_LLGLSLSHADER_H
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#include "llgl.h"
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#include "llrender.h"
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class LLShaderFeatures
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{
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public:
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bool calculatesLighting;
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bool calculatesAtmospherics;
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bool hasLighting; // implies no transport (it's possible to have neither though)
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bool isShiny;
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bool isFullbright; // implies no lighting
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bool isSpecular;
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bool hasWaterFog; // implies no gamma
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bool hasTransport; // implies no lighting (it's possible to have neither though)
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bool hasSkinning;
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bool hasAtmospherics;
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bool hasGamma;
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// char numLights;
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LLShaderFeatures();
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};
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class LLGLSLShader
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{
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public:
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enum
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{
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SG_DEFAULT = 0,
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SG_SKY,
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SG_WATER
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};
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LLGLSLShader();
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void unload();
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BOOL createShader(std::vector<std::string> * attributes,
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std::vector<std::string> * uniforms);
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BOOL attachObject(std::string object);
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void attachObject(GLhandleARB object);
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void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
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BOOL mapAttributes(const std::vector<std::string> * attributes);
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BOOL mapUniforms(const std::vector<std::string> * uniforms);
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void mapUniform(GLint index, const std::vector<std::string> * uniforms);
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void uniform1i(U32 index, GLint i);
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void uniform1f(U32 index, GLfloat v);
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void uniform2f(U32 index, GLfloat x, GLfloat y);
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void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z);
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void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void uniform1iv(U32 index, U32 count, const GLint* i);
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void uniform1fv(U32 index, U32 count, const GLfloat* v);
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void uniform2fv(U32 index, U32 count, const GLfloat* v);
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void uniform3fv(U32 index, U32 count, const GLfloat* v);
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void uniform4fv(U32 index, U32 count, const GLfloat* v);
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void uniform1i(const std::string& uniform, GLint i);
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void uniform1f(const std::string& uniform, GLfloat v);
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void uniform2f(const std::string& uniform, GLfloat x, GLfloat y);
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void uniform3f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z);
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void uniform4f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void uniform1iv(const std::string& uniform, U32 count, const GLint* i);
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void uniform1fv(const std::string& uniform, U32 count, const GLfloat* v);
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void uniform2fv(const std::string& uniform, U32 count, const GLfloat* v);
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void uniform3fv(const std::string& uniform, U32 count, const GLfloat* v);
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void uniform4fv(const std::string& uniform, U32 count, const GLfloat* v);
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void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
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void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
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void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
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void uniformMatrix2fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
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void uniformMatrix3fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
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void uniformMatrix4fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
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void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void vertexAttrib4fv(U32 index, GLfloat* v);
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GLint getUniformLocation(const std::string& uniform);
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GLint mapUniformTextureChannel(GLint location, GLenum type);
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//enable/disable texture channel for specified uniform
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//if given texture uniform is active in the shader,
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//the corresponding channel will be active upon return
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//returns channel texture is enabled in from [0-MAX)
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S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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BOOL link(BOOL suppress_errors = FALSE);
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void bind();
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void unbind();
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// Unbinds any previously bound shader by explicitly binding no shader.
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static void bindNoShader(void);
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GLhandleARB mProgramObject;
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std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
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std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
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std::map<std::string, GLint> mUniformMap; //lookup map of uniform name to uniform location
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std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value
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std::vector<GLint> mTexture;
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S32 mActiveTextureChannels;
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S32 mShaderLevel;
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S32 mShaderGroup;
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BOOL mUniformsDirty;
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LLShaderFeatures mFeatures;
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std::vector< std::pair< std::string, GLenum > > mShaderFiles;
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std::string mName;
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};
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#endif
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