Sync light state, bound shader, and various gl context states similarly to render matrices. Texture handles now refcounted, as multiple viewer textures could ref the same handle (cubemaps do this) Clean up gl extension loading a bit. Not necessary, but only look for ARB variants if not included in current core version. Removed unused extensions. Use core shader api if supported, else use ARB. (FN signatures are identical. Just doing some pointer substitution to ARB if not core.) Attempt at improving VBO update batching. Subdata updates better batched to gether per-frame. There's probably other stuff I forgot that is in this changeset, too. Todo: Fix lightstate assertion when toggling fullscreen with shaders off.
282 lines
7.0 KiB
C++
282 lines
7.0 KiB
C++
/**
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* @file llshadermgr.h
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* @brief Shader Manager
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_SHADERMGR_H
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#define LL_SHADERMGR_H
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#include "llgl.h"
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#include "llglslshader.h"
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class LLShaderMgr
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{
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public:
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LLShaderMgr();
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virtual ~LLShaderMgr();
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typedef enum
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{
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MODELVIEW_MATRIX = 0,
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PROJECTION_MATRIX,
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INVERSE_PROJECTION_MATRIX,
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MODELVIEW_PROJECTION_MATRIX,
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NORMAL_MATRIX,
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TEXTURE_MATRIX0,
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TEXTURE_MATRIX1,
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TEXTURE_MATRIX2,
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TEXTURE_MATRIX3,
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OBJECT_PLANE_S,
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OBJECT_PLANE_T,
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LIGHT_POSITION,
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LIGHT_DIRECTION,
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LIGHT_ATTENUATION,
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LIGHT_DIFFUSE,
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LIGHT_AMBIENT,
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MULTI_LIGHT_COUNT,
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MULTI_LIGHT,
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MULTI_LIGHT_COL,
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MULTI_LIGHT_FAR_Z,
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PROJECTOR_MATRIX,
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PROJECTOR_NEAR,
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PROJECTOR_P,
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PROJECTOR_N,
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PROJECTOR_ORIGIN,
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PROJECTOR_RANGE,
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PROJECTOR_AMBIANCE,
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PROJECTOR_SHADOW_INDEX,
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PROJECTOR_SHADOW_FADE,
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PROJECTOR_FOCUS,
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PROJECTOR_LOD,
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PROJECTOR_AMBIENT_LOD,
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DIFFUSE_COLOR,
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DIFFUSE_MAP,
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SPECULAR_MAP,
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BUMP_MAP,
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ENVIRONMENT_MAP,
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CLOUD_NOISE_MAP,
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FULLBRIGHT,
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LIGHTNORM,
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SUNLIGHT_COLOR,
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AMBIENT,
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BLUE_HORIZON,
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BLUE_DENSITY,
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HAZE_HORIZON,
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HAZE_DENSITY,
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CLOUD_SHADOW,
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DENSITY_MULTIPLIER,
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DISTANCE_MULTIPLIER,
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MAX_Y,
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GLOW,
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CLOUD_COLOR,
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CLOUD_POS_DENSITY1,
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CLOUD_POS_DENSITY2,
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CLOUD_SCALE,
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GAMMA,
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SCENE_LIGHT_STRENGTH,
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LIGHT_CENTER,
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LIGHT_SIZE,
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LIGHT_FALLOFF,
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BOX_CENTER,
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BOX_SIZE,
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GLOW_MIN_LUMINANCE,
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GLOW_MAX_EXTRACT_ALPHA,
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GLOW_LUM_WEIGHTS,
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GLOW_WARMTH_WEIGHTS,
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GLOW_WARMTH_AMOUNT,
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GLOW_STRENGTH,
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GLOW_DELTA,
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MINIMUM_ALPHA,
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EMISSIVE_BRIGHTNESS,
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DEFERRED_SHADOW_MATRIX,
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DEFERRED_ENV_MAT,
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DEFERRED_SHADOW_CLIP,
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DEFERRED_SUN_WASH,
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DEFERRED_SHADOW_NOISE,
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DEFERRED_BLUR_SIZE,
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DEFERRED_SSAO_RADIUS,
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DEFERRED_SSAO_MAX_RADIUS,
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DEFERRED_SSAO_FACTOR,
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DEFERRED_SSAO_FACTOR_INV,
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DEFERRED_SSAO_EFFECT,
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DEFERRED_SSAO_SCALE,
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DEFERRED_KERN_SCALE,
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DEFERRED_NOISE_SCALE,
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DEFERRED_NEAR_CLIP,
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DEFERRED_SHADOW_OFFSET,
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DEFERRED_SHADOW_BIAS,
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DEFERRED_SPOT_SHADOW_BIAS,
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DEFERRED_SPOT_SHADOW_OFFSET,
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DEFERRED_SUN_DIR,
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DEFERRED_SHADOW_RES,
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DEFERRED_PROJ_SHADOW_RES,
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DEFERRED_DEPTH_CUTOFF,
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DEFERRED_NORM_CUTOFF,
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DEFERRED_SHADOW_TARGET_WIDTH,
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DEFERRED_DOWNSAMPLED_DEPTH_SCALE,
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FXAA_RCP_SCREEN_RES,
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FXAA_RCP_FRAME_OPT,
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FXAA_RCP_FRAME_OPT2,
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DOF_FOCAL_DISTANCE,
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DOF_BLUR_CONSTANT,
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DOF_TAN_PIXEL_ANGLE,
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DOF_MAGNIFICATION,
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DOF_MAX_COF,
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DOF_RES_SCALE,
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DOF_WIDTH,
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DOF_HEIGHT,
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DEFERRED_DEPTH,
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DEFERRED_DOWNSAMPLED_DEPTH,
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DEFERRED_SHADOW0,
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DEFERRED_SHADOW1,
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DEFERRED_SHADOW2,
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DEFERRED_SHADOW3,
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DEFERRED_SHADOW4,
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DEFERRED_SHADOW5,
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DEFERRED_NORMAL,
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DEFERRED_POSITION,
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DEFERRED_DIFFUSE,
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DEFERRED_SPECULAR,
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DEFERRED_NOISE,
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DEFERRED_LIGHTFUNC,
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DEFERRED_LIGHT,
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DEFERRED_BLOOM,
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DEFERRED_PROJECTION,
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DEFERRED_NORM_MATRIX,
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GLOBAL_GAMMA,
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TEXTURE_GAMMA,
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SPECULAR_COLOR,
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ENVIRONMENT_INTENSITY,
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AVATAR_MATRIX,
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AVATAR_TRANSLATION,
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AVATAR_MAX_WEIGHT,
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WATER_SCREENTEX,
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WATER_SCREENDEPTH,
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WATER_REFTEX,
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WATER_EYEVEC,
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WATER_TIME,
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WATER_WAVE_DIR1,
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WATER_WAVE_DIR2,
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WATER_LIGHT_DIR,
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WATER_SPECULAR,
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WATER_SPECULAR_EXP,
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WATER_FOGCOLOR,
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WATER_FOGDENSITY,
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WATER_FOGKS,
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WATER_REFSCALE,
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WATER_WATERHEIGHT,
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WATER_WATERPLANE,
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WATER_NORM_SCALE,
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WATER_FRESNEL_SCALE,
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WATER_FRESNEL_OFFSET,
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WATER_BLUR_MULTIPLIER,
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WATER_SUN_ANGLE,
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WATER_SCALED_ANGLE,
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WATER_SUN_ANGLE2,
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WL_CAMPOSLOCAL,
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AVATAR_WIND,
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AVATAR_SINWAVE,
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AVATAR_GRAVITY,
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TERRAIN_DETAIL0,
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TERRAIN_DETAIL1,
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TERRAIN_DETAIL2,
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TERRAIN_DETAIL3,
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TERRAIN_ALPHARAMP,
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SHINY_ORIGIN,
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DISPLAY_GAMMA,
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END_RESERVED_UNIFORMS
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} eGLSLReservedUniforms;
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// singleton pattern implementation
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static LLShaderMgr * instance();
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virtual void initAttribsAndUniforms(void);
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BOOL attachShaderFeatures(LLGLSLShader * shader);
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void dumpObjectLog(GLhandleARB ret, bool isProgram, bool warns = TRUE);
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BOOL linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE);
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BOOL validateProgramObject(GLhandleARB obj);
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GLhandleARB loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, std::map<std::string, std::string>* defines = NULL, S32 texture_index_channels = -1);
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void unloadShaders();
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void unloadShaderObjects();
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// Implemented in the application to actually point to the shader directory.
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virtual std::string getShaderDirPrefix(void) = 0; // Pure Virtual
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// Implemented in the application to actually update out of date uniforms for a particular shader
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virtual void updateShaderUniforms(LLGLSLShader * shader) = 0; // Pure Virtual
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virtual bool attachClassSharedShaders(LLGLSLShader& shader, S32 shader_class) = 0; // Pure Virtual
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public:
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struct CachedObjectInfo
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{
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CachedObjectInfo(GLhandleARB handle, U32 level, GLenum type, U32 texture_index_channels, std::map<std::string,std::string> *definitions) :
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mHandle(handle), mLevel(level), mType(type), mIndexChannels(texture_index_channels), mDefinitions(definitions ? *definitions : std::map<std::string,std::string>()){}
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GLhandleARB mHandle; //Actual handle of the opengl shader object.
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U32 mLevel; //Level /might/ not be needed, but it's stored to ensure there's no change in behavior.
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GLenum mType; //GL_VERTEX_SHADER_ARB or GL_FRAGMENT_SHADER_ARB. Tracked because some utility shaders can be loaded as both types (carefully).
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U32 mIndexChannels; //LLShaderFeatures::mIndexedTextureChannels
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std::map<std::string,std::string> mDefinitions;
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};
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// Map of shader names to compiled
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std::multimap<std::string, CachedObjectInfo > mShaderObjects; //Singu Note: Packing more info here. Doing such provides capability to skip unneeded duplicate loading..
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// Map of program names linked
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std::map<std::string, GLuint> mProgramObjects;
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//global (reserved slot) shader parameters
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std::vector<std::string> mReservedAttribs;
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std::vector<std::string> mReservedUniforms;
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//preprocessor definitions (name/value)
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std::map<std::string, std::string> mDefinitions;
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protected:
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void cleanupShaderSources();
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// our parameter manager singleton instance
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static LLShaderMgr * sInstance;
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public:
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static void unloadShaderClass(int shader_class);
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static std::vector<LLGLSLShader *> &getGlobalShaderList(); //Holds a list of ALL LLGLSLShader objects.
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}; //LLShaderMgr
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#endif
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