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.
99 lines
3.2 KiB
GLSL
99 lines
3.2 KiB
GLSL
/**
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* @file previewV.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, 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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uniform mat3 normal_matrix;
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uniform mat4 texture_matrix0;
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uniform mat4 modelview_matrix;
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uniform mat4 modelview_projection_matrix;
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ATTRIBUTE vec3 position;
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ATTRIBUTE vec3 normal;
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ATTRIBUTE vec2 texcoord0;
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uniform vec4 color;
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VARYING vec4 vertex_color;
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VARYING vec2 vary_texcoord0;
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uniform vec4 light_position[8];
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uniform vec3 light_direction[8];
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uniform vec3 light_attenuation[8];
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uniform vec3 light_diffuse[8];
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//===================================================================================================
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//declare these here explicitly to separate them from atmospheric lighting elsewhere to work around
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//drivers that are picky about functions being declared but not defined even if they aren't called
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float calcDirectionalLight(vec3 n, vec3 l)
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{
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float a = max(dot(n,l),0.0);
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return a;
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}
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight)
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{
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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//normalize light vector
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lv *= 1.0/d;
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//distance attenuation
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float da = clamp(1.0/(la * d), 0.0, 1.0);
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// spotlight coefficient.
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float spot = max(dot(-ln, lv), is_pointlight);
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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return da;
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}
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//====================================================================================================
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void main()
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{
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//transform vertex
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vec4 pos = (modelview_matrix * vec4(position.xyz, 1.0));
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
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vec3 norm = normalize(normal_matrix * normal);
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vec4 col = vec4(0,0,0,1);
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// Collect normal lights (need to be divided by two, as we later multiply by 2)
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col.rgb += light_diffuse[1].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[1], light_direction[1], light_attenuation[1].x, light_attenuation[1].z);
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col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
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col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
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vertex_color = col*color;
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}
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