Re-structured some shader loading/unloading handling. These changes are pretty experimental. I'll be holding off of tweaking the paramater managers(among other things) until I know if this stuff is working correctly.
147 lines
5.7 KiB
C++
147 lines
5.7 KiB
C++
/**
|
|
* @file llglslshader.h
|
|
* @brief GLSL shader wrappers
|
|
*
|
|
* $LicenseInfo:firstyear=2001&license=viewergpl$
|
|
*
|
|
* Copyright (c) 2001-2009, 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.
|
|
* $/LicenseInfo$
|
|
*/
|
|
|
|
#ifndef LL_LLGLSLSHADER_H
|
|
#define LL_LLGLSLSHADER_H
|
|
|
|
#include "llgl.h"
|
|
#include "llrender.h"
|
|
|
|
class LLShaderFeatures
|
|
{
|
|
public:
|
|
bool calculatesLighting;
|
|
bool calculatesAtmospherics;
|
|
bool hasLighting; // implies no transport (it's possible to have neither though)
|
|
bool isShiny;
|
|
bool isFullbright; // implies no lighting
|
|
bool isSpecular;
|
|
bool hasWaterFog; // implies no gamma
|
|
bool hasTransport; // implies no lighting (it's possible to have neither though)
|
|
bool hasSkinning;
|
|
bool hasAtmospherics;
|
|
bool hasGamma;
|
|
|
|
// char numLights;
|
|
|
|
LLShaderFeatures();
|
|
};
|
|
|
|
class LLGLSLShader
|
|
{
|
|
public:
|
|
|
|
enum
|
|
{
|
|
SG_DEFAULT = 0,
|
|
SG_SKY,
|
|
SG_WATER
|
|
};
|
|
|
|
LLGLSLShader(S32 shader_class);
|
|
|
|
void unload();
|
|
BOOL createShader(std::vector<std::string> * attributes,
|
|
std::vector<std::string> * uniforms);
|
|
BOOL attachObject(std::string object);
|
|
void attachObject(GLhandleARB object);
|
|
void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
|
|
BOOL mapAttributes(const std::vector<std::string> * attributes);
|
|
BOOL mapUniforms(const std::vector<std::string> * uniforms);
|
|
void mapUniform(GLint index, const std::vector<std::string> * uniforms);
|
|
void uniform1i(U32 index, GLint i);
|
|
void uniform1f(U32 index, GLfloat v);
|
|
void uniform2f(U32 index, GLfloat x, GLfloat y);
|
|
void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z);
|
|
void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
|
void uniform1iv(U32 index, U32 count, const GLint* i);
|
|
void uniform1fv(U32 index, U32 count, const GLfloat* v);
|
|
void uniform2fv(U32 index, U32 count, const GLfloat* v);
|
|
void uniform3fv(U32 index, U32 count, const GLfloat* v);
|
|
void uniform4fv(U32 index, U32 count, const GLfloat* v);
|
|
void uniform1i(const std::string& uniform, GLint i);
|
|
void uniform1f(const std::string& uniform, GLfloat v);
|
|
void uniform2f(const std::string& uniform, GLfloat x, GLfloat y);
|
|
void uniform3f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z);
|
|
void uniform4f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
|
void uniform1iv(const std::string& uniform, U32 count, const GLint* i);
|
|
void uniform1fv(const std::string& uniform, U32 count, const GLfloat* v);
|
|
void uniform2fv(const std::string& uniform, U32 count, const GLfloat* v);
|
|
void uniform3fv(const std::string& uniform, U32 count, const GLfloat* v);
|
|
void uniform4fv(const std::string& uniform, U32 count, const GLfloat* v);
|
|
void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
|
|
void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
|
|
void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
|
|
void uniformMatrix2fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
|
|
void uniformMatrix3fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
|
|
void uniformMatrix4fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v);
|
|
|
|
void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
|
void vertexAttrib4fv(U32 index, GLfloat* v);
|
|
|
|
GLint getUniformLocation(const std::string& uniform);
|
|
|
|
GLint mapUniformTextureChannel(GLint location, GLenum type);
|
|
|
|
|
|
//enable/disable texture channel for specified uniform
|
|
//if given texture uniform is active in the shader,
|
|
//the corresponding channel will be active upon return
|
|
//returns channel texture is enabled in from [0-MAX)
|
|
S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
|
|
S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
|
|
|
|
BOOL link(BOOL suppress_errors = FALSE);
|
|
void bind();
|
|
void unbind();
|
|
|
|
// Unbinds any previously bound shader by explicitly binding no shader.
|
|
static void bindNoShader(void);
|
|
|
|
GLhandleARB mProgramObject;
|
|
std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
|
|
std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
|
|
std::map<std::string, GLint> mUniformMap; //lookup map of uniform name to uniform location
|
|
std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value
|
|
std::vector<GLint> mTexture;
|
|
S32 mActiveTextureChannels;
|
|
S32 mShaderClass;
|
|
S32 mShaderLevel;
|
|
S32 mShaderGroup;
|
|
BOOL mUniformsDirty;
|
|
LLShaderFeatures mFeatures;
|
|
std::vector< std::pair< std::string, GLenum > > mShaderFiles;
|
|
std::string mName;
|
|
};
|
|
|
|
#endif
|