-Nametag bubble visbility is oddly inconsistent. May vanish with future planned UI merges... -VBOs are PAINFULLY slow on ATI hardware. This repos self-compiled davep/shining-fixes branch, so I'll leave the ball in LL's court for now regarding that.
211 lines
5.1 KiB
C++
211 lines
5.1 KiB
C++
/**
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* @file llshadermgr.h
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* @brief Shader Manager
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*
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* $LicenseInfo:firstyear=2001&license=viewergpl$
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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_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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VIEWPORT,
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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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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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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_MAT,
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DEFERRED_SCREEN_RES,
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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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FXAA_TC_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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DEFERRED_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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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 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, S32 texture_index_channels = -1);
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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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public:
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// Map of shader names to compiled
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std::map<std::string, GLhandleARB> mShaderObjects;
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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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// 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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