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SingularityViewer/indra/newview/llviewershadermgr.h

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/**
* @file llviewershadermgr.h
* @brief Viewer Shader Manager
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifndef LL_VIEWER_SHADER_MGR_H
#define LL_VIEWER_SHADER_MGR_H
#include "llshadermgr.h"
#include "llmaterial.h"
#define LL_DEFERRED_MULTI_LIGHT_COUNT 16
enum
{
SHD_ALPHA_MASK_BIT = 0,
SHD_WATER_BIT,
SHD_NO_INDEX_BIT,
SHD_SKIN_BIT,
SHD_SHINY_BIT,
SHD_COUNT
};
class LLViewerShaderMgr: public LLShaderMgr
{
public:
static BOOL sInitialized;
static bool sSkipReload;
LLViewerShaderMgr();
/* virtual */ ~LLViewerShaderMgr();
// singleton pattern implementation
static LLViewerShaderMgr * instance();
void initAttribsAndUniforms(void);
void setShaders();
void unloadShaders();
S32 getVertexShaderLevel(S32 type);
BOOL loadBasicShaders();
BOOL loadShadersEffects();
BOOL loadShadersDeferred();
BOOL loadShadersObject();
BOOL loadShadersAvatar();
BOOL loadShadersEnvironment();
BOOL loadShadersWater();
BOOL loadShadersInterface();
BOOL loadShadersWindLight();
BOOL loadTransformShaders();
std::vector<S32> mVertexShaderLevel;
enum EShaderClass
{
SHADER_LIGHTING,
SHADER_OBJECT,
SHADER_AVATAR,
SHADER_ENVIRONMENT,
SHADER_INTERFACE,
SHADER_EFFECT,
SHADER_WINDLIGHT,
SHADER_WATER,
SHADER_DEFERRED,
SHADER_TRANSFORM,
SHADER_COUNT
};
// simple model of forward iterator
// http://www.sgi.com/tech/stl/ForwardIterator.html
class shader_iter
{
private:
friend bool operator == (shader_iter const & a, shader_iter const & b);
friend bool operator != (shader_iter const & a, shader_iter const & b);
typedef std::vector<LLGLSLShader *>::const_iterator base_iter_t;
public:
shader_iter()
{
}
shader_iter(base_iter_t iter) : mIter(iter)
{
}
LLGLSLShader & operator * () const
{
return **mIter;
}
LLGLSLShader * operator -> () const
{
return *mIter;
}
shader_iter & operator++ ()
{
++mIter;
return *this;
}
shader_iter operator++ (int)
{
return mIter++;
}
private:
base_iter_t mIter;
};
shader_iter beginShaders() const
{
return (shader_iter)(getGlobalShaderList().begin());
//return mShaderList.begin();
}
shader_iter endShaders() const
{
return (shader_iter)(getGlobalShaderList().end());
//return mShaderList.end();
}
/* virtual */ std::string getShaderDirPrefix(void); // Virtual
/* virtual */ void updateShaderUniforms(LLGLSLShader * shader); // Virtual
/* virtual */ bool attachClassSharedShaders(LLGLSLShader& shader, S32 shader_class); // Virtual
private:
std::vector<std::string> mShinyUniforms;
//water parameters
std::vector<std::string> mWaterUniforms;
std::vector<std::string> mWLUniforms;
//terrain parameters
std::vector<std::string> mTerrainUniforms;
//glow parameters
std::vector<std::string> mGlowUniforms;
std::vector<std::string> mGlowExtractUniforms;
std::vector<std::string> mAvatarUniforms;
// the list of shaders we need to propagate parameters to.
// This is no longer needed, as param managers iterate down the global list
// after shaders have been loaded and automagically add relevant shaders to
// their own local lists.
//std::vector<LLGLSLShader *> mShaderList;
}; //LLViewerShaderMgr
inline bool operator == (LLViewerShaderMgr::shader_iter const & a, LLViewerShaderMgr::shader_iter const & b)
{
return a.mIter == b.mIter;
}
inline bool operator != (LLViewerShaderMgr::shader_iter const & a, LLViewerShaderMgr::shader_iter const & b)
{
return a.mIter != b.mIter;
}
extern LLVector4 gShinyOrigin;
//For arrays, since default ctor must be used for them.
template <LLViewerShaderMgr::EShaderClass type>
class LLGLSLShaderArray : public LLGLSLShader
{
public:
LLGLSLShaderArray() : LLGLSLShader(type) {};
};
//transform shaders
extern LLGLSLShader gTransformPositionProgram;
extern LLGLSLShader gTransformTexCoordProgram;
extern LLGLSLShader gTransformNormalProgram;
extern LLGLSLShader gTransformColorProgram;
extern LLGLSLShader gTransformTangentProgram;
//utility shaders
extern LLGLSLShader gOcclusionProgram;
extern LLGLSLShader gOcclusionCubeProgram;
extern LLGLSLShader gCustomAlphaProgram;
extern LLGLSLShader gGlowCombineProgram;
extern LLGLSLShader gSplatTextureRectProgram;
extern LLGLSLShader gGlowCombineFXAAProgram;
extern LLGLSLShader gDebugProgram;
extern LLGLSLShader gClipProgram;
extern LLGLSLShader gDownsampleDepthProgram;
//output tex0[tc0] + tex1[tc1]
extern LLGLSLShader gTwoTextureAddProgram;
extern LLGLSLShader gOneTextureNoColorProgram;
//object shaders
extern LLGLSLShaderArray<LLViewerShaderMgr::SHADER_OBJECT> gObjectSimpleProgram[1<<SHD_COUNT];
extern LLGLSLShaderArray<LLViewerShaderMgr::SHADER_OBJECT> gObjectFullbrightProgram[1<<SHD_COUNT];
extern LLGLSLShaderArray<LLViewerShaderMgr::SHADER_OBJECT> gObjectEmissiveProgram[1<<SHD_SHINY_BIT];
extern LLGLSLShader gObjectPreviewProgram;
extern LLGLSLShader gObjectSimpleNonIndexedTexGenProgram;
extern LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram;
extern LLGLSLShader gObjectAlphaMaskNoColorProgram;
extern LLGLSLShader gObjectAlphaMaskNoColorWaterProgram;
extern LLGLSLShader gObjectFullbrightNoColorProgram;
extern LLGLSLShader gObjectFullbrightNoColorWaterProgram;
extern LLGLSLShader gObjectBumpProgram;
extern LLGLSLShader gTreeProgram;
extern LLGLSLShader gTreeWaterProgram;
extern LLGLSLShader gObjectSimpleLODProgram;
extern LLGLSLShader gObjectFullbrightLODProgram;
//environment shaders
extern LLGLSLShader gTerrainProgram;
extern LLGLSLShader gTerrainWaterProgram;
extern LLGLSLShader gWaterProgram;
extern LLGLSLShader gUnderWaterProgram;
extern LLGLSLShader gGlowProgram;
extern LLGLSLShader gGlowExtractProgram;
//interface shaders
extern LLGLSLShader gHighlightProgram;
extern LLGLSLShader gHighlightNormalProgram;
extern LLGLSLShader gHighlightSpecularProgram;
// avatar shader handles
extern LLGLSLShader gAvatarProgram;
extern LLGLSLShader gAvatarWaterProgram;
extern LLGLSLShader gImpostorProgram;
// WindLight shader handles
extern LLGLSLShader gWLSkyProgram;
extern LLGLSLShader gWLCloudProgram;
// Post Process Shaders
extern LLGLSLShader gPostColorFilterProgram;
extern LLGLSLShader gPostNightVisionProgram;
extern LLGLSLShader gPostGaussianBlurProgram;
// Deferred rendering shaders
extern LLGLSLShader gDeferredImpostorProgram;
extern LLGLSLShader gDeferredWaterProgram;
extern LLGLSLShader gDeferredUnderWaterProgram;
extern LLGLSLShader gDeferredDiffuseProgram;
extern LLGLSLShader gDeferredDiffuseAlphaMaskProgram;
extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram;
extern LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram;
//extern LLGLSLShader gDeferredNonIndexedDiffuseProgram;
extern LLGLSLShader gDeferredSkinnedDiffuseProgram;
extern LLGLSLShader gDeferredSkinnedBumpProgram;
extern LLGLSLShader gDeferredSkinnedAlphaProgram;
extern LLGLSLShader gDeferredBumpProgram;
extern LLGLSLShader gDeferredTerrainProgram;
extern LLGLSLShader gDeferredTreeProgram;
extern LLGLSLShader gDeferredTreeShadowProgram;
extern LLGLSLShader gDeferredLightProgram;
extern LLGLSLShaderArray<LLViewerShaderMgr::SHADER_DEFERRED> gDeferredMultiLightProgram[LL_DEFERRED_MULTI_LIGHT_COUNT];
extern LLGLSLShader gDeferredSpotLightProgram;
extern LLGLSLShader gDeferredMultiSpotLightProgram;
extern LLGLSLShader gDeferredSunProgram;
extern LLGLSLShader gDeferredSSAOProgram;
extern LLGLSLShader gDeferredDownsampleDepthNearestProgram;
extern LLGLSLShader gDeferredBlurLightProgram;
extern LLGLSLShader gDeferredAvatarProgram;
extern LLGLSLShader gDeferredSoftenProgram;
extern LLGLSLShader gDeferredSoftenWaterProgram;
extern LLGLSLShader gDeferredShadowProgram;
extern LLGLSLShader gDeferredShadowCubeProgram;
extern LLGLSLShader gDeferredShadowAlphaMaskProgram;
extern LLGLSLShader gDeferredPostProgram;
extern LLGLSLShader gDeferredCoFProgram;
extern LLGLSLShader gDeferredDoFCombineProgram;
extern LLGLSLShader gFXAAProgram;
extern LLGLSLShader gDeferredPostNoDoFProgram;
extern LLGLSLShader gDeferredPostGammaCorrectProgram;
extern LLGLSLShader gDeferredAvatarShadowProgram;
extern LLGLSLShader gDeferredAttachmentShadowProgram;
extern LLGLSLShader gDeferredAlphaProgram;
extern LLGLSLShader gDeferredAlphaImpostorProgram;
extern LLGLSLShader gDeferredFullbrightProgram;
extern LLGLSLShader gDeferredFullbrightAlphaMaskProgram;
extern LLGLSLShader gDeferredAlphaWaterProgram;
extern LLGLSLShader gDeferredFullbrightWaterProgram;
extern LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram;
extern LLGLSLShader gDeferredEmissiveProgram;
extern LLGLSLShader gDeferredAvatarAlphaProgram;
extern LLGLSLShader gDeferredWLSkyProgram;
extern LLGLSLShader gDeferredWLCloudProgram;
extern LLGLSLShader gDeferredStarProgram;
extern LLGLSLShader gDeferredFullbrightShinyProgram;
extern LLGLSLShader gDeferredSkinnedFullbrightShinyProgram;
extern LLGLSLShader gDeferredSkinnedFullbrightProgram;
extern LLGLSLShader gNormalMapGenProgram;
// Deferred materials shaders
extern LLGLSLShaderArray<LLViewerShaderMgr::SHADER_DEFERRED> gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
extern LLGLSLShaderArray<LLViewerShaderMgr::SHADER_DEFERRED> gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
#endif