280 lines
6.8 KiB
C++
280 lines
6.8 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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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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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_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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DEFERRED_SHADOW_TARGET_WIDTH,
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DEFERRED_DOWNSAMPLED_DEPTH_SCALE,
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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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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 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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public:
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struct CachedObjectInfo
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{
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CachedObjectInfo(GLhandleARB handle, U32 level, GLenum type, std::map<std::string,std::string> *definitions) :
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mHandle(handle), mLevel(level), mType(type), 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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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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