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SingularityViewer/indra/newview/llviewershadermgr.cpp

2633 lines
116 KiB
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/**
* @file llviewershadermgr.cpp
* @brief Viewer shader manager implementation.
*
* $LicenseInfo:firstyear=2005&license=viewergpl$
*
* Copyright (c) 2005-2009, 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.
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "llfeaturemanager.h"
#include "llviewershadermgr.h"
#include "llfile.h"
#include "llviewerwindow.h"
#include "llviewercontrol.h"
#include "pipeline.h"
#include "llworld.h"
#include "llwlparammanager.h"
#include "llwaterparammanager.h"
#include "llsky.h"
#include "llvosky.h"
#include "llrender.h"
#if LL_DARWIN
#include "OpenGL/OpenGL.h"
#endif
#ifdef LL_RELEASE_FOR_DOWNLOAD
#define UNIFORM_ERRS LL_WARNS_ONCE("Shader")
#else
#define UNIFORM_ERRS LL_ERRS("Shader")
#endif
static LLStaticHashedString sTexture0("texture0");
static LLStaticHashedString sTexture1("texture1");
static LLStaticHashedString sTex0("tex0");
static LLStaticHashedString sTex1("tex1");
static LLStaticHashedString sGlowMap("glowMap");
static LLStaticHashedString sScreenMap("screenMap");
// Lots of STL stuff in here, using namespace std to keep things more readable
using std::vector;
using std::pair;
using std::make_pair;
using std::string;
BOOL LLViewerShaderMgr::sInitialized = FALSE;
bool LLViewerShaderMgr::sSkipReload = false;
LLVector4 gShinyOrigin;
// WindLight shader handles
// Make sure WL Sky is the first program
LLGLSLShader gWLSkyProgram(LLViewerShaderMgr::SHADER_WINDLIGHT);
LLGLSLShader gWLCloudProgram(LLViewerShaderMgr::SHADER_WINDLIGHT);
//transform shaders
LLGLSLShader gTransformPositionProgram(LLViewerShaderMgr::SHADER_TRANSFORM);
LLGLSLShader gTransformTexCoordProgram(LLViewerShaderMgr::SHADER_TRANSFORM);
LLGLSLShader gTransformNormalProgram(LLViewerShaderMgr::SHADER_TRANSFORM);
LLGLSLShader gTransformColorProgram(LLViewerShaderMgr::SHADER_TRANSFORM);
LLGLSLShader gTransformTangentProgram(LLViewerShaderMgr::SHADER_TRANSFORM);
//utility shaders
LLGLSLShader gOcclusionProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gOcclusionCubeProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gCustomAlphaProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gGlowCombineProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gSplatTextureRectProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gGlowCombineFXAAProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gTwoTextureAddProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gOneTextureNoColorProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gDebugProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gClipProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gDownsampleDepthProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gDownsampleDepthRectProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gAlphaMaskProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gUIProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gSolidColorProgram(LLViewerShaderMgr::SHADER_INTERFACE);
//object shaders
LLGLSLShaderArray<LLViewerShaderMgr::SHADER_OBJECT> gObjectSimpleProgram[1<<SHD_COUNT];
LLGLSLShaderArray<LLViewerShaderMgr::SHADER_OBJECT> gObjectFullbrightProgram[1<<SHD_COUNT];
LLGLSLShaderArray<LLViewerShaderMgr::SHADER_OBJECT> gObjectEmissiveProgram[1<<SHD_SHINY_BIT];
LLGLSLShader gObjectPreviewProgram(LLViewerShaderMgr::SHADER_OBJECT);
LLGLSLShader gObjectBumpProgram(LLViewerShaderMgr::SHADER_OBJECT);
LLGLSLShader gTreeProgram(LLViewerShaderMgr::SHADER_OBJECT);
LLGLSLShader gTreeWaterProgram(LLViewerShaderMgr::SHADER_OBJECT);
LLGLSLShader gObjectFullbrightNoColorProgram(LLViewerShaderMgr::SHADER_OBJECT);
LLGLSLShader gObjectFullbrightNoColorWaterProgram(LLViewerShaderMgr::SHADER_OBJECT);
LLGLSLShader gObjectSimpleNonIndexedTexGenProgram(LLViewerShaderMgr::SHADER_OBJECT);
LLGLSLShader gObjectSimpleNonIndexedTexGenWaterProgram(LLViewerShaderMgr::SHADER_OBJECT);
LLGLSLShader gObjectAlphaMaskNoColorProgram(LLViewerShaderMgr::SHADER_OBJECT);
LLGLSLShader gObjectAlphaMaskNoColorWaterProgram(LLViewerShaderMgr::SHADER_OBJECT);
//environment shaders
LLGLSLShader gTerrainProgram(LLViewerShaderMgr::SHADER_ENVIRONMENT);
LLGLSLShader gTerrainWaterProgram(LLViewerShaderMgr::SHADER_WATER); //note, water.
LLGLSLShader gWaterProgram(LLViewerShaderMgr::SHADER_WATER);
LLGLSLShader gUnderWaterProgram(LLViewerShaderMgr::SHADER_WATER);
//interface shaders
LLGLSLShader gHighlightProgram(LLViewerShaderMgr::SHADER_INTERFACE); //Not in mShaderList
LLGLSLShader gHighlightNormalProgram(LLViewerShaderMgr::SHADER_INTERFACE);
LLGLSLShader gHighlightSpecularProgram(LLViewerShaderMgr::SHADER_INTERFACE);
//avatar shader handles
LLGLSLShader gAvatarProgram(LLViewerShaderMgr::SHADER_AVATAR);
LLGLSLShader gAvatarWaterProgram(LLViewerShaderMgr::SHADER_AVATAR);
LLGLSLShader gAvatarEyeballProgram(LLViewerShaderMgr::SHADER_AVATAR);
LLGLSLShader gAvatarPickProgram(LLViewerShaderMgr::SHADER_AVATAR); //Not in mShaderList
LLGLSLShader gImpostorProgram(LLViewerShaderMgr::SHADER_OBJECT);
// Effects Shaders
LLGLSLShader gGlowProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not in mShaderList
LLGLSLShader gGlowExtractProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not in mShaderList
LLGLSLShader gPostColorFilterProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not in mShaderList
LLGLSLShader gPostNightVisionProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not in mShaderList
LLGLSLShader gPostGaussianBlurProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not in mShaderList
LLGLSLShader gPostPosterizeProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not in mShaderList
LLGLSLShader gPostMotionBlurProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not in mShaderList
LLGLSLShader gPostVignetteProgram(LLViewerShaderMgr::SHADER_EFFECT); //Not in mShaderList
// Deferred rendering shaders
LLGLSLShader gDeferredImpostorProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredWaterProgram(LLViewerShaderMgr::SHADER_DEFERRED); //calculatesAtmospherics
LLGLSLShader gDeferredUnderWaterProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredDiffuseProgram(LLViewerShaderMgr::SHADER_DEFERRED);//Not in mShaderList
LLGLSLShader gDeferredDiffuseAlphaMaskProgram(LLViewerShaderMgr::SHADER_DEFERRED);
//LLGLSLShader gDeferredNonIndexedDiffuseProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredSkinnedDiffuseProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredSkinnedBumpProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredSkinnedAlphaProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredBumpProgram(LLViewerShaderMgr::SHADER_DEFERRED); //Not in mShaderList
LLGLSLShader gDeferredTerrainProgram(LLViewerShaderMgr::SHADER_DEFERRED);//Not in mShaderList
LLGLSLShader gDeferredTreeProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredTreeShadowProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredAvatarProgram(LLViewerShaderMgr::SHADER_DEFERRED); //Not in mShaderList
LLGLSLShader gDeferredAvatarAlphaProgram(LLViewerShaderMgr::SHADER_DEFERRED); //calculatesAtmospherics
LLGLSLShader gDeferredLightProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShaderArray<LLViewerShaderMgr::SHADER_DEFERRED> gDeferredMultiLightProgram[16];
LLGLSLShader gDeferredSpotLightProgram(LLViewerShaderMgr::SHADER_DEFERRED); //Not in mShaderList
LLGLSLShader gDeferredMultiSpotLightProgram(LLViewerShaderMgr::SHADER_DEFERRED); //Not in mShaderList
LLGLSLShader gDeferredSSAOProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredDownsampleDepthNearestProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredSunProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredBlurLightProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredSoftenProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredSoftenWaterProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredShadowProgram(LLViewerShaderMgr::SHADER_DEFERRED); //Not in mShaderList
LLGLSLShader gDeferredShadowCubeProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredShadowAlphaMaskProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredAvatarShadowProgram(LLViewerShaderMgr::SHADER_DEFERRED);//Not in mShaderList
LLGLSLShader gDeferredAttachmentShadowProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredAlphaProgram(LLViewerShaderMgr::SHADER_DEFERRED); //calculatesAtmospherics
LLGLSLShader gDeferredAlphaImpostorProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredAlphaWaterProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredFullbrightProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredFullbrightAlphaMaskProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredFullbrightWaterProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredFullbrightAlphaMaskWaterProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredEmissiveProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredPostProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredCoFProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredDoFCombineProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredPostGammaCorrectProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gFXAAProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredPostNoDoFProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredWLSkyProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredWLCloudProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredStarProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredFullbrightShinyProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredSkinnedFullbrightShinyProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gDeferredSkinnedFullbrightProgram(LLViewerShaderMgr::SHADER_DEFERRED);
LLGLSLShader gNormalMapGenProgram(LLViewerShaderMgr::SHADER_DEFERRED);
// Deferred materials shaders
LLGLSLShaderArray<LLViewerShaderMgr::SHADER_DEFERRED> gDeferredMaterialProgram[LLMaterial::SHADER_COUNT*2];
LLGLSLShaderArray<LLViewerShaderMgr::SHADER_DEFERRED> gDeferredMaterialWaterProgram[LLMaterial::SHADER_COUNT*2];
LLViewerShaderMgr::LLViewerShaderMgr() :
mVertexShaderLevel(SHADER_COUNT, 0),
mMaxAvatarShaderLevel(0)
{}
LLViewerShaderMgr::~LLViewerShaderMgr()
{
mVertexShaderLevel.clear();
}
// static
LLViewerShaderMgr * LLViewerShaderMgr::instance()
{
if(NULL == sInstance)
{
sInstance = new LLViewerShaderMgr();
}
return static_cast<LLViewerShaderMgr*>(sInstance);
}
void LLViewerShaderMgr::initAttribsAndUniforms(void)
{
if (mReservedAttribs.empty())
{
LLShaderMgr::initAttribsAndUniforms();
}
}
//============================================================================
// Set Levels
S32 LLViewerShaderMgr::getVertexShaderLevel(S32 type)
{
return LLPipeline::sDisableShaders ? 0 : mVertexShaderLevel[type];
}
//============================================================================
// Shader Management
void LLViewerShaderMgr::setShaders()
{
//setShaders might be called redundantly by gSavedSettings, so return on reentrance
static bool reentrance = false;
if (!gPipeline.mInitialized || !sInitialized || reentrance || sSkipReload)
{
return;
}
LLGLSLShader::sIndexedTextureChannels = llmax(llmin(gGLManager.mNumTextureImageUnits, (S32) gSavedSettings.getU32("RenderMaxTextureIndex")), 1);
static const LLCachedControl<bool> no_texture_indexing("ShyotlUseLegacyTextureBatching",false);
if(no_texture_indexing)
LLGLSLShader::sIndexedTextureChannels = 1;
//NEVER use more than 16 texture channels (work around for prevalent driver bug)
LLGLSLShader::sIndexedTextureChannels = llmin(LLGLSLShader::sIndexedTextureChannels, 16);
if (gGLManager.mGLSLVersionMajor < 1 ||
(gGLManager.mGLSLVersionMajor == 1 && gGLManager.mGLSLVersionMinor <= 20))
{ //NEVER use indexed texture rendering when GLSL version is 1.20 or earlier
LLGLSLShader::sIndexedTextureChannels = 1;
}
reentrance = true;
if (LLRender::sGLCoreProfile)
{
if (!gSavedSettings.getBOOL("VertexShaderEnable"))
{ //vertex shaders MUST be enabled to use core profile
gSavedSettings.setBOOL("VertexShaderEnable", TRUE);
}
}
initAttribsAndUniforms();
gPipeline.releaseGLBuffers();
if (gSavedSettings.getBOOL("VertexShaderEnable"))
{
LLPipeline::sWaterReflections = gGLManager.mHasCubeMap;
LLPipeline::sRenderGlow = gSavedSettings.getBOOL("RenderGlow");
LLPipeline::updateRenderDeferred();
}
else
{
LLPipeline::sRenderGlow = FALSE;
LLPipeline::sWaterReflections = FALSE;
}
//hack to reset buffers that change behavior with shaders
gPipeline.resetVertexBuffers();
if (gViewerWindow)
{
gViewerWindow->setCursor(UI_CURSOR_WAIT);
}
// Lighting
gPipeline.setLightingDetail(-1);
// Shaders
LL_INFOS("ShaderLoading") << "\n~~~~~~~~~~~~~~~~~~\n Loading Shaders:\n~~~~~~~~~~~~~~~~~~" << LL_ENDL;
LL_INFOS("ShaderLoading") << llformat("Using GLSL %d.%d", gGLManager.mGLSLVersionMajor, gGLManager.mGLSLVersionMinor) << llendl;
for (S32 i = 0; i < SHADER_COUNT; i++)
{
mVertexShaderLevel[i] = 0;
}
mMaxAvatarShaderLevel = 0;
LLGLSLShader::sNoFixedFunction = false;
LLVertexBuffer::unbind();
if (LLFeatureManager::getInstance()->isFeatureAvailable("VertexShaderEnable")
&& (gGLManager.mGLSLVersionMajor > 1 || gGLManager.mGLSLVersionMinor >= 10)
&& gSavedSettings.getBOOL("VertexShaderEnable"))
{
//using shaders, disable fixed function
LLGLSLShader::sNoFixedFunction = true;
S32 light_class = 2;
S32 env_class = 2;
S32 obj_class = 2;
S32 effect_class = 2;
S32 wl_class = 2;
S32 water_class = 2;
S32 deferred_class = 0;
S32 transform_class = gGLManager.mHasTransformFeedback ? 1 : 0;
static LLCachedControl<bool> use_transform_feedback(gSavedSettings, "RenderUseTransformFeedback");
if (!use_transform_feedback)
{
transform_class = 0;
}
if (LLFeatureManager::getInstance()->isFeatureAvailable("RenderDeferred") &&
gSavedSettings.getBOOL("RenderDeferred") &&
gSavedSettings.getBOOL("RenderAvatarVP") &&
gSavedSettings.getBOOL("WindLightUseAtmosShaders"))
{
if (gSavedSettings.getS32("RenderShadowDetail") > 0)
{ //shadows
deferred_class = 2;
}
else
{ //no shadows
deferred_class = 1;
}
//make sure hardware skinning is enabled
//gSavedSettings.setBOOL("RenderAvatarVP", TRUE);
//make sure atmospheric shaders are enabled
//gSavedSettings.setBOOL("WindLightUseAtmosShaders", TRUE);
}
if (!(LLFeatureManager::getInstance()->isFeatureAvailable("WindLightUseAtmosShaders")
&& gSavedSettings.getBOOL("WindLightUseAtmosShaders")))
{
// user has disabled WindLight in their settings, downgrade
// windlight shaders to stub versions.
wl_class = 1;
}
// Trigger a full rebuild of the fallback skybox / cubemap if we've toggled windlight shaders
if (mVertexShaderLevel[SHADER_WINDLIGHT] != wl_class && gSky.mVOSkyp.notNull())
{
gSky.mVOSkyp->forceSkyUpdate();
}
// Load lighting shaders
mVertexShaderLevel[SHADER_LIGHTING] = light_class;
mVertexShaderLevel[SHADER_INTERFACE] = light_class;
mVertexShaderLevel[SHADER_ENVIRONMENT] = env_class;
mVertexShaderLevel[SHADER_WATER] = water_class;
mVertexShaderLevel[SHADER_OBJECT] = obj_class;
mVertexShaderLevel[SHADER_EFFECT] = effect_class;
mVertexShaderLevel[SHADER_WINDLIGHT] = wl_class;
mVertexShaderLevel[SHADER_DEFERRED] = deferred_class;
mVertexShaderLevel[SHADER_TRANSFORM] = transform_class;
BOOL loaded = loadBasicShaders();
if (loaded)
{
gPipeline.mVertexShadersEnabled = TRUE;
gPipeline.mVertexShadersLoaded = 1;
// Load all shaders to set max levels
loaded = loadShadersEnvironment();
if (loaded)
{
loaded = loadShadersWater();
}
if (loaded)
{
loaded = loadShadersWindLight();
}
if (loaded)
{
loaded = loadShadersEffects();
}
if (loaded)
{
loaded = loadShadersInterface();
}
if (loaded)
{
loaded = loadTransformShaders();
if(!loaded) //Failed to load. Just wipe all transformfeedback shaders and continue like nothing happened.
{
mVertexShaderLevel[SHADER_TRANSFORM] = 0;
unloadShaderClass(SHADER_TRANSFORM);
loaded = true;
}
}
if (loaded)
{
// Load max avatar shaders to set the max level
mVertexShaderLevel[SHADER_AVATAR] = 3;
mMaxAvatarShaderLevel = 3;
if (LLFeatureManager::getInstance()->isFeatureAvailable("RenderAvatarVP") && gSavedSettings.getBOOL("RenderAvatarVP") && loadShadersObject())
{ //hardware skinning is enabled and rigged attachment shaders loaded correctly
BOOL avatar_cloth = gSavedSettings.getBOOL("RenderAvatarCloth");
S32 avatar_class = 1;
// cloth is a class3 shader
if(avatar_cloth)
{
avatar_class = 3;
}
// Set the actual level
mVertexShaderLevel[SHADER_AVATAR] = avatar_class;
loadShadersAvatar();
if (mVertexShaderLevel[SHADER_AVATAR] != avatar_class)
{
if (mVertexShaderLevel[SHADER_AVATAR] == 0)
{
gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
}
if(llmax(mVertexShaderLevel[SHADER_AVATAR]-1,0) >= 3)
{
avatar_cloth = true;
}
else
{
avatar_cloth = false;
}
gSavedSettings.setBOOL("RenderAvatarCloth", avatar_cloth);
}
}
else
{ //hardware skinning not possible, neither is deferred rendering
mVertexShaderLevel[SHADER_AVATAR] = 0;
mVertexShaderLevel[SHADER_DEFERRED] = 0;
if (gSavedSettings.getBOOL("RenderAvatarVP"))
{
gSavedSettings.setBOOL("RenderDeferred", FALSE);
gSavedSettings.setBOOL("RenderAvatarCloth", FALSE);
gSavedSettings.setBOOL("RenderAvatarVP", FALSE);
}
loadShadersAvatar(); // unloads
loaded = loadShadersObject();
}
}
if (!loaded)
{ //some shader absolutely could not load, try to fall back to a simpler setting
if (gSavedSettings.getBOOL("WindLightUseAtmosShaders"))
{ //disable windlight and try again
gSavedSettings.setBOOL("WindLightUseAtmosShaders", FALSE);
reentrance = false;
setShaders();
return;
}
if (gSavedSettings.getBOOL("VertexShaderEnable"))
{ //disable shaders outright and try again
gSavedSettings.setBOOL("VertexShaderEnable", FALSE);
reentrance = false;
setShaders();
return;
}
}
if (loaded && !loadShadersDeferred())
{ //everything else succeeded but deferred failed, disable deferred and try again
gSavedSettings.setBOOL("RenderDeferred", FALSE);
reentrance = false;
setShaders();
return;
}
}
else
{
LLGLSLShader::sNoFixedFunction = false;
LLGLSLShader::sIndexedTextureChannels = 1;
gPipeline.mVertexShadersEnabled = FALSE;
gPipeline.mVertexShadersLoaded = 0;
for (S32 i = 0; i < SHADER_COUNT; i++)
mVertexShaderLevel[i] = 0;
}
//Flag base shader objects for deletion
//Don't worry-- they won't be deleted until no programs refrence them.
std::multimap<std::string, LLShaderMgr::CachedObjectInfo >::iterator it = mShaderObjects.begin();
for(; it!=mShaderObjects.end();++it)
if(it->second.mHandle)
glDeleteObjectARB(it->second.mHandle);
mShaderObjects.clear();
}
else
{
LLGLSLShader::sNoFixedFunction = false;
LLGLSLShader::sIndexedTextureChannels = 1;
gPipeline.mVertexShadersEnabled = FALSE;
gPipeline.mVertexShadersLoaded = 0;
for (S32 i = 0; i < SHADER_COUNT; i++)
mVertexShaderLevel[i] = 0;
}
if (gViewerWindow)
{
gViewerWindow->setCursor(UI_CURSOR_ARROW);
}
LLWaterParamManager::getInstance()->updateShaderLinks();
LLWLParamManager::getInstance()->updateShaderLinks();
gPipeline.refreshCachedSettings();
gPipeline.createGLBuffers();
reentrance = false;
}
void LLViewerShaderMgr::unloadShaders()
{
//Instead of manually unloading, shaders are now automatically accumulated in a list.
//Simply iterate and unload.
std::vector<LLGLSLShader *> &shader_list = LLShaderMgr::getGlobalShaderList();
for(std::vector<LLGLSLShader *>::iterator it=shader_list.begin();it!=shader_list.end();++it)
(*it)->unload();
for (S32 i = 0; i < SHADER_COUNT; i++)
mVertexShaderLevel[i] = 0;
gPipeline.mVertexShadersLoaded = 0;
}
BOOL LLViewerShaderMgr::loadBasicShaders()
{
// Load basic dependency shaders first
// All of these have to load for any shaders to function
S32 sum_lights_class = 3;
// class one cards will get the lower sum lights
// class zero we're not going to think about
// since a class zero card COULD be a ridiculous new card
// and old cards should have the features masked
if(LLFeatureManager::getInstance()->getGPUClass() == GPU_CLASS_1)
{
sum_lights_class = 2;
}
// If we have sun and moon only checked, then only sum those lights.
if (gPipeline.getLightingDetail() == 0)
{
sum_lights_class = 1;
}
#if LL_DARWIN
// Work around driver crashes on older Macs when using deferred rendering
// NORSPEC-59
//
if (gGLManager.mIsMobileGF)
sum_lights_class = 3;
#endif
// Use the feature table to mask out the max light level to use. Also make sure it's at least 1.
S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel");
sum_lights_class = llclamp(sum_lights_class, 1, max_light_class);
// Load the Basic Vertex Shaders at the appropriate level.
// (in order of shader function call depth for reference purposes, deepest level first)
vector< pair<string, S32> > shaders;
shaders.push_back( make_pair( "windlight/atmosphericsVarsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "windlight/atmosphericsHelpersV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "lighting/lightFuncV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsV.glsl", sum_lights_class ) );
shaders.push_back( make_pair( "lighting/lightV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/lightFuncSpecularV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "lighting/sumLightsSpecularV.glsl", sum_lights_class ) );
shaders.push_back( make_pair( "lighting/lightSpecularV.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
shaders.push_back( make_pair( "windlight/atmosphericsV.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
shaders.push_back( make_pair( "avatar/avatarSkinV.glsl", 1 ) );
shaders.push_back( make_pair( "avatar/objectSkinV.glsl", 1 ) );
if (gGLManager.mGLSLVersionMajor >= 2 || gGLManager.mGLSLVersionMinor >= 30)
{
shaders.push_back( make_pair( "objects/indexedTextureV.glsl", 1 ) );
}
shaders.push_back( make_pair( "objects/nonindexedTextureV.glsl", 1 ) );
// We no longer have to bind the shaders to global glhandles, they are automatically added to a map now.
for (U32 i = 0; i < shaders.size(); i++)
{
// Note usage of GL_VERTEX_SHADER_ARB
if (loadShaderFile(shaders[i].first, shaders[i].second, GL_VERTEX_SHADER_ARB) == 0)
{
return FALSE;
}
}
// Load the Basic Fragment Shaders at the appropriate level.
// (in order of shader function call depth for reference purposes, deepest level first)
shaders.clear();
S32 ch = llmax(LLGLSLShader::sIndexedTextureChannels-1, 1);
std::vector<S32> index_channels;
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsVarsWaterF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/gammaF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT]) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/atmosphericsF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "windlight/transportF.glsl", mVertexShaderLevel[SHADER_WINDLIGHT] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "environment/waterFogF.glsl", mVertexShaderLevel[SHADER_WATER] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightAlphaMaskNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightNonIndexedAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(-1); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterNonIndexedF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightWaterAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightWaterAlphaMaskF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
index_channels.push_back(ch); shaders.push_back( make_pair( "lighting/lightFullbrightShinyWaterF.glsl", mVertexShaderLevel[SHADER_LIGHTING] ) );
for (U32 i = 0; i < shaders.size(); i++)
{
// Note usage of GL_FRAGMENT_SHADER_ARB
if (loadShaderFile(shaders[i].first, shaders[i].second, GL_FRAGMENT_SHADER_ARB, NULL, index_channels[i]) == 0)
{
return FALSE;
}
}
return TRUE;
}
BOOL LLViewerShaderMgr::loadShadersEnvironment()
{
BOOL success = TRUE;
if (mVertexShaderLevel[SHADER_ENVIRONMENT] == 0)
{
unloadShaderClass(SHADER_ENVIRONMENT);
return TRUE;
}
if (success)
{
gTerrainProgram.mName = "Terrain Shader";
gTerrainProgram.mFeatures.calculatesLighting = true;
gTerrainProgram.mFeatures.calculatesAtmospherics = true;
gTerrainProgram.mFeatures.hasAtmospherics = true;
gTerrainProgram.mFeatures.mIndexedTextureChannels = 0;
gTerrainProgram.mFeatures.disableTextureIndex = true;
gTerrainProgram.mFeatures.hasGamma = true;
gTerrainProgram.mShaderFiles.clear();
gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gTerrainProgram.mShaderFiles.push_back(make_pair("environment/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
gTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT];
success = gTerrainProgram.createShader(NULL, NULL);
}
if (!success)
{
mVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
return FALSE;
}
LLWorld::getInstance()->updateWaterObjects();
return TRUE;
}
BOOL LLViewerShaderMgr::loadShadersWater()
{
BOOL success = TRUE;
BOOL terrainWaterSuccess = TRUE;
if (mVertexShaderLevel[SHADER_WATER] == 0)
{
unloadShaderClass(SHADER_WATER);
return TRUE;
}
if (success)
{
// load water shader
gWaterProgram.mName = "Water Shader";
gWaterProgram.mFeatures.calculatesAtmospherics = true;
gWaterProgram.mFeatures.hasGamma = true;
gWaterProgram.mFeatures.hasTransport = true;
gWaterProgram.mShaderFiles.clear();
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB));
gWaterProgram.mShaderFiles.push_back(make_pair("environment/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
gWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER];
success = gWaterProgram.createShader(NULL, NULL);
}
if (success)
{
//load under water vertex shader
gUnderWaterProgram.mName = "Underwater Shader";
gUnderWaterProgram.mFeatures.calculatesAtmospherics = true;
gUnderWaterProgram.mShaderFiles.clear();
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/waterV.glsl", GL_VERTEX_SHADER_ARB));
gUnderWaterProgram.mShaderFiles.push_back(make_pair("environment/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_WATER];
gUnderWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gUnderWaterProgram.createShader(NULL, NULL);
}
if (success)
{
//load terrain water shader
gTerrainWaterProgram.mName = "Terrain Water Shader";
gTerrainWaterProgram.mFeatures.calculatesLighting = true;
gTerrainWaterProgram.mFeatures.calculatesAtmospherics = true;
gTerrainWaterProgram.mFeatures.hasAtmospherics = true;
gTerrainWaterProgram.mFeatures.hasWaterFog = true;
gTerrainWaterProgram.mFeatures.mIndexedTextureChannels = 0;
gTerrainWaterProgram.mFeatures.disableTextureIndex = true;
gTerrainWaterProgram.mShaderFiles.clear();
gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gTerrainWaterProgram.mShaderFiles.push_back(make_pair("environment/terrainWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gTerrainWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_ENVIRONMENT];
gTerrainWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
terrainWaterSuccess = gTerrainWaterProgram.createShader(NULL, NULL);
}
/// Keep track of water shader levels
if (gWaterProgram.mShaderLevel != mVertexShaderLevel[SHADER_WATER]
|| gUnderWaterProgram.mShaderLevel != mVertexShaderLevel[SHADER_WATER])
{
mVertexShaderLevel[SHADER_WATER] = llmin(gWaterProgram.mShaderLevel, gUnderWaterProgram.mShaderLevel);
}
if (!success)
{
mVertexShaderLevel[SHADER_WATER] = 0;
return FALSE;
}
// if we failed to load the terrain water shaders and we need them (using class2 water),
// then drop down to class1 water.
if (mVertexShaderLevel[SHADER_WATER] > 1 && !terrainWaterSuccess)
{
mVertexShaderLevel[SHADER_WATER]--;
return loadShadersWater();
}
LLWorld::getInstance()->updateWaterObjects();
return TRUE;
}
BOOL LLViewerShaderMgr::loadShadersEffects()
{
BOOL success = TRUE;
if (mVertexShaderLevel[SHADER_EFFECT] == 0)
{
unloadShaderClass(SHADER_EFFECT);
return TRUE;
}
if(LLPipeline::sRenderGlow)
{
if (success)
{
gGlowProgram.mName = "Glow Shader (Post)";
gGlowProgram.mShaderFiles.clear();
gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowV.glsl", GL_VERTEX_SHADER_ARB));
gGlowProgram.mShaderFiles.push_back(make_pair("effects/glowF.glsl", GL_FRAGMENT_SHADER_ARB));
gGlowProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
success = gGlowProgram.createShader(NULL, NULL);
LLPipeline::sRenderGlow = success;
}
if (success)
{
gGlowExtractProgram.mName = "Glow Extract Shader (Post)";
gGlowExtractProgram.mShaderFiles.clear();
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractV.glsl", GL_VERTEX_SHADER_ARB));
gGlowExtractProgram.mShaderFiles.push_back(make_pair("effects/glowExtractF.glsl", GL_FRAGMENT_SHADER_ARB));
gGlowExtractProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
success = gGlowExtractProgram.createShader(NULL, NULL);
LLPipeline::sRenderGlow = success;
}
}
#if 1
// disabling loading of postprocess shaders until we fix
// ATI sampler2DRect compatibility.
//load Color Filter Shader
//if (success)
{
static std::vector<LLStaticHashedString> shaderUniforms;
if(shaderUniforms.empty())
{
shaderUniforms.reserve(6);
shaderUniforms.push_back(LLStaticHashedString("gamma"));
shaderUniforms.push_back(LLStaticHashedString("brightness"));
shaderUniforms.push_back(LLStaticHashedString("contrast"));
shaderUniforms.push_back(LLStaticHashedString("contrastBase"));
shaderUniforms.push_back(LLStaticHashedString("saturation"));
}
gPostColorFilterProgram.mName = "Color Filter Shader (Post)";
gPostColorFilterProgram.mShaderFiles.clear();
gPostColorFilterProgram.mShaderFiles.push_back(make_pair("effects/colorFilterF.glsl", GL_FRAGMENT_SHADER_ARB));
gPostColorFilterProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
gPostColorFilterProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
if(gPostColorFilterProgram.createShader(NULL, &shaderUniforms))
{
gPostColorFilterProgram.bind();
gPostColorFilterProgram.uniform1i(sTex0, 0);
}
}
//load Night Vision Shader
//if (success)
{
static std::vector<LLStaticHashedString> shaderUniforms;
if(shaderUniforms.empty())
{
shaderUniforms.reserve(3);
shaderUniforms.push_back(LLStaticHashedString("brightMult"));
shaderUniforms.push_back(LLStaticHashedString("noiseStrength"));
}
gPostNightVisionProgram.mName = "Night Vision Shader (Post)";
gPostNightVisionProgram.mShaderFiles.clear();
gPostNightVisionProgram.mShaderFiles.push_back(make_pair("effects/nightVisionF.glsl", GL_FRAGMENT_SHADER_ARB));
gPostNightVisionProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddV.glsl", GL_VERTEX_SHADER_ARB));
gPostNightVisionProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
if(gPostNightVisionProgram.createShader(NULL, &shaderUniforms))
{
gPostNightVisionProgram.bind();
gPostNightVisionProgram.uniform1i(sTex0, 0);
gPostNightVisionProgram.uniform1i(sTex1, 1);
}
}
//if (success)
{
static std::vector<LLStaticHashedString> shaderUniforms;
if(shaderUniforms.empty())
{
shaderUniforms.reserve(1);
shaderUniforms.push_back(LLStaticHashedString("horizontalPass"));
}
gPostGaussianBlurProgram.mName = "Gaussian Blur Shader (Post)";
gPostGaussianBlurProgram.mShaderFiles.clear();
gPostGaussianBlurProgram.mShaderFiles.push_back(make_pair("effects/gaussBlurF.glsl", GL_FRAGMENT_SHADER_ARB));
gPostGaussianBlurProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
gPostGaussianBlurProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
if(gPostGaussianBlurProgram.createShader(NULL, &shaderUniforms))
{
gPostGaussianBlurProgram.bind();
gPostGaussianBlurProgram.uniform1i(sTex0, 0);
}
}
{
static std::vector<LLStaticHashedString> shaderUniforms;
if(shaderUniforms.empty())
{
shaderUniforms.reserve(1);
shaderUniforms.push_back(LLStaticHashedString("layerCount"));
}
gPostPosterizeProgram.mName = "Posterize Shader (Post)";
gPostPosterizeProgram.mShaderFiles.clear();
gPostPosterizeProgram.mShaderFiles.push_back(make_pair("effects/PosterizeF.glsl", GL_FRAGMENT_SHADER_ARB));
gPostPosterizeProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
gPostPosterizeProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
if(gPostPosterizeProgram.createShader(NULL, &shaderUniforms))
{
gPostPosterizeProgram.bind();
gPostPosterizeProgram.uniform1i(sTex0, 0);
}
}
{
static std::vector<LLStaticHashedString> shaderUniforms;
if(shaderUniforms.empty())
{
shaderUniforms.reserve(3);
shaderUniforms.push_back(LLStaticHashedString("inv_proj"));
shaderUniforms.push_back(LLStaticHashedString("prev_proj"));
shaderUniforms.push_back(LLStaticHashedString("screen_res"));
}
gPostMotionBlurProgram.mName = "Motion Blur Shader (Post)";
gPostMotionBlurProgram.mShaderFiles.clear();
gPostMotionBlurProgram.mShaderFiles.push_back(make_pair("effects/MotionBlurF.glsl", GL_FRAGMENT_SHADER_ARB));
gPostMotionBlurProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
gPostMotionBlurProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
if(gPostMotionBlurProgram.createShader(NULL, &shaderUniforms))
{
gPostMotionBlurProgram.bind();
gPostMotionBlurProgram.uniform1i(sTex0, 0);
gPostMotionBlurProgram.uniform1i(sTex1, 1);
}
}
{
static std::vector<LLStaticHashedString> shaderUniforms;
if(shaderUniforms.empty())
{
shaderUniforms.reserve(3);
shaderUniforms.push_back(LLStaticHashedString("vignette_darkness"));
shaderUniforms.push_back(LLStaticHashedString("vignette_radius"));
shaderUniforms.push_back(LLStaticHashedString("screen_res"));
}
gPostVignetteProgram.mName = "Vignette Shader (Post)";
gPostVignetteProgram.mShaderFiles.clear();
gPostVignetteProgram.mShaderFiles.push_back(make_pair("effects/VignetteF.glsl", GL_FRAGMENT_SHADER_ARB));
gPostVignetteProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
gPostVignetteProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
if(gPostVignetteProgram.createShader(NULL, &shaderUniforms))
{
gPostVignetteProgram.bind();
gPostVignetteProgram.uniform1i(sTex0, 0);
}
}
#endif
return success;
}
BOOL LLViewerShaderMgr::loadShadersDeferred()
{
if (mVertexShaderLevel[SHADER_DEFERRED] == 0)
{
unloadShaderClass(SHADER_DEFERRED);
return TRUE;
}
BOOL success = TRUE;
if (success)
{
gDeferredDiffuseProgram.mName = "Deferred Diffuse Shader";
gDeferredDiffuseProgram.mShaderFiles.clear();
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredDiffuseProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Alpha Mask Shader";
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.clear();
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskIndexedF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredDiffuseAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDiffuseAlphaMaskProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredNonIndexedDiffuseAlphaMaskProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Colored Shader";
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.clear();
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredNonIndexedDiffuseAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredNonIndexedDiffuseAlphaMaskProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mName = "Deferred Diffuse Non-Indexed Alpha Mask Shader";
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.clear();
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("deferred/diffuseAlphaMaskNoColorF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredNonIndexedDiffuseAlphaMaskNoColorProgram.createShader(NULL, NULL);
}
/*if (success)
{
gDeferredNonIndexedDiffuseProgram.mName = "Non Indexed Deferred Diffuse Shader";
gDeferredNonIndexedDiffuseProgram.mShaderFiles.clear();
gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredNonIndexedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredNonIndexedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredNonIndexedDiffuseProgram.createShader(NULL, NULL);
}*/
if (success)
{
gDeferredSkinnedDiffuseProgram.mName = "Deferred Skinned Diffuse Shader";
gDeferredSkinnedDiffuseProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedDiffuseProgram.mShaderFiles.clear();
gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedDiffuseProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredSkinnedDiffuseProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredSkinnedBumpProgram.mName = "Deferred Skinned Bump Shader";
gDeferredSkinnedBumpProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedBumpProgram.mShaderFiles.clear();
gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredSkinnedBumpProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredSkinnedAlphaProgram.mName = "Deferred Skinned Alpha Shader";
gDeferredSkinnedAlphaProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = false;
gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = false;
gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredSkinnedAlphaProgram.mFeatures.disableTextureIndex = true;
gDeferredSkinnedAlphaProgram.mShaderFiles.clear();
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
// Hack to include uniforms for lighting without linking in lighting file
gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = true;
gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = true;
}
if (success)
{
gDeferredBumpProgram.mName = "Deferred Bump Shader";
gDeferredBumpProgram.mShaderFiles.clear();
gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredBumpProgram.mShaderFiles.push_back(make_pair("deferred/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredBumpProgram.createShader(NULL, NULL);
}
gDeferredMaterialProgram[1].mFeatures.hasLighting = false;
gDeferredMaterialProgram[5].mFeatures.hasLighting = false;
gDeferredMaterialProgram[9].mFeatures.hasLighting = false;
gDeferredMaterialProgram[13].mFeatures.hasLighting = false;
gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = false;
for (U32 i = 0; i < LLMaterial::SHADER_COUNT*2; ++i)
{
if (success)
{
gDeferredMaterialProgram[i].mName = llformat("Deferred Material Shader %d", i);
U32 alpha_mode = i & 0x3;
gDeferredMaterialProgram[i].mShaderFiles.clear();
gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMaterialProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredMaterialProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
gDeferredMaterialProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
gDeferredMaterialProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
gDeferredMaterialProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
bool has_skin = i & 0x10;
gDeferredMaterialProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
if (has_skin)
{
gDeferredMaterialProgram[i].mFeatures.hasObjectSkinning = true;
}
success = gDeferredMaterialProgram[i].createShader(NULL, NULL);
}
if (success)
{
gDeferredMaterialWaterProgram[i].mName = llformat("Deferred Underwater Material Shader %d", i);
U32 alpha_mode = i & 0x3;
gDeferredMaterialWaterProgram[i].mShaderFiles.clear();
gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMaterialWaterProgram[i].mShaderFiles.push_back(make_pair("deferred/materialF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMaterialWaterProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredMaterialWaterProgram[i].mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredMaterialWaterProgram[i].addPermutation("HAS_NORMAL_MAP", i & 0x8? "1" : "0");
gDeferredMaterialWaterProgram[i].addPermutation("HAS_SPECULAR_MAP", i & 0x4 ? "1" : "0");
gDeferredMaterialWaterProgram[i].addPermutation("DIFFUSE_ALPHA_MODE", llformat("%d", alpha_mode));
gDeferredMaterialWaterProgram[i].addPermutation("HAS_SUN_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
bool has_skin = i & 0x10;
gDeferredMaterialWaterProgram[i].addPermutation("HAS_SKIN",has_skin ? "1" : "0");
gDeferredMaterialWaterProgram[i].addPermutation("WATER_FOG","1");
if (has_skin)
{
gDeferredMaterialWaterProgram[i].mFeatures.hasObjectSkinning = true;
}
success = gDeferredMaterialWaterProgram[i].createShader(NULL, NULL);//&mWLUniforms);
}
}
gDeferredMaterialProgram[1].mFeatures.hasLighting = true;
gDeferredMaterialProgram[5].mFeatures.hasLighting = true;
gDeferredMaterialProgram[9].mFeatures.hasLighting = true;
gDeferredMaterialProgram[13].mFeatures.hasLighting = true;
gDeferredMaterialProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[1].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[5].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[9].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[13].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[1+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[5+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[9+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
gDeferredMaterialWaterProgram[13+LLMaterial::SHADER_COUNT].mFeatures.hasLighting = true;
if (success)
{
gDeferredTreeProgram.mName = "Deferred Tree Shader";
gDeferredTreeProgram.mShaderFiles.clear();
gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTreeProgram.mShaderFiles.push_back(make_pair("deferred/treeF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredTreeProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredTreeShadowProgram.mName = "Deferred Tree Shadow Shader";
gDeferredTreeShadowProgram.mShaderFiles.clear();
gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTreeShadowProgram.mShaderFiles.push_back(make_pair("deferred/treeShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredTreeShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredTreeShadowProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredImpostorProgram.mName = "Deferred Impostor Shader";
gDeferredImpostorProgram.mShaderFiles.clear();
gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredImpostorProgram.mShaderFiles.push_back(make_pair("deferred/impostorF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredImpostorProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredLightProgram.mName = "Deferred Light Shader";
gDeferredLightProgram.mShaderFiles.clear();
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredLightProgram.createShader(NULL, NULL);
}
for (U32 i = 0; i < LL_DEFERRED_MULTI_LIGHT_COUNT; i++)
{
if (success)
{
gDeferredMultiLightProgram[i].mName = llformat("Deferred MultiLight Shader %d", i);
gDeferredMultiLightProgram[i].mShaderFiles.clear();
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMultiLightProgram[i].mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMultiLightProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredMultiLightProgram[i].addPermutation("LIGHT_COUNT", llformat("%d", i+1));
success = gDeferredMultiLightProgram[i].createShader(NULL, NULL);
}
}
if (success)
{
gDeferredSpotLightProgram.mName = "Deferred SpotLight Shader";
gDeferredSpotLightProgram.mShaderFiles.clear();
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/spotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredSpotLightProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredMultiSpotLightProgram.mName = "Deferred MultiSpotLight Shader";
gDeferredMultiSpotLightProgram.mShaderFiles.clear();
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderFiles.push_back(make_pair("deferred/multiSpotLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredMultiSpotLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredMultiSpotLightProgram.createShader(NULL, NULL);
}
if (success)
{
std::string fragment;
std::string vertex = "deferred/sunLightV.glsl";
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{
fragment = "deferred/sunLightSSAOF.glsl";
}
else
{
fragment = "deferred/sunLightF.glsl";
if (mVertexShaderLevel[SHADER_DEFERRED] == 1)
{ //no shadows, no SSAO, no frag coord
vertex = "deferred/sunLightNoFragCoordV.glsl";
}
}
gDeferredSunProgram.mName = "Deferred Sun Shader";
gDeferredSunProgram.mShaderFiles.clear();
gDeferredSunProgram.mShaderFiles.push_back(make_pair(vertex, GL_VERTEX_SHADER_ARB));
gDeferredSunProgram.mShaderFiles.push_back(make_pair(fragment, GL_FRAGMENT_SHADER_ARB));
gDeferredSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredSunProgram.createShader(NULL, NULL);
}
if(gSavedSettings.getBOOL("RenderDeferredSSAO"))
{
if (success)
{
gDeferredSSAOProgram.mName = "Deferred Ambient Occlusion Shader";
gDeferredSSAOProgram.mShaderFiles.clear();
gDeferredSSAOProgram.mShaderFiles.push_back(make_pair("deferred/sunLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSSAOProgram.mShaderFiles.push_back(make_pair("deferred/SSAOF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSSAOProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredSSAOProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredDownsampleDepthNearestProgram.mName = "Deferred Nearest Downsample Depth Shader";
gDeferredDownsampleDepthNearestProgram.mShaderFiles.clear();
gDeferredDownsampleDepthNearestProgram.mShaderFiles.push_back(make_pair("deferred/sunLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDownsampleDepthNearestProgram.mShaderFiles.push_back(make_pair("deferred/downsampleDepthNearestF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredDownsampleDepthNearestProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDownsampleDepthNearestProgram.createShader(NULL, NULL);
}
}
if (success)
{
gDeferredBlurLightProgram.mName = "Deferred Blur Light Shader";
gDeferredBlurLightProgram.mShaderFiles.clear();
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredBlurLightProgram.mShaderFiles.push_back(make_pair("deferred/blurLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredBlurLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredBlurLightProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredAlphaProgram.mName = "Deferred Alpha Shader";
gDeferredAlphaProgram.mFeatures.calculatesLighting = false;
gDeferredAlphaProgram.mFeatures.hasLighting = false;
gDeferredAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
{
gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
}
else
{ //shave off some texture units for shadow maps
gDeferredAlphaProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
}
gDeferredAlphaProgram.mShaderFiles.clear();
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1");
gDeferredAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaProgram.createShader(NULL, NULL);
// Hack
gDeferredAlphaProgram.mFeatures.calculatesLighting = true;
gDeferredAlphaProgram.mFeatures.hasLighting = true;
}
if (success)
{
gDeferredAlphaImpostorProgram.mName = "Deferred Alpha Shader";
gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = false;
gDeferredAlphaImpostorProgram.mFeatures.hasLighting = false;
gDeferredAlphaImpostorProgram.mFeatures.isAlphaLighting = true;
gDeferredAlphaImpostorProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
{
gDeferredAlphaImpostorProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
}
else
{ //shave off some texture units for shadow maps
gDeferredAlphaImpostorProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
}
gDeferredAlphaImpostorProgram.mShaderFiles.clear();
gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAlphaImpostorProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAlphaImpostorProgram.addPermutation("USE_INDEXED_TEX", "1");
gDeferredAlphaImpostorProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
gDeferredAlphaImpostorProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredAlphaImpostorProgram.addPermutation("FOR_IMPOSTOR", "1");
gDeferredAlphaImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaImpostorProgram.createShader(NULL, NULL);
// Hack
gDeferredAlphaImpostorProgram.mFeatures.calculatesLighting = true;
gDeferredAlphaImpostorProgram.mFeatures.hasLighting = true;
}
if (success)
{
gDeferredAlphaWaterProgram.mName = "Deferred Alpha Underwater Shader";
gDeferredAlphaWaterProgram.mFeatures.calculatesLighting = false;
gDeferredAlphaWaterProgram.mFeatures.hasLighting = false;
gDeferredAlphaWaterProgram.mFeatures.isAlphaLighting = true;
gDeferredAlphaWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
if (mVertexShaderLevel[SHADER_DEFERRED] < 1)
{
gDeferredAlphaWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
}
else
{ //shave off some texture units for shadow maps
gDeferredAlphaWaterProgram.mFeatures.mIndexedTextureChannels = llmax(LLGLSLShader::sIndexedTextureChannels - 6, 1);
}
gDeferredAlphaWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredAlphaWaterProgram.mShaderFiles.clear();
gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAlphaWaterProgram.addPermutation("USE_INDEXED_TEX", "1");
gDeferredAlphaWaterProgram.addPermutation("WATER_FOG", "1");
gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1");
gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
gDeferredAlphaWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAlphaWaterProgram.createShader(NULL, NULL);
// Hack
gDeferredAlphaWaterProgram.mFeatures.calculatesLighting = true;
gDeferredAlphaWaterProgram.mFeatures.hasLighting = true;
}
/*if (success)
{
gDeferredAvatarEyesProgram.mName = "Deferred Avatar Eyes Shader";
gDeferredAvatarEyesProgram.mFeatures.calculatesAtmospherics = true;
gDeferredAvatarEyesProgram.mFeatures.hasGamma = true;
gDeferredAvatarEyesProgram.mFeatures.hasTransport = true;
gDeferredAvatarEyesProgram.mFeatures.disableTextureIndex = true;
gDeferredAvatarEyesProgram.mShaderFiles.clear();
gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/avatarEyesV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarEyesProgram.mShaderFiles.push_back(make_pair("deferred/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarEyesProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarEyesProgram.createShader(NULL, NULL);
}*/
if (success)
{
gDeferredFullbrightProgram.mName = "Deferred Fullbright Shader";
gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightProgram.mFeatures.hasGamma = true;
gDeferredFullbrightProgram.mFeatures.hasTransport = true;
gDeferredFullbrightProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightProgram.mShaderFiles.clear();
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredFullbrightProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredFullbrightAlphaMaskProgram.mName = "Deferred Fullbright Alpha Masking Shader";
gDeferredFullbrightAlphaMaskProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.hasTransport = true;
gDeferredFullbrightAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.clear();
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredFullbrightAlphaMaskProgram.addPermutation("HAS_ALPHA_MASK","1");
gDeferredFullbrightAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredFullbrightAlphaMaskProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredFullbrightWaterProgram.mName = "Deferred Fullbright Underwater Shader";
gDeferredFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightWaterProgram.mFeatures.hasGamma = true;
gDeferredFullbrightWaterProgram.mFeatures.hasTransport = true;
gDeferredFullbrightWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightWaterProgram.mShaderFiles.clear();
gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredFullbrightWaterProgram.addPermutation("WATER_FOG","1");
success = gDeferredFullbrightWaterProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredFullbrightAlphaMaskWaterProgram.mName = "Deferred Fullbright Underwater Alpha Masking Shader";
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasGamma = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.hasTransport = true;
gDeferredFullbrightAlphaMaskWaterProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.clear();
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightAlphaMaskWaterProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredFullbrightAlphaMaskWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredFullbrightAlphaMaskWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("HAS_ALPHA_MASK","1");
gDeferredFullbrightAlphaMaskWaterProgram.addPermutation("WATER_FOG","1");
success = gDeferredFullbrightAlphaMaskWaterProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredFullbrightShinyProgram.mName = "Deferred FullbrightShiny Shader";
gDeferredFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
gDeferredFullbrightShinyProgram.mFeatures.hasGamma = true;
gDeferredFullbrightShinyProgram.mFeatures.hasTransport = true;
gDeferredFullbrightShinyProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels-1;
gDeferredFullbrightShinyProgram.mShaderFiles.clear();
gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredFullbrightShinyProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredSkinnedFullbrightProgram.mName = "Skinned Fullbright Shader";
gDeferredSkinnedFullbrightProgram.mFeatures.calculatesAtmospherics = true;
gDeferredSkinnedFullbrightProgram.mFeatures.hasGamma = true;
gDeferredSkinnedFullbrightProgram.mFeatures.hasTransport = true;
gDeferredSkinnedFullbrightProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedFullbrightProgram.mFeatures.disableTextureIndex = true;
gDeferredSkinnedFullbrightProgram.mShaderFiles.clear();
gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightSkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedFullbrightProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gDeferredSkinnedFullbrightProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredSkinnedFullbrightShinyProgram.mName = "Skinned Fullbright Shiny Shader";
gDeferredSkinnedFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasGamma = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasTransport = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.hasObjectSkinning = true;
gDeferredSkinnedFullbrightShinyProgram.mFeatures.disableTextureIndex = true;
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.clear();
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinySkinnedV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSkinnedFullbrightShinyProgram.mShaderFiles.push_back(make_pair("deferred/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSkinnedFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gDeferredSkinnedFullbrightShinyProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredEmissiveProgram.mName = "Deferred Emissive Shader";
gDeferredEmissiveProgram.mFeatures.calculatesAtmospherics = true;
gDeferredEmissiveProgram.mFeatures.hasGamma = true;
gDeferredEmissiveProgram.mFeatures.hasTransport = true;
gDeferredEmissiveProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredEmissiveProgram.mShaderFiles.clear();
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredEmissiveProgram.mShaderFiles.push_back(make_pair("deferred/emissiveF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredEmissiveProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredEmissiveProgram.createShader(NULL, NULL);
}
if (success)
{
// load water shader
gDeferredWaterProgram.mName = "Deferred Water Shader";
gDeferredWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredWaterProgram.mFeatures.hasGamma = true;
gDeferredWaterProgram.mFeatures.hasTransport = true;
gDeferredWaterProgram.mShaderFiles.clear();
gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredWaterProgram.createShader(NULL, NULL);
}
if (success)
{
// load water shader
gDeferredUnderWaterProgram.mName = "Deferred Under Water Shader";
gDeferredUnderWaterProgram.mFeatures.calculatesAtmospherics = true;
gDeferredUnderWaterProgram.mFeatures.hasGamma = true;
gDeferredUnderWaterProgram.mFeatures.hasTransport = true;
gDeferredUnderWaterProgram.mShaderFiles.clear();
gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/waterV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredUnderWaterProgram.mShaderFiles.push_back(make_pair("deferred/underWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredUnderWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredUnderWaterProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredSoftenProgram.mName = "Deferred Soften Shader";
gDeferredSoftenProgram.mShaderFiles.clear();
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSoftenProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSoftenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
gDeferredSoftenProgram.mShaderLevel = llmax(gDeferredSoftenProgram.mShaderLevel, 2);
}
success = gDeferredSoftenProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredSoftenWaterProgram.mName = "Deferred Soften Underwater Shader";
gDeferredSoftenWaterProgram.mShaderFiles.clear();
gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredSoftenWaterProgram.mShaderFiles.push_back(make_pair("deferred/softenLightF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredSoftenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredSoftenWaterProgram.addPermutation("WATER_FOG", "1");
gDeferredSoftenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
if (gSavedSettings.getBOOL("RenderDeferredSSAO"))
{ //if using SSAO, take screen space light map into account as if shadows are enabled
gDeferredSoftenWaterProgram.mShaderLevel = llmax(gDeferredSoftenWaterProgram.mShaderLevel, 2);
}
success = gDeferredSoftenWaterProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredShadowProgram.mName = "Deferred Shadow Shader";
gDeferredShadowProgram.mShaderFiles.clear();
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredShadowProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredShadowCubeProgram.mName = "Deferred Shadow Cube Shader";
gDeferredShadowCubeProgram.mShaderFiles.clear();
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowCubeV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowCubeProgram.mShaderFiles.push_back(make_pair("deferred/shadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredShadowCubeProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredShadowCubeProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredShadowAlphaMaskProgram.mName = "Deferred Shadow Alpha Mask Shader";
gDeferredShadowAlphaMaskProgram.mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
gDeferredShadowAlphaMaskProgram.mShaderFiles.clear();
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredShadowAlphaMaskProgram.mShaderFiles.push_back(make_pair("deferred/shadowAlphaMaskF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredShadowAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredShadowAlphaMaskProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredAvatarShadowProgram.mName = "Deferred Avatar Shadow Shader";
gDeferredAvatarShadowProgram.mFeatures.hasSkinning = true;
gDeferredAvatarShadowProgram.mShaderFiles.clear();
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarShadowProgram.mShaderFiles.push_back(make_pair("deferred/avatarShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarShadowProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredAttachmentShadowProgram.mName = "Deferred Attachment Shadow Shader";
gDeferredAttachmentShadowProgram.mFeatures.hasObjectSkinning = true;
gDeferredAttachmentShadowProgram.mShaderFiles.clear();
gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAttachmentShadowProgram.mShaderFiles.push_back(make_pair("deferred/attachmentShadowF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAttachmentShadowProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAttachmentShadowProgram.createShader(NULL, NULL);
}
if (success)
{
gTerrainProgram.mName = "Deferred Terrain Shader";
gDeferredTerrainProgram.mShaderFiles.clear();
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredTerrainProgram.mShaderFiles.push_back(make_pair("deferred/terrainF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredTerrainProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredTerrainProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredAvatarProgram.mName = "Avatar Shader";
gDeferredAvatarProgram.mFeatures.hasSkinning = true;
gDeferredAvatarProgram.mShaderFiles.clear();
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarProgram.mShaderFiles.push_back(make_pair("deferred/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredAvatarAlphaProgram.mName = "Avatar Alpha Shader";
gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true;
gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false;
gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false;
gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true;
gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
gDeferredAvatarAlphaProgram.mShaderFiles.clear();
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredAvatarAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
gDeferredAvatarAlphaProgram.addPermutation("IS_AVATAR_SKIN", "1");
gDeferredAvatarAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredAvatarAlphaProgram.createShader(NULL, NULL);
gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true;
gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true;
}
if (success)
{
gDeferredPostGammaCorrectProgram.mName = "Deferred Gamma Correction Post Process";
gDeferredPostGammaCorrectProgram.mShaderFiles.clear();
gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredPostGammaCorrectProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredGammaCorrect.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredPostGammaCorrectProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredPostGammaCorrectProgram.createShader(NULL, NULL);
}
if (success)
{
gFXAAProgram.mName = "FXAA Shader";
gFXAAProgram.mShaderFiles.clear();
gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredV.glsl", GL_VERTEX_SHADER_ARB));
gFXAAProgram.mShaderFiles.push_back(make_pair("deferred/fxaaF.glsl", GL_FRAGMENT_SHADER_ARB));
gFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gFXAAProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredPostProgram.mName = "Deferred Post Shader";
gDeferredPostProgram.mShaderFiles.clear();
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredPostProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredPostProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredPostProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredCoFProgram.mName = "Deferred CoF Shader";
gDeferredCoFProgram.mShaderFiles.clear();
gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredCoFProgram.mShaderFiles.push_back(make_pair("deferred/cofF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredCoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredCoFProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredDoFCombineProgram.mName = "Deferred DoFCombine Shader";
gDeferredDoFCombineProgram.mShaderFiles.clear();
gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredDoFCombineProgram.mShaderFiles.push_back(make_pair("deferred/dofCombineF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredDoFCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredDoFCombineProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredPostNoDoFProgram.mName = "Deferred Post Shader";
gDeferredPostNoDoFProgram.mShaderFiles.clear();
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoTCV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredPostNoDoFProgram.mShaderFiles.push_back(make_pair("deferred/postDeferredNoDoFF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredPostNoDoFProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
//gWLSkyProgram.mFeatures.hasGamma = true;
gDeferredWLSkyProgram.mShaderFiles.clear();
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredWLSkyProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredWLCloudProgram.mName = "Deferred Windlight Cloud Program";
gDeferredWLCloudProgram.mShaderFiles.clear();
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredWLCloudProgram.createShader(NULL, NULL);
}
if (success)
{
gDeferredStarProgram.mName = "Deferred Star Program";
static std::vector<LLStaticHashedString> shaderUniforms;
if(shaderUniforms.empty())
{
shaderUniforms.push_back(LLStaticHashedString("custom_alpha"));
}
gDeferredStarProgram.mShaderFiles.clear();
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsV.glsl", GL_VERTEX_SHADER_ARB));
gDeferredStarProgram.mShaderFiles.push_back(make_pair("deferred/starsF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredStarProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredStarProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gDeferredStarProgram.createShader(NULL, &shaderUniforms);
}
if (success)
{
gNormalMapGenProgram.mName = "Normal Map Generation Program";
gNormalMapGenProgram.mShaderFiles.clear();
gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenV.glsl", GL_VERTEX_SHADER_ARB));
gNormalMapGenProgram.mShaderFiles.push_back(make_pair("deferred/normgenF.glsl", GL_FRAGMENT_SHADER_ARB));
gNormalMapGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gNormalMapGenProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gNormalMapGenProgram.createShader(NULL, NULL);
}
return success;
}
BOOL LLViewerShaderMgr::loadShadersObject()
{
BOOL success = TRUE;
if (mVertexShaderLevel[SHADER_OBJECT] == 0)
{
unloadShaderClass(SHADER_OBJECT);
return TRUE;
}
if (success)
{
gObjectSimpleNonIndexedTexGenProgram.mName = "Non indexed tex-gen Shader";
gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesLighting = true;
gObjectSimpleNonIndexedTexGenProgram.mFeatures.calculatesAtmospherics = true;
gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasGamma = true;
gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasAtmospherics = true;
gObjectSimpleNonIndexedTexGenProgram.mFeatures.hasLighting = true;
gObjectSimpleNonIndexedTexGenProgram.mFeatures.disableTextureIndex = true;
gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.clear();
gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleNonIndexedTexGenProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectSimpleNonIndexedTexGenProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gObjectSimpleNonIndexedTexGenProgram.createShader(NULL, NULL);
}
if (success)
{
gObjectSimpleNonIndexedTexGenWaterProgram.mName = "Non indexed tex-gen Water Shader";
gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesLighting = true;
gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.calculatesAtmospherics = true;
gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasWaterFog = true;
gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasAtmospherics = true;
gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.hasLighting = true;
gObjectSimpleNonIndexedTexGenWaterProgram.mFeatures.disableTextureIndex = true;
gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.clear();
gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleTexGenV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleNonIndexedTexGenWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectSimpleNonIndexedTexGenWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
gObjectSimpleNonIndexedTexGenWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectSimpleNonIndexedTexGenWaterProgram.createShader(NULL, NULL);
}
if (success)
{
gObjectAlphaMaskNoColorProgram.mName = "No color alpha mask Shader";
gObjectAlphaMaskNoColorProgram.mFeatures.calculatesLighting = true;
gObjectAlphaMaskNoColorProgram.mFeatures.calculatesAtmospherics = true;
gObjectAlphaMaskNoColorProgram.mFeatures.hasGamma = true;
gObjectAlphaMaskNoColorProgram.mFeatures.hasAtmospherics = true;
gObjectAlphaMaskNoColorProgram.mFeatures.hasLighting = true;
gObjectAlphaMaskNoColorProgram.mFeatures.disableTextureIndex = true;
gObjectAlphaMaskNoColorProgram.mFeatures.hasAlphaMask = true;
gObjectAlphaMaskNoColorProgram.mShaderFiles.clear();
gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gObjectAlphaMaskNoColorProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectAlphaMaskNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gObjectAlphaMaskNoColorProgram.createShader(NULL, NULL);
}
if (success)
{
gObjectAlphaMaskNoColorWaterProgram.mName = "No color alpha mask Water Shader";
gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesLighting = true;
gObjectAlphaMaskNoColorWaterProgram.mFeatures.calculatesAtmospherics = true;
gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasWaterFog = true;
gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAtmospherics = true;
gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasLighting = true;
gObjectAlphaMaskNoColorWaterProgram.mFeatures.disableTextureIndex = true;
gObjectAlphaMaskNoColorWaterProgram.mFeatures.hasAlphaMask = true;
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.clear();
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gObjectAlphaMaskNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectAlphaMaskNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
gObjectAlphaMaskNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectAlphaMaskNoColorWaterProgram.createShader(NULL, NULL);
}
if (success)
{
gTreeProgram.mName = "Tree Shader";
gTreeProgram.mFeatures.calculatesLighting = true;
gTreeProgram.mFeatures.calculatesAtmospherics = true;
gTreeProgram.mFeatures.hasGamma = true;
gTreeProgram.mFeatures.hasAtmospherics = true;
gTreeProgram.mFeatures.hasLighting = true;
gTreeProgram.mFeatures.disableTextureIndex = true;
gTreeProgram.mFeatures.hasAlphaMask = true;
gTreeProgram.mShaderFiles.clear();
gTreeProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB));
gTreeProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
gTreeProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gTreeProgram.createShader(NULL, NULL);
}
if (success)
{
gTreeWaterProgram.mName = "Tree Water Shader";
gTreeWaterProgram.mFeatures.calculatesLighting = true;
gTreeWaterProgram.mFeatures.calculatesAtmospherics = true;
gTreeWaterProgram.mFeatures.hasWaterFog = true;
gTreeWaterProgram.mFeatures.hasAtmospherics = true;
gTreeWaterProgram.mFeatures.hasLighting = true;
gTreeWaterProgram.mFeatures.disableTextureIndex = true;
gTreeWaterProgram.mFeatures.hasAlphaMask = true;
gTreeWaterProgram.mShaderFiles.clear();
gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/treeV.glsl", GL_VERTEX_SHADER_ARB));
gTreeWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gTreeWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
gTreeWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gTreeWaterProgram.createShader(NULL, NULL);
}
if (success)
{
gObjectFullbrightNoColorProgram.mName = "Non Indexed no color Fullbright Shader";
gObjectFullbrightNoColorProgram.mFeatures.calculatesAtmospherics = true;
gObjectFullbrightNoColorProgram.mFeatures.hasGamma = true;
gObjectFullbrightNoColorProgram.mFeatures.hasTransport = true;
gObjectFullbrightNoColorProgram.mFeatures.isFullbright = true;
gObjectFullbrightNoColorProgram.mFeatures.disableTextureIndex = true;
gObjectFullbrightNoColorProgram.mShaderFiles.clear();
gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightNoColorProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectFullbrightNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gObjectFullbrightNoColorProgram.createShader(NULL, NULL);
}
if (success)
{
gObjectFullbrightNoColorWaterProgram.mName = "Non Indexed no color Fullbright Water Shader";
gObjectFullbrightNoColorWaterProgram.mFeatures.calculatesAtmospherics = true;
gObjectFullbrightNoColorWaterProgram.mFeatures.isFullbright = true;
gObjectFullbrightNoColorWaterProgram.mFeatures.hasWaterFog = true;
gObjectFullbrightNoColorWaterProgram.mFeatures.hasTransport = true;
gObjectFullbrightNoColorWaterProgram.mFeatures.disableTextureIndex = true;
gObjectFullbrightNoColorWaterProgram.mShaderFiles.clear();
gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightNoColorV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightNoColorWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectFullbrightNoColorWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
gObjectFullbrightNoColorWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gObjectFullbrightNoColorWaterProgram.createShader(NULL, NULL);
}
if (success)
{
gImpostorProgram.mName = "Impostor Shader";
gImpostorProgram.mFeatures.disableTextureIndex = true;
gImpostorProgram.mShaderFiles.clear();
gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorV.glsl", GL_VERTEX_SHADER_ARB));
gImpostorProgram.mShaderFiles.push_back(make_pair("objects/impostorF.glsl", GL_FRAGMENT_SHADER_ARB));
gImpostorProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gImpostorProgram.createShader(NULL, NULL);
}
if (success)
{
gObjectPreviewProgram.mName = "Simple Shader";
gObjectPreviewProgram.mFeatures.calculatesLighting = false;
gObjectPreviewProgram.mFeatures.calculatesAtmospherics = false;
gObjectPreviewProgram.mFeatures.hasGamma = false;
gObjectPreviewProgram.mFeatures.hasAtmospherics = false;
gObjectPreviewProgram.mFeatures.hasLighting = false;
gObjectPreviewProgram.mFeatures.mIndexedTextureChannels = 0;
gObjectPreviewProgram.mFeatures.disableTextureIndex = true;
gObjectPreviewProgram.mShaderFiles.clear();
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewV.glsl", GL_VERTEX_SHADER_ARB));
gObjectPreviewProgram.mShaderFiles.push_back(make_pair("objects/previewF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectPreviewProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gObjectPreviewProgram.createShader(NULL, NULL);
gObjectPreviewProgram.mFeatures.hasLighting = true;
}
if (success)
{
for(U32 i = 0; i < (U32)1<<SHD_COUNT; ++i)
{
bool mask = i & 1<<SHD_ALPHA_MASK_BIT;
bool fog = i & 1<<SHD_WATER_BIT;
bool no_index = i & 1<<SHD_NO_INDEX_BIT;
bool skin = i & 1<<SHD_SKIN_BIT;
bool shiny = i & 1<<SHD_SHINY_BIT;
std::string name;
if(shiny) name += " Shiny";
if(skin) name += " Skinned";
if(no_index) name += " Non-Indexed";
if(mask) name += " Alpha Mask";
if(fog) name += " Water";
if(no_index && !mask)
{
continue; //all non-indexed shaders here have alphamasks;
}
if(skin && (!no_index || mVertexShaderLevel[SHADER_AVATAR] < 1))
{
continue; //Skins are always non-indexed.
}
if(shiny && mask && !skin && !no_index)
{
continue; //non-skinned indexed shiny does not support alphamasking
}
LLShaderFeatures features;
features.calculatesLighting = true;
features.calculatesAtmospherics = true;
features.hasAtmospherics = true;
features.hasLighting = !shiny;
features.mIndexedTextureChannels = 0;
features.hasGamma = !fog;
features.hasWaterFog = fog;
features.hasAlphaMask = mask;
features.disableTextureIndex = no_index;
features.hasObjectSkinning = skin;
features.isShiny = shiny;
gObjectSimpleProgram[i].mName = std::string("Simple") + name + " Shader";
gObjectSimpleProgram[i].mFeatures = features;
gObjectSimpleProgram[i].mShaderFiles.clear();
if(!shiny)
{
gObjectSimpleProgram[i].mShaderFiles.push_back(make_pair(skin ? "objects/simpleSkinnedV.glsl" : "objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleProgram[i].mShaderFiles.push_back(make_pair(fog ? "objects/simpleWaterF.glsl" : "objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
}
else
{
gObjectSimpleProgram[i].mShaderFiles.push_back(make_pair(skin ? "objects/shinySimpleSkinnedV.glsl" : "objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectSimpleProgram[i].mShaderFiles.push_back(make_pair(fog ? "objects/shinyWaterF.glsl" : "objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB));
}
gObjectSimpleProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
if(fog)
gObjectSimpleProgram[i].mShaderGroup = LLGLSLShader::SG_WATER;
if(!(success = gObjectSimpleProgram[i].createShader(NULL, NULL)))
break;
features.calculatesLighting = false;
features.hasLighting = false;
features.hasTransport = true;
features.hasAtmospherics = false;
features.isFullbright = true;
features.hasGamma |= (shiny && fog);
gObjectFullbrightProgram[i].mName = std::string("Fullbright") + name + " Shader";
gObjectFullbrightProgram[i].mFeatures = features;
gObjectFullbrightProgram[i].mShaderFiles.clear();
if(!shiny)
{
gObjectFullbrightProgram[i].mShaderFiles.push_back(make_pair(skin ? "objects/fullbrightSkinnedV.glsl" : "objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightProgram[i].mShaderFiles.push_back(make_pair(fog ? "objects/fullbrightWaterF.glsl" : "objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
}
else
{
gObjectFullbrightProgram[i].mShaderFiles.push_back(make_pair(skin ? "objects/fullbrightShinySkinnedV.glsl" : "objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
gObjectFullbrightProgram[i].mShaderFiles.push_back(make_pair(fog ? "objects/fullbrightShinyWaterF.glsl" : "objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
}
gObjectFullbrightProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
if(fog)
gObjectFullbrightProgram[i].mShaderGroup = LLGLSLShader::SG_WATER;
if(!(success = gObjectFullbrightProgram[i].createShader(NULL, NULL)))
break;
if(!shiny)
{
gObjectEmissiveProgram[i].mName = std::string("Emissive") + name + " Shader";
gObjectEmissiveProgram[i].mFeatures = features;
gObjectEmissiveProgram[i].mShaderFiles.clear();
gObjectEmissiveProgram[i].mShaderFiles.push_back(make_pair(skin ? "objects/emissiveSkinnedV.glsl" : "objects/emissiveV.glsl", GL_VERTEX_SHADER_ARB));
gObjectEmissiveProgram[i].mShaderFiles.push_back(make_pair(fog ? "objects/fullbrightWaterF.glsl" : "objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectEmissiveProgram[i].mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
if(fog)
gObjectEmissiveProgram[i].mShaderGroup = LLGLSLShader::SG_WATER;
if(!(success = gObjectEmissiveProgram[i].createShader(NULL, NULL)))
break;
}
}
}
if (success)
{
gObjectBumpProgram.mName = "Bump Shader";
/*gObjectBumpProgram.mFeatures.calculatesLighting = true;
gObjectBumpProgram.mFeatures.calculatesAtmospherics = true;
gObjectBumpProgram.mFeatures.hasGamma = true;
gObjectBumpProgram.mFeatures.hasAtmospherics = true;
gObjectBumpProgram.mFeatures.hasLighting = true;
gObjectBumpProgram.mFeatures.mIndexedTextureChannels = 0;*/
gObjectBumpProgram.mShaderFiles.clear();
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpV.glsl", GL_VERTEX_SHADER_ARB));
gObjectBumpProgram.mShaderFiles.push_back(make_pair("objects/bumpF.glsl", GL_FRAGMENT_SHADER_ARB));
gObjectBumpProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
success = gObjectBumpProgram.createShader(NULL, NULL);
if (success)
{ //lldrawpoolbump assumes "texture0" has channel 0 and "texture1" has channel 1
gObjectBumpProgram.bind();
gObjectBumpProgram.uniform1i(sTexture0, 0);
gObjectBumpProgram.uniform1i(sTexture1, 1);
gObjectBumpProgram.unbind();
}
}
if( !success )
{
mVertexShaderLevel[SHADER_OBJECT] = 0;
return FALSE;
}
return TRUE;
}
BOOL LLViewerShaderMgr::loadShadersAvatar()
{
BOOL success = TRUE;
if (mVertexShaderLevel[SHADER_AVATAR] == 0)
{
unloadShaderClass(SHADER_AVATAR);
return TRUE;
}
if (success)
{
gAvatarProgram.mName = "Avatar Shader";
gAvatarProgram.mFeatures.hasSkinning = true;
gAvatarProgram.mFeatures.calculatesAtmospherics = true;
gAvatarProgram.mFeatures.calculatesLighting = true;
gAvatarProgram.mFeatures.hasGamma = true;
gAvatarProgram.mFeatures.hasAtmospherics = true;
gAvatarProgram.mFeatures.hasLighting = true;
gAvatarProgram.mFeatures.hasAlphaMask = true;
gAvatarProgram.mFeatures.disableTextureIndex = true;
gAvatarProgram.mShaderFiles.clear();
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarProgram.mShaderFiles.push_back(make_pair("avatar/avatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gAvatarProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
success = gAvatarProgram.createShader(NULL, NULL);
if (success)
{
gAvatarWaterProgram.mName = "Avatar Water Shader";
gAvatarWaterProgram.mFeatures.hasSkinning = true;
gAvatarWaterProgram.mFeatures.calculatesAtmospherics = true;
gAvatarWaterProgram.mFeatures.calculatesLighting = true;
gAvatarWaterProgram.mFeatures.hasWaterFog = true;
gAvatarWaterProgram.mFeatures.hasAtmospherics = true;
gAvatarWaterProgram.mFeatures.hasLighting = true;
gAvatarWaterProgram.mFeatures.hasAlphaMask = true;
gAvatarWaterProgram.mFeatures.disableTextureIndex = true;
gAvatarWaterProgram.mShaderFiles.clear();
gAvatarWaterProgram.mShaderFiles.push_back(make_pair("avatar/avatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
// Note: no cloth under water:
gAvatarWaterProgram.mShaderLevel = llmin(mVertexShaderLevel[SHADER_AVATAR], 1);
gAvatarWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
success = gAvatarWaterProgram.createShader(NULL, NULL);
}
/// Keep track of avatar levels
if (gAvatarProgram.mShaderLevel != mVertexShaderLevel[SHADER_AVATAR])
{
mMaxAvatarShaderLevel = mVertexShaderLevel[SHADER_AVATAR] = gAvatarProgram.mShaderLevel;
}
}
if (success)
{
gAvatarPickProgram.mName = "Avatar Pick Shader";
gAvatarPickProgram.mFeatures.hasSkinning = true;
gAvatarPickProgram.mFeatures.disableTextureIndex = true;
gAvatarPickProgram.mShaderFiles.clear();
gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarPickProgram.mShaderFiles.push_back(make_pair("avatar/pickAvatarF.glsl", GL_FRAGMENT_SHADER_ARB));
gAvatarPickProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
success = gAvatarPickProgram.createShader(NULL, NULL);
}
if (success)
{
/*gAvatarEyeballProgram.mName = "Avatar Eyeball Program";
gAvatarEyeballProgram.mFeatures.calculatesLighting = true;
gAvatarEyeballProgram.mFeatures.isSpecular = true;
gAvatarEyeballProgram.mFeatures.calculatesAtmospherics = true;
gAvatarEyeballProgram.mFeatures.hasGamma = true;
gAvatarEyeballProgram.mFeatures.hasAtmospherics = true;
gAvatarEyeballProgram.mFeatures.hasLighting = true;
gAvatarEyeballProgram.mFeatures.hasAlphaMask = true;
gAvatarEyeballProgram.mFeatures.disableTextureIndex = true;
gAvatarEyeballProgram.mShaderFiles.clear();
gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballV.glsl", GL_VERTEX_SHADER_ARB));
gAvatarEyeballProgram.mShaderFiles.push_back(make_pair("avatar/eyeballF.glsl", GL_FRAGMENT_SHADER_ARB));
gAvatarEyeballProgram.mShaderLevel = mVertexShaderLevel[SHADER_AVATAR];
success = gAvatarEyeballProgram.createShader(NULL, NULL);*/
}
if( !success )
{
mVertexShaderLevel[SHADER_AVATAR] = 0;
mMaxAvatarShaderLevel = 0;
return FALSE;
}
return TRUE;
}
BOOL LLViewerShaderMgr::loadShadersInterface()
{
BOOL success = TRUE;
if (mVertexShaderLevel[SHADER_INTERFACE] == 0)
{
unloadShaderClass(SHADER_INTERFACE);
return TRUE;
}
if (success)
{
gHighlightProgram.mName = "Highlight Shader";
gHighlightProgram.mShaderFiles.clear();
gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightV.glsl", GL_VERTEX_SHADER_ARB));
gHighlightProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER_ARB));
gHighlightProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gHighlightProgram.createShader(NULL, NULL);
}
if (success)
{
gHighlightNormalProgram.mName = "Highlight Normals Shader";
gHighlightNormalProgram.mShaderFiles.clear();
gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightNormV.glsl", GL_VERTEX_SHADER_ARB));
gHighlightNormalProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER_ARB));
gHighlightNormalProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gHighlightNormalProgram.createShader(NULL, NULL);
}
if (success)
{
gHighlightSpecularProgram.mName = "Highlight Spec Shader";
gHighlightSpecularProgram.mShaderFiles.clear();
gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightSpecV.glsl", GL_VERTEX_SHADER_ARB));
gHighlightSpecularProgram.mShaderFiles.push_back(make_pair("interface/highlightF.glsl", GL_FRAGMENT_SHADER_ARB));
gHighlightSpecularProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gHighlightSpecularProgram.createShader(NULL, NULL);
}
if (success)
{
gUIProgram.mName = "UI Shader";
gUIProgram.mShaderFiles.clear();
gUIProgram.mShaderFiles.push_back(make_pair("interface/uiV.glsl", GL_VERTEX_SHADER_ARB));
gUIProgram.mShaderFiles.push_back(make_pair("interface/uiF.glsl", GL_FRAGMENT_SHADER_ARB));
gUIProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gUIProgram.createShader(NULL, NULL);
}
if (success)
{
gCustomAlphaProgram.mName = "Custom Alpha Shader";
gCustomAlphaProgram.mShaderFiles.clear();
gCustomAlphaProgram.mShaderFiles.push_back(make_pair("interface/customalphaV.glsl", GL_VERTEX_SHADER_ARB));
gCustomAlphaProgram.mShaderFiles.push_back(make_pair("interface/customalphaF.glsl", GL_FRAGMENT_SHADER_ARB));
gCustomAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gCustomAlphaProgram.createShader(NULL, NULL);
}
if (success)
{
gSplatTextureRectProgram.mName = "Splat Texture Rect Shader";
gSplatTextureRectProgram.mShaderFiles.clear();
gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectV.glsl", GL_VERTEX_SHADER_ARB));
gSplatTextureRectProgram.mShaderFiles.push_back(make_pair("interface/splattexturerectF.glsl", GL_FRAGMENT_SHADER_ARB));
gSplatTextureRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gSplatTextureRectProgram.createShader(NULL, NULL);
if (success)
{
gSplatTextureRectProgram.bind();
gSplatTextureRectProgram.uniform1i(sScreenMap, 0);
gSplatTextureRectProgram.unbind();
}
}
if (success)
{
gGlowCombineProgram.mName = "Glow Combine Shader";
gGlowCombineProgram.mShaderFiles.clear();
gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineV.glsl", GL_VERTEX_SHADER_ARB));
gGlowCombineProgram.mShaderFiles.push_back(make_pair("interface/glowcombineF.glsl", GL_FRAGMENT_SHADER_ARB));
gGlowCombineProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gGlowCombineProgram.createShader(NULL, NULL);
if (success)
{
gGlowCombineProgram.bind();
gGlowCombineProgram.uniform1i(sGlowMap, 0);
gGlowCombineProgram.uniform1i(sScreenMap, 1);
gGlowCombineProgram.unbind();
}
}
if (success)
{
gGlowCombineFXAAProgram.mName = "Glow CombineFXAA Shader";
gGlowCombineFXAAProgram.mShaderFiles.clear();
gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAV.glsl", GL_VERTEX_SHADER_ARB));
gGlowCombineFXAAProgram.mShaderFiles.push_back(make_pair("interface/glowcombineFXAAF.glsl", GL_FRAGMENT_SHADER_ARB));
gGlowCombineFXAAProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gGlowCombineFXAAProgram.createShader(NULL, NULL);
if (success)
{
gGlowCombineFXAAProgram.bind();
gGlowCombineFXAAProgram.uniform1i(sGlowMap, 0);
gGlowCombineFXAAProgram.uniform1i(sScreenMap, 1);
gGlowCombineFXAAProgram.unbind();
}
}
if (success)
{
gTwoTextureAddProgram.mName = "Two Texture Add Shader";
gTwoTextureAddProgram.mShaderFiles.clear();
gTwoTextureAddProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddV.glsl", GL_VERTEX_SHADER_ARB));
gTwoTextureAddProgram.mShaderFiles.push_back(make_pair("interface/twotextureaddF.glsl", GL_FRAGMENT_SHADER_ARB));
gTwoTextureAddProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gTwoTextureAddProgram.createShader(NULL, NULL);
if (success)
{
gTwoTextureAddProgram.bind();
gTwoTextureAddProgram.uniform1i(sTex0, 0);
gTwoTextureAddProgram.uniform1i(sTex1, 1);
}
}
if (success)
{
gOneTextureNoColorProgram.mName = "One Texture No Color Shader";
gOneTextureNoColorProgram.mShaderFiles.clear();
gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorV.glsl", GL_VERTEX_SHADER_ARB));
gOneTextureNoColorProgram.mShaderFiles.push_back(make_pair("interface/onetexturenocolorF.glsl", GL_FRAGMENT_SHADER_ARB));
gOneTextureNoColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gOneTextureNoColorProgram.createShader(NULL, NULL);
if (success)
{
gOneTextureNoColorProgram.bind();
gOneTextureNoColorProgram.uniform1i(sTex0, 0);
}
}
if (success)
{
gSolidColorProgram.mName = "Solid Color Shader";
gSolidColorProgram.mShaderFiles.clear();
#if LL_WINDOWS
if(gGLManager.mIsIntel && gGLManager.mGLVersion >= 4.f)
gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorIntelV.glsl", GL_VERTEX_SHADER_ARB));
else
#endif
gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorV.glsl", GL_VERTEX_SHADER_ARB));
gSolidColorProgram.mShaderFiles.push_back(make_pair("interface/solidcolorF.glsl", GL_FRAGMENT_SHADER_ARB));
gSolidColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gSolidColorProgram.createShader(NULL, NULL);
if (success)
{
gSolidColorProgram.bind();
gSolidColorProgram.uniform1i(sTex0, 0);
gSolidColorProgram.unbind();
}
}
if (success)
{
gOcclusionProgram.mName = "Occlusion Shader";
gOcclusionProgram.mShaderFiles.clear();
gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionV.glsl", GL_VERTEX_SHADER_ARB));
gOcclusionProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER_ARB));
gOcclusionProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gOcclusionProgram.createShader(NULL, NULL);
}
if (success)
{
gOcclusionCubeProgram.mName = "Occlusion Cube Shader";
gOcclusionCubeProgram.mShaderFiles.clear();
gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionCubeV.glsl", GL_VERTEX_SHADER_ARB));
gOcclusionCubeProgram.mShaderFiles.push_back(make_pair("interface/occlusionF.glsl", GL_FRAGMENT_SHADER_ARB));
gOcclusionCubeProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gOcclusionCubeProgram.createShader(NULL, NULL);
}
if (success)
{
gDebugProgram.mName = "Debug Shader";
gDebugProgram.mShaderFiles.clear();
gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugV.glsl", GL_VERTEX_SHADER_ARB));
gDebugProgram.mShaderFiles.push_back(make_pair("interface/debugF.glsl", GL_FRAGMENT_SHADER_ARB));
gDebugProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gDebugProgram.createShader(NULL, NULL);
}
if (success)
{
gClipProgram.mName = "Clip Shader";
gClipProgram.mShaderFiles.clear();
gClipProgram.mShaderFiles.push_back(make_pair("interface/clipV.glsl", GL_VERTEX_SHADER_ARB));
gClipProgram.mShaderFiles.push_back(make_pair("interface/clipF.glsl", GL_FRAGMENT_SHADER_ARB));
gClipProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gClipProgram.createShader(NULL, NULL);
}
if (success)
{
gDownsampleDepthProgram.mName = "DownsampleDepth Shader";
gDownsampleDepthProgram.mShaderFiles.clear();
gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB));
gDownsampleDepthProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthF.glsl", GL_FRAGMENT_SHADER_ARB));
gDownsampleDepthProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gDownsampleDepthProgram.createShader(NULL, NULL);
}
if (success)
{
gDownsampleDepthRectProgram.mName = "DownsampleDepthRect Shader";
gDownsampleDepthRectProgram.mShaderFiles.clear();
gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthV.glsl", GL_VERTEX_SHADER_ARB));
gDownsampleDepthRectProgram.mShaderFiles.push_back(make_pair("interface/downsampleDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB));
gDownsampleDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gDownsampleDepthRectProgram.createShader(NULL, NULL);
}
if (success)
{
gAlphaMaskProgram.mName = "Alpha Mask Shader";
gAlphaMaskProgram.mShaderFiles.clear();
gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskV.glsl", GL_VERTEX_SHADER_ARB));
gAlphaMaskProgram.mShaderFiles.push_back(make_pair("interface/alphamaskF.glsl", GL_FRAGMENT_SHADER_ARB));
gAlphaMaskProgram.mShaderLevel = mVertexShaderLevel[SHADER_INTERFACE];
success = gAlphaMaskProgram.createShader(NULL, NULL);
}
if( !success )
{
mVertexShaderLevel[SHADER_INTERFACE] = 0;
return FALSE;
}
return TRUE;
}
BOOL LLViewerShaderMgr::loadShadersWindLight()
{
BOOL success = TRUE;
if (mVertexShaderLevel[SHADER_WINDLIGHT] < 2)
{
unloadShaderClass(SHADER_WINDLIGHT);
return TRUE;
}
if (success)
{
gWLSkyProgram.mName = "Windlight Sky Shader";
//gWLSkyProgram.mFeatures.hasGamma = true;
gWLSkyProgram.mShaderFiles.clear();
gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyV.glsl", GL_VERTEX_SHADER_ARB));
gWLSkyProgram.mShaderFiles.push_back(make_pair("windlight/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
gWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
gWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gWLSkyProgram.createShader(NULL, NULL);
}
if (success)
{
gWLCloudProgram.mName = "Windlight Cloud Program";
//gWLCloudProgram.mFeatures.hasGamma = true;
gWLCloudProgram.mShaderFiles.clear();
gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsV.glsl", GL_VERTEX_SHADER_ARB));
gWLCloudProgram.mShaderFiles.push_back(make_pair("windlight/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
gWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
gWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
success = gWLCloudProgram.createShader(NULL, NULL);
}
return success;
}
BOOL LLViewerShaderMgr::loadTransformShaders()
{
BOOL success = TRUE;
if (mVertexShaderLevel[SHADER_TRANSFORM] < 1)
{
unloadShaderClass(SHADER_TRANSFORM);
return TRUE;
}
if (success)
{
gTransformPositionProgram.mName = "Position Transform Shader";
gTransformPositionProgram.mShaderFiles.clear();
gTransformPositionProgram.mShaderFiles.push_back(make_pair("transform/positionV.glsl", GL_VERTEX_SHADER_ARB));
gTransformPositionProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"position_out",
"texture_index_out",
};
success = gTransformPositionProgram.createShader(NULL, NULL, 2, varyings);
}
if (success)
{
gTransformTexCoordProgram.mName = "TexCoord Transform Shader";
gTransformTexCoordProgram.mShaderFiles.clear();
gTransformTexCoordProgram.mShaderFiles.push_back(make_pair("transform/texcoordV.glsl", GL_VERTEX_SHADER_ARB));
gTransformTexCoordProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"texcoord_out",
};
success = gTransformTexCoordProgram.createShader(NULL, NULL, 1, varyings);
}
if (success)
{
gTransformNormalProgram.mName = "Normal Transform Shader";
gTransformNormalProgram.mShaderFiles.clear();
gTransformNormalProgram.mShaderFiles.push_back(make_pair("transform/normalV.glsl", GL_VERTEX_SHADER_ARB));
gTransformNormalProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"normal_out",
};
success = gTransformNormalProgram.createShader(NULL, NULL, 1, varyings);
}
if (success)
{
gTransformColorProgram.mName = "Color Transform Shader";
gTransformColorProgram.mShaderFiles.clear();
gTransformColorProgram.mShaderFiles.push_back(make_pair("transform/colorV.glsl", GL_VERTEX_SHADER_ARB));
gTransformColorProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"color_out",
};
success = gTransformColorProgram.createShader(NULL, NULL, 1, varyings);
}
if (success)
{
gTransformTangentProgram.mName = "Binormal Transform Shader";
gTransformTangentProgram.mShaderFiles.clear();
gTransformTangentProgram.mShaderFiles.push_back(make_pair("transform/binormalV.glsl", GL_VERTEX_SHADER_ARB));
gTransformTangentProgram.mShaderLevel = mVertexShaderLevel[SHADER_TRANSFORM];
const char* varyings[] = {
"tangent_out",
};
success = gTransformTangentProgram.createShader(NULL, NULL, 1, varyings);
}
return success;
}
std::string LLViewerShaderMgr::getShaderDirPrefix(void)
{
return gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "shaders/class");
}
void LLViewerShaderMgr::updateShaderUniforms(LLGLSLShader * shader)
{
LLWLParamManager::getInstance()->updateShaderUniforms(shader);
LLWaterParamManager::getInstance()->updateShaderUniforms(shader);
}
/*static*/ void LLShaderMgr::unloadShaderClass(int shader_class)
{
std::vector<LLGLSLShader *> &shader_list = getGlobalShaderList();
for(std::vector<LLGLSLShader *>::iterator it=shader_list.begin();it!=shader_list.end();++it)
{
if((*it)->mShaderClass == shader_class)
(*it)->unload();
}
}
/*static*/ std::vector<LLGLSLShader *> &LLShaderMgr::getGlobalShaderList()
{
static std::vector<LLGLSLShader *> sGlbShaderLst;
return sGlbShaderLst;
}