301 lines
10 KiB
C++
301 lines
10 KiB
C++
/**
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* @file llglslshader.h
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* @brief GLSL shader wrappers
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLGLSLSHADER_H
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#define LL_LLGLSLSHADER_H
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#include "llgl.h"
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#include "llrender.h"
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#include "llstaticstringtable.h"
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#include <unordered_map>
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class LLShaderFeatures
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{
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public:
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bool atmosphericHelpers;
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bool calculatesLighting;
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bool calculatesAtmospherics;
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bool hasLighting; // implies no transport (it's possible to have neither though)
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bool isAlphaLighting; // indicates lighting shaders need not be linked in (lighting performed directly in alpha shader to match deferred lighting functions)
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bool isShiny;
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bool isFullbright; // implies no lighting
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bool isSpecular;
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bool hasWaterFog; // implies no gamma
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bool hasTransport; // implies no lighting (it's possible to have neither though)
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bool hasSkinning;
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bool hasObjectSkinning;
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bool hasAtmospherics;
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bool hasGamma;
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bool hasShadows;
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bool hasAmbientOcclusion;
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bool hasSrgb;
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bool encodesNormal;
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bool isDeferred;
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bool hasIndirect;
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S32 mIndexedTextureChannels;
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bool disableTextureIndex;
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bool hasAlphaMask;
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bool attachNothing;
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// char numLights;
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LLShaderFeatures();
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};
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// ============= Structure for caching shader uniforms ===============
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class LLGLSLShader;
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class LLShaderUniforms
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{
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public:
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template<typename T>
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struct UniformSetting
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{
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S32 mUniform;
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T mValue;
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};
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typedef UniformSetting<S32> IntSetting;
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typedef UniformSetting<F32> FloatSetting;
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typedef UniformSetting<LLVector4> VectorSetting;
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typedef UniformSetting<LLVector3> Vector3Setting;
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void clear()
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{
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mIntegers.resize(0);
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mFloats.resize(0);
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mVectors.resize(0);
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mVector3s.resize(0);
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}
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void uniform1i(S32 index, S32 value)
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{
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mIntegers.push_back({ index, value });
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}
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void uniform1f(S32 index, F32 value)
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{
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mFloats.push_back({ index, value });
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}
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void uniform4fv(S32 index, const LLVector4& value)
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{
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mVectors.push_back({ index, value });
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}
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void uniform4fv(S32 index, const F32* value)
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{
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mVectors.push_back({ index, LLVector4(value) });
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}
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void uniform3fv(S32 index, const LLVector3& value)
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{
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mVector3s.push_back({ index, value });
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}
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void apply(LLGLSLShader* shader);
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std::vector<IntSetting> mIntegers;
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std::vector<FloatSetting> mFloats;
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std::vector<VectorSetting> mVectors;
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std::vector<Vector3Setting> mVector3s;
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};
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class LLGLSLShader
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{
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public:
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// enum primarily used to control application sky settings uniforms
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typedef enum
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{
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SG_DEFAULT = 0, // not sky or water specific
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SG_SKY, //
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SG_WATER,
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SG_ANY,
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SG_COUNT
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} eGroup;
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static std::set<LLGLSLShader*> sInstances;
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static bool sProfileEnabled;
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LLGLSLShader();
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~LLGLSLShader();
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static GLhandleARB sCurBoundShader;
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static LLGLSLShader* sCurBoundShaderPtr;
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static S32 sIndexedTextureChannels;
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static bool sNoFixedFunction;
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static void initProfile();
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static void finishProfile(bool emit_report = true);
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static void startProfile();
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static void stopProfile(U32 count, U32 mode);
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void unload();
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void clearStats();
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void dumpStats();
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void placeProfileQuery();
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void readProfileQuery(U32 count, U32 mode);
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BOOL createShader(std::vector<LLStaticHashedString> * attributes,
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std::vector<LLStaticHashedString> * uniforms,
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U32 varying_count = 0,
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const char** varyings = NULL);
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BOOL attachFragmentObject(std::string object);
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BOOL attachVertexObject(std::string object);
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void attachObject(GLhandleARB object);
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void attachObjects(GLhandleARB* objects = NULL, S32 count = 0);
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BOOL mapAttributes(const std::vector<LLStaticHashedString> * attributes);
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BOOL mapUniforms(const std::vector<LLStaticHashedString> *);
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void mapUniform(GLint index, const std::vector<LLStaticHashedString> *);
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void uniform1i(U32 index, GLint i);
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void uniform1f(U32 index, GLfloat v);
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void uniform2f(U32 index, GLfloat x, GLfloat y);
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void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z);
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void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void uniform1iv(U32 index, U32 count, const GLint* i);
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void uniform1fv(U32 index, U32 count, const GLfloat* v);
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void uniform2fv(U32 index, U32 count, const GLfloat* v);
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void uniform3fv(U32 index, U32 count, const GLfloat* v);
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void uniform4fv(U32 index, U32 count, const GLfloat* v);
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void uniform2i(const LLStaticHashedString& uniform, GLint i, GLint j);
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void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
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void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
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void uniformMatrix3x4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
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void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v);
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void uniform1i(const LLStaticHashedString& uniform, GLint i);
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void uniform1f(const LLStaticHashedString& uniform, GLfloat v);
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void uniform2f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y);
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void uniform3f(const LLStaticHashedString& uniform, GLfloat x, GLfloat y, GLfloat z);
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void uniform1fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
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void uniform2fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
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void uniform3fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
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void uniform4fv(const LLStaticHashedString& uniform, U32 count, const GLfloat* v);
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void uniformMatrix4fv(const LLStaticHashedString& uniform, U32 count, GLboolean transpose, const GLfloat *v);
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void setMinimumAlpha(F32 minimum);
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void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void vertexAttrib4fv(U32 index, GLfloat* v);
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//GLint getUniformLocation(const std::string& uniform);
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GLint getUniformLocation(const LLStaticHashedString& uniform);
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GLint getUniformLocation(U32 index);
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GLint getAttribLocation(U32 attrib);
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GLint mapUniformTextureChannel(GLint location, GLenum type);
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void clearPermutations();
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void addPermutation(std::string name, std::string value);
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void removePermutation(std::string name);
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//enable/disable texture channel for specified uniform
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//if given texture uniform is active in the shader,
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//the corresponding channel will be active upon return
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//returns channel texture is enabled in from [0-MAX)
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S32 enableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
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S32 disableTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
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// bindTexture returns the texture unit we've bound the texture to.
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// You can reuse the return value to unbind a texture when required.
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S32 bindTexture(const std::string& uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
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S32 bindTexture(S32 uniform, LLTexture *texture, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE, LLTexUnit::eTextureColorSpace space = LLTexUnit::TCS_LINEAR);
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S32 unbindTexture(const std::string& uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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S32 unbindTexture(S32 uniform, LLTexUnit::eTextureType mode = LLTexUnit::TT_TEXTURE);
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BOOL link(BOOL suppress_errors = FALSE);
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void bind();
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void unbind();
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// Unbinds any previously bound shader by explicitly binding no shader.
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static void bindNoShader(void);
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U32 mMatHash[LLRender::NUM_MATRIX_MODES];
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U32 mLightHash;
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GLhandleARB mProgramObject;
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#if LL_RELEASE_WITH_DEBUG_INFO
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struct attr_name
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{
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GLint loc;
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const char *name;
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void operator = (GLint _loc) { loc = _loc; }
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operator GLint () { return loc; }
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};
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std::vector<attr_name> mAttribute; //lookup table of attribute enum to attribute channel
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#else
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std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel
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#endif
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U32 mAttributeMask; //mask of which reserved attributes are set (lines up with LLVertexBuffer::getTypeMask())
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std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location
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LLStaticStringTable<GLint> mUniformMap; //lookup map of uniform name to uniform location
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typedef std::unordered_map<GLint, std::string> uniform_name_map_t;
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typedef std::unordered_map<GLint, LLVector4> uniform_value_map_t;
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uniform_name_map_t mUniformNameMap; //lookup map of uniform location to uniform name
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uniform_value_map_t mValue; //lookup map of uniform location to last known value
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std::vector<GLint> mTexture;
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S32 mTotalUniformSize;
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S32 mActiveTextureChannels;
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S32 mShaderLevel;
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S32 mShaderGroup; // see LLGLSLShader::eGroup
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BOOL mUniformsDirty;
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LLShaderFeatures mFeatures;
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std::vector< std::pair< std::string, GLenum > > mShaderFiles;
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std::string mName;
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boost::unordered_map<std::string, std::string> mDefines;
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//statistcis for profiling shader performance
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U32 mTimerQuery;
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U32 mSamplesQuery;
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U64 mTimeElapsed;
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static U64 sTotalTimeElapsed;
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U32 mTrianglesDrawn;
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static U32 sTotalTrianglesDrawn;
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U64 mSamplesDrawn;
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static U64 sTotalSamplesDrawn;
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U32 mDrawCalls;
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static U32 sTotalDrawCalls;
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bool mTextureStateFetched;
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std::vector<U32> mTextureMagFilter;
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std::vector<U32> mTextureMinFilter;
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private:
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void unloadInternal();
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};
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//UI shader (declared here so llui_libtest will link properly)
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extern LLGLSLShader gUIProgram;
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//output vec4(color.rgb,color.a*tex0[tc0].a)
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extern LLGLSLShader gSolidColorProgram;
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//Alpha mask shader (declared here so llappearance can access properly)
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extern LLGLSLShader gAlphaMaskProgram;
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#endif
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