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| 1 : | mjm | 57 | /** |
| 2 : | * @file llglslshader.h | ||
| 3 : | * @brief GLSL shader wrappers | ||
| 4 : | * | ||
| 5 : | * $LicenseInfo:firstyear=2001&license=viewergpl$ | ||
| 6 : | * | ||
| 7 : | * Copyright (c) 2001-2008, Linden Research, Inc. | ||
| 8 : | * | ||
| 9 : | * Second Life Viewer Source Code | ||
| 10 : | * The source code in this file ("Source Code") is provided by Linden Lab | ||
| 11 : | * to you under the terms of the GNU General Public License, version 2.0 | ||
| 12 : | * ("GPL"), unless you have obtained a separate licensing agreement | ||
| 13 : | * ("Other License"), formally executed by you and Linden Lab. Terms of | ||
| 14 : | * the GPL can be found in doc/GPL-license.txt in this distribution, or | ||
| 15 : | * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 | ||
| 16 : | * | ||
| 17 : | * There are special exceptions to the terms and conditions of the GPL as | ||
| 18 : | * it is applied to this Source Code. View the full text of the exception | ||
| 19 : | * in the file doc/FLOSS-exception.txt in this software distribution, or | ||
| 20 : | * online at http://secondlifegrid.net/programs/open_source/licensing/flossexception | ||
| 21 : | * | ||
| 22 : | * By copying, modifying or distributing this software, you acknowledge | ||
| 23 : | * that you have read and understood your obligations described above, | ||
| 24 : | * and agree to abide by those obligations. | ||
| 25 : | * | ||
| 26 : | * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO | ||
| 27 : | * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, | ||
| 28 : | * COMPLETENESS OR PERFORMANCE. | ||
| 29 : | * $/LicenseInfo$ | ||
| 30 : | */ | ||
| 31 : | |||
| 32 : | #ifndef LL_LLGLSLSHADER_H | ||
| 33 : | #define LL_LLGLSLSHADER_H | ||
| 34 : | |||
| 35 : | #include "llgl.h" | ||
| 36 : | |||
| 37 : | class LLShaderFeatures | ||
| 38 : | { | ||
| 39 : | public: | ||
| 40 : | bool calculatesLighting; | ||
| 41 : | bool calculatesAtmospherics; | ||
| 42 : | bool hasLighting; // implies no transport (it's possible to have neither though) | ||
| 43 : | bool isShiny; | ||
| 44 : | bool isFullbright; // implies no lighting | ||
| 45 : | bool isSpecular; | ||
| 46 : | bool hasWaterFog; // implies no gamma | ||
| 47 : | bool hasTransport; // implies no lighting (it's possible to have neither though) | ||
| 48 : | bool hasSkinning; | ||
| 49 : | bool hasAtmospherics; | ||
| 50 : | bool hasGamma; | ||
| 51 : | |||
| 52 : | // char numLights; | ||
| 53 : | |||
| 54 : | LLShaderFeatures(); | ||
| 55 : | }; | ||
| 56 : | |||
| 57 : | class LLGLSLShader | ||
| 58 : | { | ||
| 59 : | public: | ||
| 60 : | |||
| 61 : | enum | ||
| 62 : | { | ||
| 63 : | SG_DEFAULT = 0, | ||
| 64 : | SG_SKY, | ||
| 65 : | SG_WATER | ||
| 66 : | }; | ||
| 67 : | |||
| 68 : | LLGLSLShader(); | ||
| 69 : | |||
| 70 : | void unload(); | ||
| 71 : | BOOL createShader(std::vector<std::string> * attributes, | ||
| 72 : | std::vector<std::string> * uniforms); | ||
| 73 : | BOOL attachObject(std::string object); | ||
| 74 : | void attachObject(GLhandleARB object); | ||
| 75 : | void attachObjects(GLhandleARB* objects = NULL, S32 count = 0); | ||
| 76 : | BOOL mapAttributes(const std::vector<std::string> * attributes); | ||
| 77 : | BOOL mapUniforms(const std::vector<std::string> * uniforms); | ||
| 78 : | void mapUniform(GLint index, const std::vector<std::string> * uniforms); | ||
| 79 : | void uniform1f(U32 index, GLfloat v); | ||
| 80 : | void uniform2f(U32 index, GLfloat x, GLfloat y); | ||
| 81 : | void uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z); | ||
| 82 : | void uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); | ||
| 83 : | void uniform1fv(U32 index, U32 count, const GLfloat* v); | ||
| 84 : | void uniform2fv(U32 index, U32 count, const GLfloat* v); | ||
| 85 : | void uniform3fv(U32 index, U32 count, const GLfloat* v); | ||
| 86 : | void uniform4fv(U32 index, U32 count, const GLfloat* v); | ||
| 87 : | void uniform1f(const std::string& uniform, GLfloat v); | ||
| 88 : | void uniform2f(const std::string& uniform, GLfloat x, GLfloat y); | ||
| 89 : | void uniform3f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z); | ||
| 90 : | void uniform4f(const std::string& uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w); | ||
| 91 : | void uniform1fv(const std::string& uniform, U32 count, const GLfloat* v); | ||
| 92 : | void uniform2fv(const std::string& uniform, U32 count, const GLfloat* v); | ||
| 93 : | void uniform3fv(const std::string& uniform, U32 count, const GLfloat* v); | ||
| 94 : | void uniform4fv(const std::string& uniform, U32 count, const GLfloat* v); | ||
| 95 : | void uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); | ||
| 96 : | void uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); | ||
| 97 : | void uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v); | ||
| 98 : | void uniformMatrix2fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v); | ||
| 99 : | void uniformMatrix3fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v); | ||
| 100 : | void uniformMatrix4fv(const std::string& uniform, U32 count, GLboolean transpose, const GLfloat *v); | ||
| 101 : | |||
| 102 : | void vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); | ||
| 103 : | void vertexAttrib4fv(U32 index, GLfloat* v); | ||
| 104 : | |||
| 105 : | GLint getUniformLocation(const std::string& uniform); | ||
| 106 : | |||
| 107 : | GLint mapUniformTextureChannel(GLint location, GLenum type); | ||
| 108 : | |||
| 109 : | |||
| 110 : | //enable/disable texture channel for specified uniform | ||
| 111 : | //if given texture uniform is active in the shader, | ||
| 112 : | //the corresponding channel will be active upon return | ||
| 113 : | //returns channel texture is enabled in from [0-MAX) | ||
| 114 : | S32 enableTexture(S32 uniform, S32 mode = GL_TEXTURE_2D); | ||
| 115 : | S32 disableTexture(S32 uniform, S32 mode = GL_TEXTURE_2D); | ||
| 116 : | |||
| 117 : | BOOL link(BOOL suppress_errors = FALSE); | ||
| 118 : | void bind(); | ||
| 119 : | void unbind(); | ||
| 120 : | |||
| 121 : | // Unbinds any previously bound shader by explicitly binding no shader. | ||
| 122 : | static void bindNoShader(void); | ||
| 123 : | |||
| 124 : | GLhandleARB mProgramObject; | ||
| 125 : | std::vector<GLint> mAttribute; //lookup table of attribute enum to attribute channel | ||
| 126 : | std::vector<GLint> mUniform; //lookup table of uniform enum to uniform location | ||
| 127 : | std::map<std::string, GLint> mUniformMap; //lookup map of uniform name to uniform location | ||
| 128 : | std::map<GLint, LLVector4> mValue; //lookup map of uniform location to last known value | ||
| 129 : | std::vector<GLint> mTexture; | ||
| 130 : | S32 mActiveTextureChannels; | ||
| 131 : | S32 mShaderLevel; | ||
| 132 : | S32 mShaderGroup; | ||
| 133 : | BOOL mUniformsDirty; | ||
| 134 : | LLShaderFeatures mFeatures; | ||
| 135 : | std::vector< std::pair< std::string, GLenum > > mShaderFiles; | ||
| 136 : | std::string mName; | ||
| 137 : | }; | ||
| 138 : | |||
| 139 : | #endif |
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