示例#1
0
BOOL LLViewerShaderMgr::loadShadersEnvironment()
{
	BOOL success = TRUE;

	if (mVertexShaderLevel[SHADER_ENVIRONMENT] == 0)
	{
		gTerrainProgram.unload();
		return FALSE;
	}

	if (success)
	{
		gTerrainProgram.mName = "Terrain Shader";
		gTerrainProgram.mFeatures.calculatesLighting = true;
		gTerrainProgram.mFeatures.calculatesAtmospherics = true;
		gTerrainProgram.mFeatures.hasAtmospherics = 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, &mTerrainUniforms);
	}

	if (!success)
	{
		mVertexShaderLevel[SHADER_ENVIRONMENT] = 0;
		return FALSE;
	}
	
	LLWorld::getInstance()->updateWaterObjects();
	
	return TRUE;
}
示例#2
0
BOOL LLViewerShaderMgr::loadShadersInterface()
{
	BOOL success = TRUE;

	if (mVertexShaderLevel[SHADER_INTERFACE] == 0)
	{
		gHighlightProgram.unload();
		return FALSE;
	}
	
	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 )
	{
		mVertexShaderLevel[SHADER_INTERFACE] = 0;
		return FALSE;
	}
	
	return TRUE;
}
示例#3
0
BOOL LLViewerShaderMgr::loadShadersWindLight()
{	
	BOOL success = TRUE;

	if (mVertexShaderLevel[SHADER_WINDLIGHT] < 2)
	{
		gWLSkyProgram.unload();
		gWLCloudProgram.unload();
		return FALSE;
	}

	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, &mWLUniforms);
	}

	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, &mWLUniforms);
	}

	return success;
}
BOOL LLViewerShaderMgr::loadShadersDeferred()
{
    if (mVertexShaderLevel[SHADER_DEFERRED] == 0)
    {
        gDeferredDiffuseProgram.unload();
        return FALSE;
    }

    BOOL success = TRUE;

    if (success)
    {
        gDeferredDiffuseProgram.mName = "Deffered 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/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
        gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
        success = gDeferredDiffuseProgram.createShader(NULL, NULL);
    }

    return success;
}
示例#5
0
BOOL LLViewerShaderMgr::loadShadersDeferred()
{
	if (mVertexShaderLevel[SHADER_DEFERRED] == 0)
	{
		gDeferredTreeProgram.unload();
		gDeferredDiffuseProgram.unload();
		gDeferredBumpProgram.unload();
		gDeferredImpostorProgram.unload();
		gDeferredTerrainProgram.unload();
		gDeferredLightProgram.unload();
		gDeferredMultiLightProgram.unload();
		gDeferredSunProgram.unload();
		gDeferredBlurLightProgram.unload();
		gDeferredSoftenProgram.unload();
		gDeferredShadowProgram.unload();
		gDeferredAvatarShadowProgram.unload();
		gDeferredAvatarProgram.unload();
		gDeferredAvatarAlphaProgram.unload();
		gDeferredAlphaProgram.unload();
		gDeferredFullbrightProgram.unload();
		gDeferredWaterProgram.unload();
		return FALSE;
	}

	mVertexShaderLevel[SHADER_AVATAR] = 1;

	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/diffuseF.glsl", GL_FRAGMENT_SHADER_ARB));
		gDeferredDiffuseProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
		success = gDeferredDiffuseProgram.createShader(NULL, NULL);
	}

	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);
	}

	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)
	{
		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);
	}

	if (success)
	{
		gDeferredMultiLightProgram.mName = "Deferred MultiLight Shader";
		gDeferredMultiLightProgram.mShaderFiles.clear();
		gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/pointLightV.glsl", GL_VERTEX_SHADER_ARB));
		gDeferredMultiLightProgram.mShaderFiles.push_back(make_pair("deferred/multiPointLightF.glsl", GL_FRAGMENT_SHADER_ARB));
		gDeferredMultiLightProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
		success = gDeferredMultiLightProgram.createShader(NULL, NULL);
	}

	if (success)
	{
		gDeferredSunProgram.mName = "Deferred Sun Shader";
		gDeferredSunProgram.mShaderFiles.clear();
		gDeferredSunProgram.mShaderFiles.push_back(make_pair("deferred/sunLightV.glsl", GL_VERTEX_SHADER_ARB));
		gDeferredSunProgram.mShaderFiles.push_back(make_pair("deferred/sunLightF.glsl", GL_FRAGMENT_SHADER_ARB));
		gDeferredSunProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
		success = gDeferredSunProgram.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 = true;
		gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true;
		gDeferredAlphaProgram.mFeatures.hasGamma = true;
		gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;
		gDeferredAlphaProgram.mFeatures.hasLighting = true;
		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.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
		success = gDeferredAlphaProgram.createShader(NULL, NULL);
	}

	if (success)
	{
		gDeferredFullbrightProgram.mName = "Deferred Fullbright Shader";
		gDeferredFullbrightProgram.mFeatures.calculatesAtmospherics = true;
		gDeferredFullbrightProgram.mFeatures.hasGamma = true;
		gDeferredFullbrightProgram.mFeatures.hasTransport = true;
		gDeferredFullbrightProgram.mFeatures.isFullbright = true;
		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)
	{
		// 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, &mWaterUniforms);
	}

	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];
		success = gDeferredSoftenProgram.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)
	{
		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(&mAvatarAttribs, &mAvatarUniforms);
	}

	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, &mTerrainUniforms);
	}

	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(&mAvatarAttribs, &mAvatarUniforms);
	}

	if (success)
	{
		gDeferredAvatarAlphaProgram.mName = "Avatar Alpha Shader";
		gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true;
		gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = true;
		gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true;
		gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true;
		gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;
		gDeferredAvatarAlphaProgram.mFeatures.hasLighting = true;
		gDeferredAvatarAlphaProgram.mShaderFiles.clear();
		gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaV.glsl", GL_VERTEX_SHADER_ARB));
		gDeferredAvatarAlphaProgram.mShaderFiles.push_back(make_pair("deferred/avatarAlphaF.glsl", GL_FRAGMENT_SHADER_ARB));
		gDeferredAvatarAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
		success = gDeferredAvatarAlphaProgram.createShader(&mAvatarAttribs, &mAvatarUniforms);
	}

	return success;
}
示例#6
0
BOOL LLViewerShaderMgr::loadShadersEffects()
{
	BOOL success = TRUE;

	if (mVertexShaderLevel[SHADER_EFFECT] == 0)
	{
		gGlowProgram.unload();
		gGlowExtractProgram.unload();
		gPostColorFilterProgram.unload();	
		gPostNightVisionProgram.unload();
		return FALSE;
	}

	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, &mGlowUniforms);
		if (!success)
		{
			LLPipeline::sRenderGlow = FALSE;
		}
	}
	
	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, &mGlowExtractUniforms);
		if (!success)
		{
			LLPipeline::sRenderGlow = FALSE;
		}
	}
	
#if 0
	// disabling loading of postprocess shaders until we fix
	// ATI sampler2DRect compatibility.
	
	//load Color Filter Shader
	if (success)
	{
		vector<string> shaderUniforms;
		shaderUniforms.reserve(7);
		shaderUniforms.push_back("RenderTexture");
		shaderUniforms.push_back("gamma");
		shaderUniforms.push_back("brightness");
		shaderUniforms.push_back("contrast");
		shaderUniforms.push_back("contrastBase");
		shaderUniforms.push_back("saturation");
		shaderUniforms.push_back("lumWeights");

		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("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB));
		gPostColorFilterProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
		success = gPostColorFilterProgram.createShader(NULL, &shaderUniforms);
	}

	//load Night Vision Shader
	if (success)
	{
		vector<string> shaderUniforms;
		shaderUniforms.reserve(5);
		shaderUniforms.push_back("RenderTexture");
		shaderUniforms.push_back("NoiseTexture");
		shaderUniforms.push_back("brightMult");
		shaderUniforms.push_back("noiseStrength");
		shaderUniforms.push_back("lumWeights");

		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("effects/drawQuadV.glsl", GL_VERTEX_SHADER_ARB));
		gPostNightVisionProgram.mShaderLevel = mVertexShaderLevel[SHADER_EFFECT];
		success = gPostNightVisionProgram.createShader(NULL, &shaderUniforms);
	}
	#endif

	return success;

}
示例#7
0
BOOL LLViewerShaderMgr::loadShadersWater()
{
	BOOL success = TRUE;
	BOOL terrainWaterSuccess = TRUE;

	if (mVertexShaderLevel[SHADER_WATER] == 0)
	{
		gWaterProgram.unload();
		gUnderWaterProgram.unload();
		gTerrainWaterProgram.unload();
		return FALSE;
	}

	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, &mWaterUniforms);
	}

	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, &mWaterUniforms);
	}

	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.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, &mTerrainUniforms);
	}	

	/// 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;
}
示例#8
0
BOOL LLViewerShaderMgr::loadShadersAvatar()
{
	BOOL success = TRUE;

	if (mVertexShaderLevel[SHADER_AVATAR] == 0)
	{
		gAvatarProgram.unload();
		gAvatarWaterProgram.unload();
		gAvatarEyeballProgram.unload();
		gAvatarPickProgram.unload();
		return FALSE;
	}

	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.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(&mAvatarAttribs, &mAvatarUniforms);
			
		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.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(&mAvatarAttribs, &mAvatarUniforms);
		}

		/// 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.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(&mAvatarAttribs, &mAvatarUniforms);
	}

	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.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;
}
示例#9
0
BOOL LLViewerShaderMgr::loadShadersObject()
{
	BOOL success = TRUE;

	if (mVertexShaderLevel[SHADER_OBJECT] == 0)
	{
		gObjectShinyProgram.unload();
		gObjectFullbrightShinyProgram.unload();
		gObjectShinyWaterProgram.unload();
		gObjectSimpleProgram.unload();
		gObjectSimpleWaterProgram.unload();
		gObjectFullbrightProgram.unload();
		gObjectFullbrightWaterProgram.unload();
		return FALSE;
	}

	if (success)
	{
		gObjectSimpleProgram.mName = "Simple Shader";
		gObjectSimpleProgram.mFeatures.calculatesLighting = true;
		gObjectSimpleProgram.mFeatures.calculatesAtmospherics = true;
		gObjectSimpleProgram.mFeatures.hasGamma = true;
		gObjectSimpleProgram.mFeatures.hasAtmospherics = true;
		gObjectSimpleProgram.mFeatures.hasLighting = true;
		gObjectSimpleProgram.mShaderFiles.clear();
		gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
		gObjectSimpleProgram.mShaderFiles.push_back(make_pair("objects/simpleF.glsl", GL_FRAGMENT_SHADER_ARB));
		gObjectSimpleProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
		success = gObjectSimpleProgram.createShader(NULL, NULL);
	}
	
	if (success)
	{
		gObjectSimpleWaterProgram.mName = "Simple Water Shader";
		gObjectSimpleWaterProgram.mFeatures.calculatesLighting = true;
		gObjectSimpleWaterProgram.mFeatures.calculatesAtmospherics = true;
		gObjectSimpleWaterProgram.mFeatures.hasWaterFog = true;
		gObjectSimpleWaterProgram.mFeatures.hasAtmospherics = true;
		gObjectSimpleWaterProgram.mFeatures.hasLighting = true;
		gObjectSimpleWaterProgram.mShaderFiles.clear();
		gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleV.glsl", GL_VERTEX_SHADER_ARB));
		gObjectSimpleWaterProgram.mShaderFiles.push_back(make_pair("objects/simpleWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
		gObjectSimpleWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
		gObjectSimpleWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
		success = gObjectSimpleWaterProgram.createShader(NULL, NULL);
	}
	
	if (success)
	{
		gObjectFullbrightProgram.mName = "Fullbright Shader";
		gObjectFullbrightProgram.mFeatures.calculatesAtmospherics = true;
		gObjectFullbrightProgram.mFeatures.hasGamma = true;
		gObjectFullbrightProgram.mFeatures.hasTransport = true;
		gObjectFullbrightProgram.mFeatures.isFullbright = true;
		gObjectFullbrightProgram.mShaderFiles.clear();
		gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
		gObjectFullbrightProgram.mShaderFiles.push_back(make_pair("objects/fullbrightF.glsl", GL_FRAGMENT_SHADER_ARB));
		gObjectFullbrightProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
		success = gObjectFullbrightProgram.createShader(NULL, NULL);
	}

	if (success)
	{
		gObjectFullbrightWaterProgram.mName = "Fullbright Water Shader";
		gObjectFullbrightWaterProgram.mFeatures.calculatesAtmospherics = true;
		gObjectFullbrightWaterProgram.mFeatures.isFullbright = true;
		gObjectFullbrightWaterProgram.mFeatures.hasWaterFog = true;		
		gObjectFullbrightWaterProgram.mFeatures.hasTransport = true;
		gObjectFullbrightWaterProgram.mShaderFiles.clear();
		gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightV.glsl", GL_VERTEX_SHADER_ARB));
		gObjectFullbrightWaterProgram.mShaderFiles.push_back(make_pair("objects/fullbrightWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
		gObjectFullbrightWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
		gObjectFullbrightWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
		success = gObjectFullbrightWaterProgram.createShader(NULL, NULL);
	}

	if (success)
	{
		gObjectShinyProgram.mName = "Shiny Shader";
		gObjectShinyProgram.mFeatures.calculatesAtmospherics = true;
		gObjectShinyProgram.mFeatures.calculatesLighting = true;
		gObjectShinyProgram.mFeatures.hasGamma = true;
		gObjectShinyProgram.mFeatures.hasAtmospherics = true;
		gObjectShinyProgram.mFeatures.isShiny = true;
		gObjectShinyProgram.mShaderFiles.clear();
		gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
		gObjectShinyProgram.mShaderFiles.push_back(make_pair("objects/shinyF.glsl", GL_FRAGMENT_SHADER_ARB));		
		gObjectShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
		success = gObjectShinyProgram.createShader(NULL, &mShinyUniforms);
	}

	if (success)
	{
		gObjectShinyWaterProgram.mName = "Shiny Water Shader";
		gObjectShinyWaterProgram.mFeatures.calculatesAtmospherics = true;
		gObjectShinyWaterProgram.mFeatures.calculatesLighting = true;
		gObjectShinyWaterProgram.mFeatures.isShiny = true;
		gObjectShinyWaterProgram.mFeatures.hasWaterFog = true;
		gObjectShinyWaterProgram.mFeatures.hasAtmospherics = true;
		gObjectShinyWaterProgram.mShaderFiles.clear();
		gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyWaterF.glsl", GL_FRAGMENT_SHADER_ARB));
		gObjectShinyWaterProgram.mShaderFiles.push_back(make_pair("objects/shinyV.glsl", GL_VERTEX_SHADER_ARB));
		gObjectShinyWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
		gObjectShinyWaterProgram.mShaderGroup = LLGLSLShader::SG_WATER;
		success = gObjectShinyWaterProgram.createShader(NULL, &mShinyUniforms);
	}
	
	if (success)
	{
		gObjectFullbrightShinyProgram.mName = "Fullbright Shiny Shader";
		gObjectFullbrightShinyProgram.mFeatures.calculatesAtmospherics = true;
		gObjectFullbrightShinyProgram.mFeatures.isFullbright = true;
		gObjectFullbrightShinyProgram.mFeatures.isShiny = true;
		gObjectFullbrightShinyProgram.mFeatures.hasGamma = true;
		gObjectFullbrightShinyProgram.mFeatures.hasTransport = true;
		gObjectFullbrightShinyProgram.mShaderFiles.clear();
		gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyV.glsl", GL_VERTEX_SHADER_ARB));
		gObjectFullbrightShinyProgram.mShaderFiles.push_back(make_pair("objects/fullbrightShinyF.glsl", GL_FRAGMENT_SHADER_ARB));
		gObjectFullbrightShinyProgram.mShaderLevel = mVertexShaderLevel[SHADER_OBJECT];
		success = gObjectFullbrightShinyProgram.createShader(NULL, &mShinyUniforms);
	}


	if( !success )
	{
		mVertexShaderLevel[SHADER_OBJECT] = 0;
		return FALSE;
	}
	
	return TRUE;
}