/** * @file llshadermgr.h * @brief Shader Manager * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2008, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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. * $/LicenseInfo$ */ #ifndef LL_SHADERMGR_H #define LL_SHADERMGR_H #include "llgl.h" #include "llglslshader.h" class LLShaderMgr { public: LLShaderMgr(); virtual ~LLShaderMgr(); // singleton pattern implementation static LLShaderMgr * instance(); BOOL attachShaderFeatures(LLGLSLShader * shader); void dumpObjectLog(GLhandleARB ret, BOOL warns = TRUE); BOOL linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE); BOOL validateProgramObject(GLhandleARB obj); GLhandleARB loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type); // Implemented in the application to actually point to the shader directory. virtual std::string getShaderDirPrefix(void) = 0; // Pure Virtual // Implemented in the application to actually update out of date uniforms for a particular shader virtual void updateShaderUniforms(LLGLSLShader * shader) = 0; // Pure Virtual public: // Map of shader names to compiled std::map mShaderObjects; //global (reserved slot) shader parameters std::vector mReservedAttribs; std::vector mReservedUniforms; protected: // our parameter manager singleton instance static LLShaderMgr * sInstance; }; //LLShaderMgr #endif