/** * @file llshadermgr.h * @brief Shader Manager * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #ifndef LL_SHADERMGR_H #define LL_SHADERMGR_H #include "llgl.h" #include "llglslshader.h" class LLShaderMgr { public: LLShaderMgr(); virtual ~LLShaderMgr(); typedef enum { MODELVIEW_MATRIX = 0, PROJECTION_MATRIX, INVERSE_PROJECTION_MATRIX, MODELVIEW_PROJECTION_MATRIX, NORMAL_MATRIX, TEXTURE_MATRIX0, TEXTURE_MATRIX1, TEXTURE_MATRIX2, TEXTURE_MATRIX3, OBJECT_PLANE_S, OBJECT_PLANE_T, VIEWPORT, LIGHT_POSITION, LIGHT_DIRECTION, LIGHT_ATTENUATION, LIGHT_DIFFUSE, LIGHT_AMBIENT, MULTI_LIGHT_COUNT, MULTI_LIGHT, MULTI_LIGHT_COL, MULTI_LIGHT_FAR_Z, PROJECTOR_MATRIX, PROJECTOR_NEAR, PROJECTOR_P, PROJECTOR_N, PROJECTOR_ORIGIN, PROJECTOR_RANGE, PROJECTOR_AMBIANCE, PROJECTOR_SHADOW_INDEX, PROJECTOR_SHADOW_FADE, PROJECTOR_FOCUS, PROJECTOR_LOD, PROJECTOR_AMBIENT_LOD, DIFFUSE_COLOR, DIFFUSE_MAP, SPECULAR_MAP, BUMP_MAP, ENVIRONMENT_MAP, CLOUD_NOISE_MAP, FULLBRIGHT, LIGHTNORM, SUNLIGHT_COLOR, AMBIENT, BLUE_HORIZON, BLUE_DENSITY, HAZE_HORIZON, HAZE_DENSITY, CLOUD_SHADOW, DENSITY_MULTIPLIER, DISTANCE_MULTIPLIER, MAX_Y, GLOW, CLOUD_COLOR, CLOUD_POS_DENSITY1, CLOUD_POS_DENSITY2, CLOUD_SCALE, GAMMA, SCENE_LIGHT_STRENGTH, LIGHT_CENTER, LIGHT_SIZE, LIGHT_FALLOFF, BOX_CENTER, BOX_SIZE, GLOW_MIN_LUMINANCE, GLOW_MAX_EXTRACT_ALPHA, GLOW_LUM_WEIGHTS, GLOW_WARMTH_WEIGHTS, GLOW_WARMTH_AMOUNT, GLOW_STRENGTH, GLOW_DELTA, MINIMUM_ALPHA, DEFERRED_SHADOW_MATRIX, DEFERRED_ENV_MAT, DEFERRED_SHADOW_CLIP, DEFERRED_SUN_WASH, DEFERRED_SHADOW_NOISE, DEFERRED_BLUR_SIZE, DEFERRED_SSAO_RADIUS, DEFERRED_SSAO_MAX_RADIUS, DEFERRED_SSAO_FACTOR, DEFERRED_SSAO_FACTOR_INV, DEFERRED_SSAO_EFFECT_MAT, DEFERRED_SCREEN_RES, DEFERRED_NEAR_CLIP, DEFERRED_SHADOW_OFFSET, DEFERRED_SHADOW_BIAS, DEFERRED_SPOT_SHADOW_BIAS, DEFERRED_SPOT_SHADOW_OFFSET, DEFERRED_SUN_DIR, DEFERRED_SHADOW_RES, DEFERRED_PROJ_SHADOW_RES, DEFERRED_DEPTH_CUTOFF, DEFERRED_NORM_CUTOFF, DEFERRED_SHADOW_TARGET_WIDTH, FXAA_TC_SCALE, FXAA_RCP_SCREEN_RES, FXAA_RCP_FRAME_OPT, FXAA_RCP_FRAME_OPT2, DOF_FOCAL_DISTANCE, DOF_BLUR_CONSTANT, DOF_TAN_PIXEL_ANGLE, DOF_MAGNIFICATION, DOF_MAX_COF, DOF_RES_SCALE, DOF_WIDTH, DOF_HEIGHT, DEFERRED_DEPTH, DEFERRED_SHADOW0, DEFERRED_SHADOW1, DEFERRED_SHADOW2, DEFERRED_SHADOW3, DEFERRED_SHADOW4, DEFERRED_SHADOW5, DEFERRED_NORMAL, DEFERRED_POSITION, DEFERRED_DIFFUSE, DEFERRED_SPECULAR, DEFERRED_NOISE, DEFERRED_LIGHTFUNC, DEFERRED_LIGHT, DEFERRED_BLOOM, DEFERRED_PROJECTION, AVATAR_MATRIX, WATER_SCREENTEX, WATER_SCREENDEPTH, WATER_REFTEX, WATER_EYEVEC, WATER_TIME, WATER_WAVE_DIR1, WATER_WAVE_DIR2, WATER_LIGHT_DIR, WATER_SPECULAR, WATER_SPECULAR_EXP, WATER_FOGCOLOR, WATER_FOGDENSITY, WATER_FOGKS, WATER_REFSCALE, WATER_WATERHEIGHT, WATER_WATERPLANE, WATER_NORM_SCALE, WATER_FRESNEL_SCALE, WATER_FRESNEL_OFFSET, WATER_BLUR_MULTIPLIER, WATER_SUN_ANGLE, WATER_SCALED_ANGLE, WATER_SUN_ANGLE2, WL_CAMPOSLOCAL, AVATAR_WIND, AVATAR_SINWAVE, AVATAR_GRAVITY, TERRAIN_DETAIL0, TERRAIN_DETAIL1, TERRAIN_DETAIL2, TERRAIN_DETAIL3, TERRAIN_ALPHARAMP, SHINY_ORIGIN, END_RESERVED_UNIFORMS } eGLSLReservedUniforms; // singleton pattern implementation static LLShaderMgr * instance(); virtual void initAttribsAndUniforms(void); 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, S32 texture_index_channels = -1); // 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; //preprocessor definitions (name/value) std::map mDefinitions; protected: // our parameter manager singleton instance static LLShaderMgr * sInstance; }; //LLShaderMgr #endif