/** * @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(); // 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virtual std::string getShaderDirPrefix(void) = 0; // Pure Virtual // Implemented in the application to actually update out of date uniforms for a particular shader virtual void updateShaderUniforms(LLGLSLShader * shader) = 0; // Pure Virtual public: // Map of shader names to compiled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