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/**
* @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<std::string, GLhandleARB> mShaderObjects;
//global (reserved slot) shader parameters
std::vector<std::string> mReservedAttribs;
std::vector<std::string> mReservedUniforms;
//preprocessor definitions (name/value)
std::map<std::string, std::string> mDefinitions;
protected:
// our parameter manager singleton instance
static LLShaderMgr * sInstance;
}; //LLShaderMgr
#endif
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