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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();
// 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, 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// Implemented in the application to actually update out of date uniforms for a particular shader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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