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/**
* @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// Implemented in the application to actually update out of date uniforms for a particular shader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<std::string, GLhandleARB> mShaderObjects;
//global (reserved slot) shader parameters
std::vector<std::string> mReservedAttribs;
std::vector<std::string> mReservedUniforms;
protected:
// our parameter manager singleton instance
static LLShaderMgr * sInstance;
}; //LLShaderMgr
#endif
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