74 lines
2.3 KiB
C++
74 lines
2.3 KiB
C++
/**
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* @file llshadermgr.h
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* @brief Shader Manager
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_SHADERMGR_H
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#define LL_SHADERMGR_H
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#include "llgl.h"
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#include "llglslshader.h"
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class LLShaderMgr
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{
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public:
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LLShaderMgr();
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virtual ~LLShaderMgr();
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// singleton pattern implementation
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static LLShaderMgr * instance();
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BOOL attachShaderFeatures(LLGLSLShader * shader);
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void dumpObjectLog(GLhandleARB ret, BOOL warns = TRUE);
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BOOL linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE);
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BOOL validateProgramObject(GLhandleARB obj);
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GLhandleARB loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, S32 texture_index_channels = -1);
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// Implemented in the application to actually point to the shader directory.
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virtual std::string getShaderDirPrefix(void) = 0; // Pure Virtual
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// Implemented in the application to actually update out of date uniforms for a particular shader
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virtual void updateShaderUniforms(LLGLSLShader * shader) = 0; // Pure Virtual
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public:
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// Map of shader names to compiled
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std::map<std::string, GLhandleARB> mShaderObjects;
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//global (reserved slot) shader parameters
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std::vector<std::string> mReservedAttribs;
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std::vector<std::string> mReservedUniforms;
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//preprocessor definitions (name/value)
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std::map<std::string, std::string> mDefinitions;
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protected:
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// our parameter manager singleton instance
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static LLShaderMgr * sInstance;
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}; //LLShaderMgr
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#endif
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