Windlight/water parameter managers now derived from standard LLSingleton instead of using some silly redundant clone.
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@@ -218,22 +218,15 @@ struct WaterExpFloatControl
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/// WindLight parameter manager class - what controls all the wind light shaders
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class LLWaterParamManager
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class LLWaterParamManager : public LLSingleton<LLWaterParamManager>
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{
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LOG_CLASS(LLWaterParamManager);
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public:
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LLWaterParamManager();
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~LLWaterParamManager();
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typedef std::map<std::string, LLWaterParamSet> preset_map_t;
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void updateShaderLinks();
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/// load a preset file
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void loadAllPresets(const std::string & fileName);
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/// load an individual preset into the sky
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void loadPreset(const std::string & name,bool propagate=true);
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/// save the parameter presets to file
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void savePreset(const std::string & name);
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@@ -246,12 +239,6 @@ public:
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/// Update shader uniforms that have changed.
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void updateShaderUniforms(LLGLSLShader * shader);
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/// Perform global initialization for this class.
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static void initClass(void);
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// Cleanup of global data that's only inited once per class.
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static void cleanupClass();
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/// add a param to the list
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bool addParamSet(const std::string& name, LLWaterParamSet& param);
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@@ -270,6 +257,9 @@ public:
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/// gets rid of a parameter and any references to it
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/// returns true if successful
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bool removeParamSet(const std::string& name, bool delete_from_disk);
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/// @return all named water presets.
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const preset_map_t& getPresets() const { return mParamList; }
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/// set the normap map we want for water
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bool setNormalMapID(const LLUUID& img);
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@@ -313,18 +303,29 @@ public:
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WaterFloatControl mScaleBelow;
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WaterFloatControl mBlurMultiplier;
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// list of all the parameters, listed by name
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std::map<std::string, LLWaterParamSet> mParamList;
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F32 mDensitySliderValue;
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/// load an individual preset into the sky
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void loadPreset(const std::string & name,bool propagate=true);
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private:
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friend class LLSingleton<LLWaterParamManager>;
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/*virtual*/ void initSingleton();
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LLWaterParamManager();
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~LLWaterParamManager();
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/// load a preset file
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void loadAllPresets(const std::string & fileName);
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LLVector4 mWaterPlane;
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F32 mWaterFogKS;
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std::vector<LLGLSLShader *> mShaderList;
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// our parameter manager singleton instance
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static LLWaterParamManager * sInstance;
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// list of all the parameters, listed by name
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std::map<std::string, LLWaterParamSet> mParamList;
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std::vector<LLGLSLShader *> mShaderList;
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};
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inline void LLWaterParamManager::setDensitySliderValue(F32 val)
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