Windlight/water parameter managers now derived from standard LLSingleton instead of using some silly redundant clone.
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@@ -122,17 +122,14 @@ struct WLFloatControl {
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};
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/// WindLight parameter manager class - what controls all the wind light shaders
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class LLWLParamManager
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class LLWLParamManager : public LLSingleton<LLWLParamManager>
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{
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public:
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LOG_CLASS(LLWLParamManager);
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LLWLParamManager();
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~LLWLParamManager();
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public:
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void updateShaderLinks();
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/// load a preset file
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void loadPresets(const std::string & fileName);
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/// save the preset file
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void savePresets(const std::string & fileName);
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@@ -195,8 +192,8 @@ public:
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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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// singleton pattern implementation
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static LLWLParamManager * instance();
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/// @return all named windlight presets.
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const std::map<std::string, LLWLParamSet>& getPresets() const { return mParamList; }
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public:
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@@ -251,14 +248,22 @@ public:
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F32 mDomeOffset;
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F32 mDomeRadius;
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// list of all the parameters, listed by name
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std::map<std::string, LLWLParamSet> mParamList;
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private:
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/// load a preset file
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friend class LLWLAnimator;
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void loadPresets(const std::string & fileName);
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friend class LLSingleton<LLWLParamManager>;
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/*virtual*/ void initSingleton();
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LLWLParamManager();
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~LLWLParamManager();
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// list of all the parameters, listed by name
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std::map<std::string, LLWLParamSet> mParamList;
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std::vector<LLGLSLShader *> mShaderList;
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// our parameter manager singleton instance
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static LLWLParamManager * sInstance;
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};
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