/** * @file llshadermgr.h * @brief Shader Manager * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2009, 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://secondlifegrid.net/programs/open_source/licensing/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://secondlifegrid.net/programs/open_source/licensing/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(); typedef enum { MODELVIEW_MATRIX = 0, PROJECTION_MATRIX, INVERSE_PROJECTION_MATRIX, MODELVIEW_PROJECTION_MATRIX, NORMAL_MATRIX, TEXTURE_MATRIX0, TEXTURE_MATRIX1, TEXTURE_MATRIX2, TEXTURE_MATRIX3, VIEWPORT, LIGHT_POSITION, LIGHT_DIRECTION, LIGHT_ATTENUATION, LIGHT_DIFFUSE, LIGHT_AMBIENT, MULTI_LIGHT_COUNT, MULTI_LIGHT, MULTI_LIGHT_COL, MULTI_LIGHT_FAR_Z, PROJECTOR_MATRIX, PROJECTOR_NEAR, PROJECTOR_P, PROJECTOR_N, PROJECTOR_ORIGIN, PROJECTOR_RANGE, PROJECTOR_AMBIANCE, PROJECTOR_SHADOW_INDEX, PROJECTOR_SHADOW_FADE, PROJECTOR_FOCUS, PROJECTOR_LOD, PROJECTOR_AMBIENT_LOD, DIFFUSE_COLOR, DIFFUSE_MAP, SPECULAR_MAP, BUMP_MAP, ENVIRONMENT_MAP, CLOUD_NOISE_MAP, FULLBRIGHT, LIGHTNORM, SUNLIGHT_COLOR, AMBIENT, BLUE_HORIZON, BLUE_DENSITY, HAZE_HORIZON, HAZE_DENSITY, CLOUD_SHADOW, DENSITY_MULTIPLIER, DISTANCE_MULTIPLIER, MAX_Y, GLOW, CLOUD_COLOR, CLOUD_POS_DENSITY1, CLOUD_POS_DENSITY2, CLOUD_SCALE, GAMMA, SCENE_LIGHT_STRENGTH, LIGHT_CENTER, LIGHT_SIZE, LIGHT_FALLOFF, GLOW_MIN_LUMINANCE, GLOW_MAX_EXTRACT_ALPHA, GLOW_LUM_WEIGHTS, GLOW_WARMTH_WEIGHTS, GLOW_WARMTH_AMOUNT, GLOW_STRENGTH, GLOW_DELTA, MINIMUM_ALPHA, DEFERRED_SHADOW_MATRIX, DEFERRED_ENV_MAT, DEFERRED_SHADOW_CLIP, DEFERRED_SUN_WASH, DEFERRED_SHADOW_NOISE, DEFERRED_BLUR_SIZE, DEFERRED_SSAO_RADIUS, DEFERRED_SSAO_MAX_RADIUS, DEFERRED_SSAO_FACTOR, DEFERRED_SSAO_FACTOR_INV, DEFERRED_SSAO_EFFECT_MAT, DEFERRED_SCREEN_RES, DEFERRED_NEAR_CLIP, DEFERRED_SHADOW_OFFSET, DEFERRED_SHADOW_BIAS, DEFERRED_SPOT_SHADOW_BIAS, DEFERRED_SPOT_SHADOW_OFFSET, DEFERRED_SUN_DIR, DEFERRED_SHADOW_RES, DEFERRED_PROJ_SHADOW_RES, DEFERRED_DEPTH_CUTOFF, DEFERRED_NORM_CUTOFF, FXAA_TC_SCALE, FXAA_RCP_SCREEN_RES, FXAA_RCP_FRAME_OPT, FXAA_RCP_FRAME_OPT2, DOF_FOCAL_DISTANCE, DOF_BLUR_CONSTANT, DOF_TAN_PIXEL_ANGLE, DOF_MAGNIFICATION, DOF_MAX_COF, DOF_RES_SCALE, DEFERRED_DEPTH, DEFERRED_SHADOW0, DEFERRED_SHADOW1, DEFERRED_SHADOW2, DEFERRED_SHADOW3, DEFERRED_SHADOW4, DEFERRED_SHADOW5, DEFERRED_NORMAL, DEFERRED_POSITION, DEFERRED_DIFFUSE, DEFERRED_SPECULAR, DEFERRED_NOISE, DEFERRED_LIGHTFUNC, DEFERRED_LIGHT, DEFERRED_BLOOM, DEFERRED_PROJECTION, END_RESERVED_UNIFORMS } eGLSLReservedUniforms; // singleton pattern implementation static LLShaderMgr * instance(); virtual void initAttribsAndUniforms(void); 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 mShaderObjects; //global (reserved slot) shader parameters std::vector mReservedAttribs; std::vector mReservedUniforms; //preprocessor definitions (name/value) std::map mDefinitions; protected: // our parameter manager singleton instance static LLShaderMgr * sInstance; public: static void unloadShaderClass(int shader_class); static std::vector &getGlobalShaderList(); //Holds a list of ALL LLGLSLShader objects. }; //LLShaderMgr #endif