/** 
 * @file llshadermgr.h
 * @brief Shader Manager
 *
 * $LicenseInfo:firstyear=2001&license=viewerlgpl$
 * Second Life Viewer Source Code
 * Copyright (C) 2010, Linden Research, Inc.
 * 
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation;
 * version 2.1 of the License only.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 * 
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
 * 
 * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
 * $/LicenseInfo$
 */

#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,
        INVERSE_MODELVIEW_MATRIX,
		NORMAL_MATRIX,
		TEXTURE_MATRIX0,
		TEXTURE_MATRIX1,
		TEXTURE_MATRIX2,
		TEXTURE_MATRIX3,
		OBJECT_PLANE_S,
		OBJECT_PLANE_T,
//		//BD - Motion Blur
		CURRENT_MODELVIEW_MATRIX,
		LAST_MODELVIEW_MATRIX,
		LAST_MODELVIEW_MATRIX_INVERSE,
		CURRENT_OBJECT_MATRIX,
		LAST_OBJECT_MATRIX,

		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,
        ALTERNATE_DIFFUSE_MAP,
		SPECULAR_MAP,
		BUMP_MAP,
        BUMP_MAP2,
		ENVIRONMENT_MAP,
		CLOUD_NOISE_MAP,
        CLOUD_NOISE_MAP_NEXT,
		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,
		BOX_CENTER,
		BOX_SIZE,

		GLOW_MIN_LUMINANCE,
		GLOW_MAX_EXTRACT_ALPHA,
		GLOW_LUM_WEIGHTS,
		GLOW_WARMTH_WEIGHTS,
		GLOW_WARMTH_AMOUNT,
		GLOW_STRENGTH,
		GLOW_DELTA,

		MINIMUM_ALPHA,
		EMISSIVE_BRIGHTNESS,

		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,
		DEFERRED_SCREEN_RES,
		DEFERRED_NEAR_CLIP,
		DEFERRED_SHADOW_OFFSET,
		DEFERRED_SHADOW_BIAS,
		DEFERRED_SPOT_SHADOW_BIAS,
		DEFERRED_SPOT_SHADOW_OFFSET,
		DEFERRED_SUN_DIR,
        DEFERRED_MOON_DIR,
		DEFERRED_SHADOW_RES,
		DEFERRED_PROJ_SHADOW_RES,
		DEFERRED_DEPTH_CUTOFF,
		DEFERRED_NORM_CUTOFF,
		DEFERRED_SHADOW_TARGET_WIDTH,

		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,
		DOF_WIDTH,
		DOF_HEIGHT,

		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,
		DEFERRED_NORM_MATRIX,

//		//BD - Exodus Post Process
		EXO_RENDER_GAMMA,
		EXO_RENDER_EXPOSURE,
		EXO_RENDER_OFFSET,
		EXO_RENDER_VIGNETTE,
		EXO_RENDER_GRADE,
		EXO_RENDER_SCREEN,
		EXO_RENDER_INVGAMMAFUNC,

		EXO_RENDER_ADV_TONE_UA,
		EXO_RENDER_ADV_TONE_UB,
		EXO_RENDER_ADV_TONE_UC,
		
		TEXTURE_GAMMA,		
		SPECULAR_COLOR,
		ENVIRONMENT_INTENSITY,
		
		AVATAR_MATRIX,
		AVATAR_TRANSLATION,
//		//BD - Motion Blur
		AVATAR_LAST_MATRIX,

//		//BD - Post Effects
		DEFERRED_NUM_COLORS,
		DEFERRED_GREYSCALE_STRENGTH,
		DEFERRED_SEPIA_STRENGTH,
		DEFERRED_CHROMA_STRENGTH,

//		//BD - Special Options
		DEFERRED_LIGHT_STRENGTH,
		DEFERRED_SSAO_SAMPLES,
		TIME_STEP,
		MBLUR_STRENGTH,
		SSR_RES,
		SSR_BRIGHTNESS,
		GODRAY_RES,
		GODRAY_MULTIPLIER,
		FALLOFF_MULTIPLIER,
		SECONDS60,

		WATER_SCREENTEX,
		WATER_SCREENDEPTH,
		WATER_REFTEX,
		WATER_EYEVEC,
		WATER_TIME,
		WATER_WAVE_DIR1,
		WATER_WAVE_DIR2,
		WATER_LIGHT_DIR,
		WATER_SPECULAR,
		WATER_SPECULAR_EXP,
		WATER_FOGCOLOR,
		WATER_FOGDENSITY,
		WATER_FOGKS,
		WATER_REFSCALE,
		WATER_WATERHEIGHT,
		WATER_WATERPLANE,
		WATER_NORM_SCALE,
		WATER_FRESNEL_SCALE,
		WATER_FRESNEL_OFFSET,
		WATER_BLUR_MULTIPLIER,
		WATER_SUN_ANGLE,
		WATER_SCALED_ANGLE,
		WATER_SUN_ANGLE2,
		
		WL_CAMPOSLOCAL,

		AVATAR_WIND,
		AVATAR_SINWAVE,
		AVATAR_GRAVITY,

		TERRAIN_DETAIL0,
		TERRAIN_DETAIL1,
		TERRAIN_DETAIL2,
		TERRAIN_DETAIL3,
		TERRAIN_ALPHARAMP,
		
		SHINY_ORIGIN,
        DISPLAY_GAMMA,

        INSCATTER_RT,
        SUN_SIZE,
        FOG_COLOR,

        // precomputed textures
        TRANSMITTANCE_TEX,
        SCATTER_TEX,
        SINGLE_MIE_SCATTER_TEX,
        ILLUMINANCE_TEX,
        BLEND_FACTOR,

        NO_ATMO,
        MOISTURE_LEVEL,
        DROPLET_RADIUS,
        ICE_LEVEL,
        RAINBOW_MAP,
        HALO_MAP,

        MOON_BRIGHTNESS,

        CLOUD_VARIANCE,

        SH_INPUT_L1R,
        SH_INPUT_L1G,
        SH_INPUT_L1B,

        SUN_MOON_GLOW_FACTOR,
        WATER_EDGE_FACTOR,
        SUN_UP_FACTOR,
        MOONLIGHT_COLOR,
		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, const std::string& filename = "");
    void dumpShaderSource(U32 shader_code_count, GLcharARB** shader_code_text);
	BOOL	linkProgramObject(GLhandleARB obj, BOOL suppress_errors = FALSE);
	BOOL	validateProgramObject(GLhandleARB obj);
	GLhandleARB loadShaderFile(const std::string& filename, S32 & shader_level, GLenum type, boost::unordered_map<std::string, std::string>* defines = NULL, 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<std::string, GLhandleARB> mVertexShaderObjects;
    std::map<std::string, GLhandleARB> mFragmentShaderObjects;

	//global (reserved slot) shader parameters
	std::vector<std::string> mReservedAttribs;

	std::vector<std::string> mReservedUniforms;

	//preprocessor definitions (name/value)
	std::map<std::string, std::string> mDefinitions;

protected:

	// our parameter manager singleton instance
	static LLShaderMgr * sInstance;

}; //LLShaderMgr

#endif
