/* * Copyright (C) 2015 Open Source Robotics Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ #ifndef _GAZEBO_RTSHADERSYSTEM_PRIVATE_HH_ #define _GAZEBO_RTSHADERSYSTEM_PRIVATE_HH_ #include #include #include "gazebo/rendering/CustomPSSMShadowCameraSetup.hh" #include "gazebo/rendering/ogre_gazebo.h" #include "gazebo/gazebo_config.h" namespace gazebo { namespace rendering { /// \brief Private data for the RTShaderSystem class class RTShaderSystemPrivate { #if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 7 /// \brief The shader generator. public: Ogre::RTShader::ShaderGenerator *shaderGenerator; /// \brief Used to generate shadows. public: Ogre::RTShader::SubRenderState *shadowRenderState; #endif /// \brief True if initialized. public: bool initialized; /// \brief True if shadows have been applied. public: bool shadowsApplied; /// \brief All the scenes. public: std::vector scenes; /// \brief Parallel Split Shadow Map (PSSM) camera setup public: Ogre::ShadowCameraSetupPtr pssmSetup; /// \brief Flag to indicate that shaders need to be updated. public: bool updateShaders; /// \brief Size of the Parallel Split Shadow Map (PSSM) shadow texture /// at closest layer. public: unsigned int shadowTextureSize = 2048u; /// \brief Parallel Split Shadow Map (PSSM) near clip distance. public: double shadowNear = 0.01; /// \brief Parallel Split Shadow Map (PSSM) far clip distance. public: double shadowFar = 200.0; /// \brief Parallel Split Shadow Map (PSSM) split modifier. 0.0 = linear /// splits. 1.0 = logarithmic splits. public: double shadowSplitLambda = 0.75; /// \brief Parallel Split Shadow Map (PSSM) overlap between splits. public: double shadowSplitPadding = 2.0; /// \brief Custom program writer factory that supports sampler2DShadow, /// only used in ogre versions <= 1.8 public: CustomGLSLProgramWriterFactory *programWriterFactory = nullptr; /// \brief Flag to indicate if normal map should be enabled public: bool enableNormalMap = true; }; } } #endif