/* * Copyright (C) 2018 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_PLUGINS_SHADERPARAMVISUALPLUGIN_HH_ #define GAZEBO_PLUGINS_SHADERPARAMVISUALPLUGIN_HH_ #include #include #include #include namespace gazebo { // Forward declare private data class. class ShaderParamVisualPluginPrivate; /// \brief A plugin that demonstrates how to set shader parameters /// of a material used by a visual /// /// Plugin parameters: /// /// Shader parameter - can be repeated within plugin SDF element /// Name of uniform bound to the shader /// Type of shader, i.e. vertex, fragment /// Value to set the shader parameter to. The value string can be /// an int, float, or a space delimited array of floats. /// It can also be 'TIME', in which case the value will be bound /// to sim time. /// /// Example usage: /// /// \verbatim /// /// /// /// /// ambient /// fragment /// 1.0 0.0 0.0 1.0 /// /// /// \endverbatim class GAZEBO_VISIBLE ShaderParamVisualPlugin : public VisualPlugin { /// \brief Constructor. public: ShaderParamVisualPlugin(); /// \brief Destructor. public: ~ShaderParamVisualPlugin(); // Documentation inherited public: virtual void Load(rendering::VisualPtr _visual, sdf::ElementPtr _sdf); /// \brief Update the plugin once every iteration of simulation. private: void Update(); /// \brief Callback to receive pose info. private: void OnInfo(ConstPosesStampedPtr &_msg); /// \internal /// \brief Private data pointer private: std::unique_ptr dataPtr; }; } #endif