pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/rendering/RTShaderSystem.hh

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7.7 KiB
C++

/*
* Copyright (C) 2012 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_HH_
#define _GAZEBO_RTSHADERSYSTEM_HH_
#include <list>
#include <string>
#include "gazebo/rendering/ogre_gazebo.h"
#include "gazebo/gazebo_config.h"
#include "gazebo/rendering/Camera.hh"
#include "gazebo/common/SingletonT.hh"
#include "gazebo/util/system.hh"
namespace gazebo
{
namespace rendering
{
class RTShaderSystemPrivate;
/// \addtogroup gazebo_rendering
/// \{
/// \class RTShaderSystem RTShaderSystem.hh rendering/rendering.hh
/// \brief Implements Ogre's Run-Time Shader system.
///
/// This class allows Gazebo to generate per-pixel shaders for every
/// material at run-time.
class GZ_RENDERING_VISIBLE RTShaderSystem :
public SingletonT<RTShaderSystem>
{
/// \enum LightingModel.
/// \brief The type of lighting.
public: enum LightingModel
{
/// \brief Per-Vertex lighting: best performance.
SSLM_PerVertexLighting,
/// \brief Per-Pixel lighting: best look.
SSLM_PerPixelLighting,
/// \brief Normal Map lighting: lighting calculations have
/// been stored in a light map (texture) using tangent space.
SSLM_NormalMapLightingTangentSpace,
/// \brief Normal Map lighting: lighting calculations have
/// been stored in a light map (texture) using object space.
SSLM_NormalMapLightingObjectSpace
};
/// \brief Constructor.
private: RTShaderSystem();
/// \brief Destructor.
private: virtual ~RTShaderSystem();
/// \brief Init the run time shader system.
public: void Init();
/// \brief Finalize the shader system
public: void Fini();
/// \brief Clear the shader system
public: void Clear() GAZEBO_DEPRECATED(7.0);
/// \brief Add a scene manager
/// \param[in] _scene The scene to process
public: void AddScene(ScenePtr _scene);
/// \brief Remove a scene
/// \param[in] The scene to remove
public: void RemoveScene(ScenePtr _scene);
/// \brief Remove a scene
/// \param[in] Name of the scene to remove.
public: void RemoveScene(const std::string &_scene);
/// \brief Queue a call to update the shaders.
public: void UpdateShaders();
/// \brief Set an Ogre::Entity to use RT shaders.
/// \param[in] _vis Visual that will use the RTShaderSystem.
/// \deprecated This function is no longer needed, and has no
/// implementation.
public: void AttachEntity(Visual *vis) GAZEBO_DEPRECATED(7.0);
/// \brief Remove and entity.
/// \param[in] _vis Remove this visual.
/// \deprecated This function is no longer needed, and has no
/// implementation.
public: void DetachEntity(Visual *_vis) GAZEBO_DEPRECATED(7.0);
/// \brief Set a viewport to use shaders.
/// \param[in] _viewport The viewport to add.
/// \param[in] _scene The scene that the viewport uses.
public: static void AttachViewport(Ogre::Viewport *_viewport,
ScenePtr _scene);
/// \brief Set a viewport to not use shaders.
/// \param[in] _viewport The viewport to remove.
/// \param[in] _scene The scene that the viewport uses.
public: static void DetachViewport(Ogre::Viewport *_viewport,
ScenePtr _scene);
/// \brief Set the lighting model to per pixel or per vertex.
/// \param[in] _set True means to use per-pixel shaders.
public: void SetPerPixelLighting(bool _set);
/// \brief Generate shaders for an entity
/// \param[in] _vis The visual to generate shaders for.
/// \sa GenerateShaders(const VisualPtr &_vis)
public: void GenerateShaders(Visual *_vis) GAZEBO_DEPRECATED(7.0);
/// \brief Generate shaders for an entity
/// \param[in] _vis The visual to generate shaders for.
public: void GenerateShaders(const VisualPtr &_vis);
/// \brief Apply shadows to a scene.
/// \param[in] _scene The scene to receive shadows.
public: void ApplyShadows(ScenePtr _scene);
/// \brief Remove shadows from a scene.
/// \param[in] _scene The scene to remove shadows from.
public: void RemoveShadows(ScenePtr _scene);
/// \brief Get the Ogre PSSM Shadows camera setup.
/// \return The Ogre PSSM Shadows camera setup.
public: Ogre::PSSMShadowCameraSetup *GetPSSMShadowCameraSetup() const;
/// \brief Update the RT shaders. This should not be called frequently.
public: void Update();
/// \brief Set the shadow texture size.
/// \param[in] _size Size of shadow texture to set to. This must be a
/// power of 2. The default size is 1024.
/// \return True if size is set successfully, false otherwise.
public: bool SetShadowTextureSize(const unsigned int _size);
/// \brief Get the shadow texture size.
/// \return Size of the shadow texture. The default size is 1024.
public: unsigned int ShadowTextureSize() const;
/// \brief Set the shadow clip distances.
/// \param[in] _near Near clip distance.
/// \param[in] _far Far clip distance.
public: void SetShadowClipDist(const double _near, const double _far);
/// \brief Get the shadow near clip distance.
/// \return Near clip distance.
public: double ShadowNearClip() const;
/// \brief Get the shadow far clip distance.
/// \return Far clip distance.
public: double ShadowFarClip() const;
/// \brief Set the PSSM lambda value for determining how linear or
/// logarithmic choice of split points will be.
/// \param[in] _lambda PSSM split point lambda.
public: void SetShadowSplitLambda(const double _lambda);
/// \brief Get the PSSM split point lambda value.
/// \return PSSM split point lambda.
public: double ShadowSplitLambda() const;
/// \brief Set the overlap between PSSM shadow maps.
/// \param[in] _padding PSSM split point overlap.
public: void SetShadowSplitPadding(const double _padding);
/// \brief Get the PSSM split point overlap.
/// \return PSSM split point overlap.
public: double ShadowSplitPadding() const;
/// \brief Get paths for the shader system
/// \param[out] _coreLibsPath Path to the core libraries.
/// \param[out] _cachePath Path to where the generated shaders are
/// stored.
private: bool GetPaths(std::string &_coreLibsPath,
std::string &_cachePath);
/// \brief Update the shaders for a visual.
/// \param[in] _vis Pointer to the visual to update.
private: void UpdateShaders(VisualPtr _vis);
/// \brief Re-apply shadows. Call this if a shadow paramenter is changed.
private: void ReapplyShadows();
/// \brief Make the RTShader system a singleton.
private: friend class SingletonT<RTShaderSystem>;
/// \internal
/// \brief Pointer to private data.
private: RTShaderSystemPrivate *dataPtr;
};
/// \}
}
}
#endif