211 lines
7.7 KiB
C++
211 lines
7.7 KiB
C++
/*
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* Copyright (C) 2012 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#ifndef _GAZEBO_RTSHADERSYSTEM_HH_
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#define _GAZEBO_RTSHADERSYSTEM_HH_
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#include <list>
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#include <string>
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#include "gazebo/rendering/ogre_gazebo.h"
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#include "gazebo/gazebo_config.h"
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#include "gazebo/rendering/Camera.hh"
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#include "gazebo/common/SingletonT.hh"
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#include "gazebo/util/system.hh"
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namespace gazebo
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{
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namespace rendering
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{
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class RTShaderSystemPrivate;
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/// \addtogroup gazebo_rendering
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/// \{
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/// \class RTShaderSystem RTShaderSystem.hh rendering/rendering.hh
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/// \brief Implements Ogre's Run-Time Shader system.
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///
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/// This class allows Gazebo to generate per-pixel shaders for every
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/// material at run-time.
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class GZ_RENDERING_VISIBLE RTShaderSystem :
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public SingletonT<RTShaderSystem>
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{
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/// \enum LightingModel.
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/// \brief The type of lighting.
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public: enum LightingModel
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{
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/// \brief Per-Vertex lighting: best performance.
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SSLM_PerVertexLighting,
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/// \brief Per-Pixel lighting: best look.
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SSLM_PerPixelLighting,
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/// \brief Normal Map lighting: lighting calculations have
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/// been stored in a light map (texture) using tangent space.
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SSLM_NormalMapLightingTangentSpace,
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/// \brief Normal Map lighting: lighting calculations have
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/// been stored in a light map (texture) using object space.
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SSLM_NormalMapLightingObjectSpace
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};
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/// \brief Constructor.
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private: RTShaderSystem();
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/// \brief Destructor.
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private: virtual ~RTShaderSystem();
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/// \brief Init the run time shader system.
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public: void Init();
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/// \brief Finalize the shader system
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public: void Fini();
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/// \brief Clear the shader system
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public: void Clear() GAZEBO_DEPRECATED(7.0);
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/// \brief Add a scene manager
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/// \param[in] _scene The scene to process
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public: void AddScene(ScenePtr _scene);
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/// \brief Remove a scene
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/// \param[in] The scene to remove
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public: void RemoveScene(ScenePtr _scene);
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/// \brief Remove a scene
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/// \param[in] Name of the scene to remove.
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public: void RemoveScene(const std::string &_scene);
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/// \brief Queue a call to update the shaders.
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public: void UpdateShaders();
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/// \brief Set an Ogre::Entity to use RT shaders.
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/// \param[in] _vis Visual that will use the RTShaderSystem.
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/// \deprecated This function is no longer needed, and has no
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/// implementation.
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public: void AttachEntity(Visual *vis) GAZEBO_DEPRECATED(7.0);
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/// \brief Remove and entity.
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/// \param[in] _vis Remove this visual.
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/// \deprecated This function is no longer needed, and has no
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/// implementation.
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public: void DetachEntity(Visual *_vis) GAZEBO_DEPRECATED(7.0);
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/// \brief Set a viewport to use shaders.
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/// \param[in] _viewport The viewport to add.
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/// \param[in] _scene The scene that the viewport uses.
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public: static void AttachViewport(Ogre::Viewport *_viewport,
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ScenePtr _scene);
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/// \brief Set a viewport to not use shaders.
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/// \param[in] _viewport The viewport to remove.
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/// \param[in] _scene The scene that the viewport uses.
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public: static void DetachViewport(Ogre::Viewport *_viewport,
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ScenePtr _scene);
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/// \brief Set the lighting model to per pixel or per vertex.
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/// \param[in] _set True means to use per-pixel shaders.
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public: void SetPerPixelLighting(bool _set);
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/// \brief Generate shaders for an entity
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/// \param[in] _vis The visual to generate shaders for.
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/// \sa GenerateShaders(const VisualPtr &_vis)
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public: void GenerateShaders(Visual *_vis) GAZEBO_DEPRECATED(7.0);
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/// \brief Generate shaders for an entity
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/// \param[in] _vis The visual to generate shaders for.
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public: void GenerateShaders(const VisualPtr &_vis);
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/// \brief Apply shadows to a scene.
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/// \param[in] _scene The scene to receive shadows.
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public: void ApplyShadows(ScenePtr _scene);
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/// \brief Remove shadows from a scene.
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/// \param[in] _scene The scene to remove shadows from.
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public: void RemoveShadows(ScenePtr _scene);
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/// \brief Get the Ogre PSSM Shadows camera setup.
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/// \return The Ogre PSSM Shadows camera setup.
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public: Ogre::PSSMShadowCameraSetup *GetPSSMShadowCameraSetup() const;
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/// \brief Update the RT shaders. This should not be called frequently.
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public: void Update();
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/// \brief Set the shadow texture size.
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/// \param[in] _size Size of shadow texture to set to. This must be a
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/// power of 2. The default size is 1024.
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/// \return True if size is set successfully, false otherwise.
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public: bool SetShadowTextureSize(const unsigned int _size);
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/// \brief Get the shadow texture size.
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/// \return Size of the shadow texture. The default size is 1024.
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public: unsigned int ShadowTextureSize() const;
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/// \brief Set the shadow clip distances.
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/// \param[in] _near Near clip distance.
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/// \param[in] _far Far clip distance.
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public: void SetShadowClipDist(const double _near, const double _far);
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/// \brief Get the shadow near clip distance.
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/// \return Near clip distance.
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public: double ShadowNearClip() const;
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/// \brief Get the shadow far clip distance.
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/// \return Far clip distance.
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public: double ShadowFarClip() const;
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/// \brief Set the PSSM lambda value for determining how linear or
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/// logarithmic choice of split points will be.
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/// \param[in] _lambda PSSM split point lambda.
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public: void SetShadowSplitLambda(const double _lambda);
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/// \brief Get the PSSM split point lambda value.
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/// \return PSSM split point lambda.
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public: double ShadowSplitLambda() const;
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/// \brief Set the overlap between PSSM shadow maps.
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/// \param[in] _padding PSSM split point overlap.
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public: void SetShadowSplitPadding(const double _padding);
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/// \brief Get the PSSM split point overlap.
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/// \return PSSM split point overlap.
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public: double ShadowSplitPadding() const;
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/// \brief Get paths for the shader system
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/// \param[out] _coreLibsPath Path to the core libraries.
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/// \param[out] _cachePath Path to where the generated shaders are
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/// stored.
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private: bool GetPaths(std::string &_coreLibsPath,
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std::string &_cachePath);
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/// \brief Update the shaders for a visual.
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/// \param[in] _vis Pointer to the visual to update.
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private: void UpdateShaders(VisualPtr _vis);
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/// \brief Re-apply shadows. Call this if a shadow paramenter is changed.
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private: void ReapplyShadows();
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/// \brief Make the RTShader system a singleton.
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private: friend class SingletonT<RTShaderSystem>;
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/// \internal
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/// \brief Pointer to private data.
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private: RTShaderSystemPrivate *dataPtr;
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};
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/// \}
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}
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}
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#endif
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