86 lines
2.7 KiB
C++
86 lines
2.7 KiB
C++
/*
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* Copyright (C) 2015 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_PRIVATE_HH_
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#define _GAZEBO_RTSHADERSYSTEM_PRIVATE_HH_
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#include <string>
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#include <vector>
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#include "gazebo/rendering/CustomPSSMShadowCameraSetup.hh"
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#include "gazebo/rendering/ogre_gazebo.h"
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#include "gazebo/gazebo_config.h"
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namespace gazebo
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{
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namespace rendering
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{
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/// \brief Private data for the RTShaderSystem class
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class RTShaderSystemPrivate
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{
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#if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 7
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/// \brief The shader generator.
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public: Ogre::RTShader::ShaderGenerator *shaderGenerator;
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/// \brief Used to generate shadows.
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public: Ogre::RTShader::SubRenderState *shadowRenderState;
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#endif
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/// \brief True if initialized.
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public: bool initialized;
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/// \brief True if shadows have been applied.
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public: bool shadowsApplied;
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/// \brief All the scenes.
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public: std::vector<ScenePtr> scenes;
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/// \brief Parallel Split Shadow Map (PSSM) camera setup
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public: Ogre::ShadowCameraSetupPtr pssmSetup;
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/// \brief Flag to indicate that shaders need to be updated.
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public: bool updateShaders;
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/// \brief Size of the Parallel Split Shadow Map (PSSM) shadow texture
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/// at closest layer.
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public: unsigned int shadowTextureSize = 2048u;
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/// \brief Parallel Split Shadow Map (PSSM) near clip distance.
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public: double shadowNear = 0.01;
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/// \brief Parallel Split Shadow Map (PSSM) far clip distance.
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public: double shadowFar = 200.0;
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/// \brief Parallel Split Shadow Map (PSSM) split modifier. 0.0 = linear
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/// splits. 1.0 = logarithmic splits.
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public: double shadowSplitLambda = 0.75;
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/// \brief Parallel Split Shadow Map (PSSM) overlap between splits.
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public: double shadowSplitPadding = 2.0;
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/// \brief Custom program writer factory that supports sampler2DShadow,
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/// only used in ogre versions <= 1.8
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public: CustomGLSLProgramWriterFactory *programWriterFactory = nullptr;
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/// \brief Flag to indicate if normal map should be enabled
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public: bool enableNormalMap = true;
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};
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}
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}
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#endif
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