pxmlw6n2f/Gazebo_Distributed_TCP/gazebo/rendering/RTShaderSystemPrivate.hh

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2.7 KiB
C++

/*
* 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 <string>
#include <vector>
#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<ScenePtr> 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