pxmlw6n2f/Gazebo_Distributed_MPI/plugins/ShaderParamVisualPlugin.hh

80 lines
2.5 KiB
C++

/*
* 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 <memory>
#include <gazebo/common/Plugin.hh>
#include <gazebo/msgs/msgs.hh>
#include <gazebo/rendering/RenderTypes.hh>
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:
///
/// <param> Shader parameter - can be repeated within plugin SDF element
/// <name> Name of uniform bound to the shader
/// <type> Type of shader, i.e. vertex, fragment
/// <value> 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
/// <plugin name="shader_param" filename="libShaderParamVisualPlugin.so">
///
/// <!-- Sets a fragment shader uniform name "ambient" to color red -->
/// <param>
/// <name>ambient</name>
/// <type>fragment</name>
/// <value>1.0 0.0 0.0 1.0</value>
/// </param>
/// </plugin>
/// \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<ShaderParamVisualPluginPrivate> dataPtr;
};
}
#endif