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VR-Forces 4.10 Class Documentation
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class for managing the shader uniforms for triton, gets the shader ids and caches them between frames More...
Classes | |
| struct | DtVrvTritUboConstantLocations |
| struct | DtVrvTritUniformLocations |
Public Member Functions | |
| virtual | ~DtTritonShaderUniformManager () |
| destructor More... | |
| virtual bool | initShaderUniformHandles (GLint shader, int shaderType) const |
| Initialize the shader uniform handles for all the uniforms for a particular shader. More... | |
| virtual void | updateCloudShadowUniforms (GLint shader, int shaderType, GLboolean bIsCloudShadowActive, unsigned int cloudshadowTextureUnit, const osg::Matrixf &textureViewProjMatrix, unsigned int cloudshadowTextureUnit2, const osg::Matrixf &textureViewProjMatrix2) const |
| Using the cached shader handles pass the cloud shadow uniform values down to the shader Contains openGl calls so can only be used from the main render. More... | |
| virtual void | updateShadingUniforms (GLint shader, int shaderType) |
| Update uniforms to do with the pbr style rendering of the ocean. More... | |
| virtual void | updateReverseZ (GLint shader, int shaderType, bool isReverseZ) |
| virtual void | updateViewingUniforms (GLint shader, int shaderType, const Matrix4_32 &view_matrix_32, const Matrix4_32 &view_inverse_transpose_matrix_32) |
| Using the cached shader handles pass the view matrix uniform values down to the shader Contains openGl calls so can only be used from the main render thread. More... | |
| virtual void | updateLightingUniforms (osg::State &state, const Vector2_uint32 &tileSize, const Vector2_uint32 &maxDims, int textureStartOffset, GLint shader, int shaderType) |
| Using the cached shader handles pass the lighting uniform values down to the shader Contains openGl calls so can only be used from the main render thread. More... | |
| virtual void | updateOceanMaskingUniforms (GLint shader, int shaderType, unsigned int maskUnit, const DtVector4< double > &latLongMinMax) |
| Using the cached shader handles pass the ocean masking uniform values down to the shader Contains openGl calls so can only be used from the main render thread. More... | |
| virtual void | updateUpdateMatricesForSensorFX (GLint shader, int shaderType, const osg::Matrixf &osgInverseViewMatrix, const osg::Matrixf &osgModelViewMatrix) |
| update matrices for sensor fx (osg_ViewMatrixInverse, osg_ModelViewMatrix) More... | |
| void | resetToValue (int shaderType, int val) const |
| resets the uniforms for a shader to val not virtual because it is used in constructor More... | |
| virtual void | bindUbo () |
| bind our common rendering parameters' ubo More... | |
| virtual void | unbindUbo () |
| un-bind our common rendering parameters' ubo More... | |
Public Attributes | |
| friend | DtTritonShaderUniformManagerCreator |
| friend class so only the creator can create this class More... | |
Protected Member Functions | |
| DtTritonShaderUniformManager (DtDe &de, DtTritonDrawable *tritonDrawable) | |
| constructor More... | |
Protected Attributes | |
| DtTritonDrawable * | myTritonDrawable |
| DtDe & | myDe |
| std::set< unsigned int > | myProgramIds |
| DtVrvTritUboConstantLocations | myTritUboConstantLocations |
| std::array < DtVrvTritUniformLocations, NUM_TRITON_SHADER_TYPES > | myTritUniformLocations |
| DtGlBuffer * | myGpuShaderUbo |
| int | myGpuShaderUboBinding |
| DtBindingManager & | myBindingManager |
Private Member Functions | |
| DtTritonShaderUniformManager ()=delete | |
| Default Constructor not implemented. More... | |
| DtTritonShaderUniformManager (const DtTritonShaderUniformManager &other)=delete | |
| Copy Constructor not implemented – Copy Not Allowed. More... | |
| DtTritonShaderUniformManager & | operator= (const DtTritonShaderUniformManager &other)=delete |
| Assignment Operator Not implemented – Assignment Not Allowed. More... | |
class for managing the shader uniforms for triton, gets the shader ids and caches them between frames
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virtual |
destructor
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protected |
constructor
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privatedelete |
Default Constructor not implemented.
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privatedelete |
Copy Constructor not implemented – Copy Not Allowed.
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privatedelete |
Assignment Operator Not implemented – Assignment Not Allowed.
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virtual |
Initialize the shader uniform handles for all the uniforms for a particular shader.
Contains openGl calls so can only be used from the main render thread
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virtual |
Using the cached shader handles pass the cloud shadow uniform values down to the shader Contains openGl calls so can only be used from the main render.
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virtual |
Update uniforms to do with the pbr style rendering of the ocean.
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virtual |
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virtual |
Using the cached shader handles pass the view matrix uniform values down to the shader Contains openGl calls so can only be used from the main render thread.
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virtual |
Using the cached shader handles pass the lighting uniform values down to the shader Contains openGl calls so can only be used from the main render thread.
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virtual |
Using the cached shader handles pass the ocean masking uniform values down to the shader Contains openGl calls so can only be used from the main render thread.
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virtual |
update matrices for sensor fx (osg_ViewMatrixInverse, osg_ModelViewMatrix)
resets the uniforms for a shader to val not virtual because it is used in constructor
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virtual |
bind our common rendering parameters' ubo
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virtual |
un-bind our common rendering parameters' ubo
| friend makVrv::DtTritonShaderUniformManager::DtTritonShaderUniformManagerCreator |
friend class so only the creator can create this class
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protected |
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protected |
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mutableprotected |
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mutableprotected |
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mutableprotected |
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mutableprotected |
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protected |