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VR-Forces 4.5 Class Documentation
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Static Public Member Functions | |
| static std::string | loadShaderSource (const std::string &strFileName) |
| Loads shader source code from a file. | |
| static void | saveShaderSource (const std::string &strFileName, const std::string &strSource) |
| Saves shader source code to a file. | |
| static std::string | fixVersionDirective (const std::string &shaderString) |
| static unsigned | getNumGPUTextureImageUnits () |
| Query the number of available texture image units for shader samplers. | |
| static void | bindSingleAttribute (int shader, const std::string &uniName, bool value, void *hashPtr) |
| attaches a single attribute to a opengl uniform. | |
| static void | bindAttributes (osg::Node *node, int shader, int contextID) |
| Loop over the uniforms of the stateset of the node and attach them to the current opengl active shader. | |
| static bool | getVPShaderVector (osg::StateSet *ss, osg::State &state, unsigned int &shaderHash, std::vector< unsigned int > &vertShaderVector, std::vector< unsigned int > &fragShaderVector) |
| Collect all the active osg::Shader objects in the provided State and compile them. | |
| static void | deleteShaders (const std::vector< unsigned int > &shaderVector) |
| Loop over the opengl shader ids in the shaderVector and deletes them from opengl. | |
| static bool | compileShader (const char *source, unsigned int shaderType, unsigned int &shaderID) |
| Compiles a shader of type shaderType using source. | |
| static void | restoreOpenGLMode (osg::State &state, int stateToSet) |
| static void | restoreOpenGLStateAttribute (osg::State &state, osg::StateAttribute::Type type) |
| static void | restoreOpenGLProgram (osg::State &state) |
| static void | restoreOpenGLFBO (osg::State &state) |
| static void | markAllTextureAttributesDirty (osg::State &state) |
| static void | generateModelInstanceShaders (osg::Node *node, const std::string &shaderName) |
| utility function for generating shaders for vrvOsg model instances simpler than the DtOsgShaderManager::generateShaders in that it doesn't share the statesets and just runs the osgEarth::ShaderGenerator on the node. | |
Static Private Attributes | |
| static ShaderUniLocMap | s_shaderUniLocMap |
| used to cache the shader uniform locations to avoid glGetUniformLocation calls Saves somewhere between 1-3ms and reduces variability of frame time with Triton and Silverlining Tried caching the uniform values as well but that did not seem to make a difference. | |
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Loads shader source code from a file.
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Saves shader source code to a file.
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Query the number of available texture image units for shader samplers.
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attaches a single attribute to a opengl uniform.
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Loop over the uniforms of the stateset of the node and attach them to the current opengl active shader.
Also loops over the texture attributes in the stateset and attaches those as well
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Collect all the active osg::Shader objects in the provided State and compile them.
If they compile they are pushed onto shaderVector. shaderVector is cleared in this function so only the shaders from the State are kept. The stateset "ss" is then cleared of an update mark. Returns True if the ss was marked for an update and the shaderVector was modified.
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Loop over the opengl shader ids in the shaderVector and deletes them from opengl.
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Compiles a shader of type shaderType using source.
shaderID is the new shader Returns True is the compile succeeded
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utility function for generating shaders for vrvOsg model instances simpler than the DtOsgShaderManager::generateShaders in that it doesn't share the statesets and just runs the osgEarth::ShaderGenerator on the node.
This was created solely for the purpose of removing duplicate code for model instances to setup their shaders.
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used to cache the shader uniform locations to avoid glGetUniformLocation calls Saves somewhere between 1-3ms and reduces variability of frame time with Triton and Silverlining Tried caching the uniform values as well but that did not seem to make a difference.