19 #include <osg/ref_ptr>
20 #include <osg/Texture2D>
21 #include <osg/Uniform>
23 #include <osg/StateSet>
24 #include <osg/OperationThread>
33 class DtOsgWeatherEffectsObject;
34 class DtIndirectTextureProcessor;
65 virtual void operator () (osg::Object* sv);
68 virtual void release();
71 virtual GLuint genComputeProg();
110 virtual void initializeEffect(
const std::vector<osg::StateSet*>& stateSets,
117 virtual void releaseGLObjects(osg::State* state);
120 virtual void updateImGui();
123 virtual void updateUniforms();
131 virtual void slot_rainAccumulationChanged(
double depth);
139 static const std::string& theClassName();
float myRainMaskedRoadRange
Definition: DtShaderEffectRain.h:160
The DtOsgRenderer is the component responsible for rendering 3D images onto the screen via OpenSceneG...
Definition: DtOsgRenderer.h:125
Implementation independent random number generator.
Definition: DtRandomNumberGenerator.h:23
DtShaderEffect injects custom shaders into the scenes, There are derrived classes of this for snow an...
Definition: DtShaderEffect.h:34
osg::ref_ptr< osg::Uniform > myRainColorUniform
Definition: DtShaderEffectRain.h:147
osg::ref_ptr< osg::Texture2D > myRainEffectTexture
Definition: DtShaderEffectRain.h:151
double myLastSimTime
Definition: DtShaderEffectRain.h:86
#define DT_DLL_VRVOSG
Definition: vrvOsg.h:23
float myRainUpThresholdMin
Definition: DtShaderEffectRain.h:157
DtShaderEffectRain injects custom shaders into the scene, Handles rain on the ground causing the grou...
Definition: DtShaderEffectRain.h:40
GLuint myRainEffectTextureId
Definition: DtShaderEffectRain.h:150
osg::ref_ptr< osg::Uniform > myEnableRainUniform
Definition: DtShaderEffectRain.h:145
osg::Vec4 myRainColor
Definition: DtShaderEffectRain.h:164
bool myClearedDrops
Definition: DtShaderEffectRain.h:81
DtRandomNumberGenerator myRandomNumberGen
Definition: DtShaderEffectRain.h:74
unsigned int GLuint
Definition: DtGlTextureBufferObject.h:17
GLuint myComputeId
Definition: DtShaderEffectRain.h:79
Contains makVrv::DtShaderEffect class.
int myCurrentRainDrop
Definition: DtShaderEffectRain.h:85
bool myEnablePuddleEffects
Definition: DtShaderEffectRain.h:162
osg::ref_ptr< osg::Uniform > myRainUpThresholdUniform
Definition: DtShaderEffectRain.h:146
Contains makVrv::DtRandomNumberGenerator class.
Class to manage disconnection of boost connections on deletion.
Definition: DtSignalConnectionManager.h:24
float myRainMaskedRoadMax
Definition: DtShaderEffectRain.h:159
float myRainUpThresholdRange
Definition: DtShaderEffectRain.h:156
DtSignalConnectionManager myConnections
Definition: DtShaderEffectRain.h:143
Definition: DtIndirectTextureProcessor.h:41
DtShaderEffectRain & myShaderEffectManager
Definition: DtShaderEffectRain.h:76
int mySimTimeUniformLoc
Definition: DtShaderEffectRain.h:83
Base class to provide boost signal/slot management.
DtOsgWeatherEffectsObject * myWeatherEffectsObject
Definition: DtShaderEffectRain.h:166
std::vector< float > myRainDrops
Definition: DtShaderEffectRain.h:88
int myRainDropsTexUniformLoc
Definition: DtShaderEffectRain.h:84
DtOsgRenderer & myOsgRenderer
Definition: DtShaderEffectRain.h:153
Contains DLL export macros.
The DtDe is the core component of any VR-Vantage application.
Definition: DtDe.h:69
int myOutputTextureUniformLoc
Definition: DtShaderEffectRain.h:82
DtDe & myDe
Definition: DtShaderEffectRain.h:77
An OSG implementation of the weather effects object.
Definition: DtOsgWeatherEffectsObject.h:22
bool myRainEnabled
Definition: DtShaderEffectRain.h:155
Definition: DtShaderEffectRain.h:45
osg::ref_ptr< osg::Uniform > myRainMaskedRoadUniform
Definition: DtShaderEffectRain.h:148
RainEffectGeneration * myRainEffectGenerationJob
Definition: DtShaderEffectRain.h:168