21 #include <osg/Matrixf>
36 class DtTritonDrawable;
63 virtual bool initShaderUniformHandles(
GLint shader,
int shaderType)
const;
67 virtual void updateCloudShadowUniforms(
GLint shader,
int shaderType
68 , GLboolean bIsCloudShadowActive
69 ,
unsigned int cloudshadowTextureUnit
70 ,
unsigned int cloudshadowTextureIndex
71 ,
const osg::Matrixf& textureViewProjMatrix
72 ,
unsigned int cloudshadowTextureUnit2
73 ,
unsigned int cloudshadowTextureIndex2
74 ,
const osg::Matrixf& textureViewProjMatrix2)
const;
78 virtual void updateViewingUniforms(
GLint shader,
int shaderType
80 ,
const Matrix4_32& view_inverse_transpose_matrix_32);
84 virtual void updateLightingUniforms(osg::State &state
87 ,
int textureStartOffset
88 ,
GLint shader,
int shaderType);
92 virtual void updateOceanMaskingUniforms(
GLint shader,
int shaderType,
unsigned int maskUnit,
const DtVector4<double>& latLongMinMax);
95 virtual void updateUpdateMatricesForSensorFX(
GLint shader,
int shaderType
96 ,
const osg::Matrixf& osgInverseViewMatrix,
const osg::Matrixf& osgModelViewMatrix);
100 void resetToValue(
int shaderType,
int val)
const;
159 static void registerInstance(
DtDe& de,
Virtual base class.
Definition: DtVirtualBaseClass.h:22
int GLint
Definition: DtBindingManager.h:24
Contains DLL export macros.
Contains makVrv::DtVirtualBaseClass class.
#define DT_DLL_VRVTRITON
Definition: vrvTriton.h:19
#define NUM_TRITON_SHADER_TYPES
Definition: DtTritonConfig.h:5
The DtDe is the core component of any VR-Vantage application.
Definition: DtDe.h:69
An OSG Drawable representing Triton's infinite ocean.
Definition: DtTritonDrawable.h:61