|
| static void | bindAttributes (const osg::GLExtensions *ext, const osg::StateSet *ss, int shader, int contextID) |
| | Loop over the uniforms of the stateset of the node and attach them to the current opengl active shader. More...
|
| |
| static bool | getVPShaderVector (osg::StateSet *ss, osg::State &state, unsigned int &shaderHash, std::vector< unsigned int > &vertShaderVector, std::vector< unsigned int > &fragShaderVector, bool skip_shadow_shaders=false) |
| | Collect all the active osg::Shader objects in the provided State and compile them. More...
|
| |
| static bool | addDegenerateShadersIfNeeded (osg::StateSet *ss, osg::State &state, std::vector< unsigned int > &vertShaderVector, std::vector< unsigned int > &fragShaderVector, bool skip_shadow_shaders=false) |
| | adds a degenerate shadow shader More...
|
| |
| static void | restoreEverything (osg::State &state) |
| |
| 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. More...
|
| |
| static unsigned | getNumGPUTextureImageUnits () |
| | Query the number of available texture image units for shader samplers. More...
|
| |
| static void | clearCachedProgramsAndUniformLocations (void) |
| | delete the entries of programs to cached uniform locations must call when cloud layers are deleted, atmosphere deleted, triton drawable cleaned up. More...
|
| |
|
| 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. More...
|
| |
| static void makVrv::DtOsgShaderUtils::bindAttributes |
( |
const osg::GLExtensions * |
ext, |
|
|
const osg::StateSet * |
ss, |
|
|
int |
shader, |
|
|
int |
contextID |
|
) |
| |
|
static |
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 always send is used by speedtree due to bug in updating uniform
| static bool makVrv::DtOsgShaderUtils::getVPShaderVector |
( |
osg::StateSet * |
ss, |
|
|
osg::State & |
state, |
|
|
unsigned int & |
shaderHash, |
|
|
std::vector< unsigned int > & |
vertShaderVector, |
|
|
std::vector< unsigned int > & |
fragShaderVector, |
|
|
bool |
skip_shadow_shaders = false |
|
) |
| |
|
static |
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.
| static bool makVrv::DtOsgShaderUtils::addDegenerateShadersIfNeeded |
( |
osg::StateSet * |
ss, |
|
|
osg::State & |
state, |
|
|
std::vector< unsigned int > & |
vertShaderVector, |
|
|
std::vector< unsigned int > & |
fragShaderVector, |
|
|
bool |
skip_shadow_shaders = false |
|
) |
| |
|
static |
adds a degenerate shadow shader
| static void makVrv::DtOsgShaderUtils::restoreEverything |
( |
osg::State & |
state | ) |
|
|
static |
| static void makVrv::DtOsgShaderUtils::restoreOpenGLMode |
( |
osg::State & |
state, |
|
|
int |
stateToSet |
|
) |
| |
|
static |
| static void makVrv::DtOsgShaderUtils::restoreOpenGLStateAttribute |
( |
osg::State & |
state, |
|
|
osg::StateAttribute::Type |
type |
|
) |
| |
|
static |
| static void makVrv::DtOsgShaderUtils::restoreOpenGLProgram |
( |
osg::State & |
state | ) |
|
|
static |
| static void makVrv::DtOsgShaderUtils::restoreOpenGLFBO |
( |
osg::State & |
state | ) |
|
|
static |
| static void makVrv::DtOsgShaderUtils::markAllTextureAttributesDirty |
( |
osg::State & |
state | ) |
|
|
static |
| static void makVrv::DtOsgShaderUtils::generateModelInstanceShaders |
( |
osg::Node * |
node, |
|
|
const std::string & |
shaderName |
|
) |
| |
|
static |
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.
| static unsigned makVrv::DtOsgShaderUtils::getNumGPUTextureImageUnits |
( |
| ) |
|
|
static |
Query the number of available texture image units for shader samplers.
| static void makVrv::DtOsgShaderUtils::clearCachedProgramsAndUniformLocations |
( |
void |
| ) |
|
|
static |
delete the entries of programs to cached uniform locations must call when cloud layers are deleted, atmosphere deleted, triton drawable cleaned up.
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.
The documentation for this class was generated from the following file:
- /data/exports/nrhent7-1/nightly/docs/vrForces.vrf4-8-branch/include/vrvOsg/DtOsgShaderUtils.h