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DtLightingComponentShaderConstants.h
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1 /******************************************************************************
2 ** Copyright (c) 2023 VT-MAK Technologies, Inc.
3 ** All rights reserved.
4 ******************************************************************************/
5 
9 
10 #pragma once
11 
12 #include <vrvOsg/vrvOsg.h>
13 
15 #include <vrvMath/DtVector2.h>
16 
17 namespace osg
18 {
19  class State;
20 }
21 
22 namespace makVrv
23 {
24  class DtGlProgram;
25  class DtGlBuffer;
26  class DtDe;
27 
29  {
30  public:
33 
36 
39  public:
41  virtual void fillBufferWithCurrentValues(DtGlBuffer* shaderBufferUbo);
42 
44  virtual void init(const DtGlProgram* program) override;
45 
46  protected:
48  virtual void reset(void) override;
49 
50  public:
51  DtValueAndLoc<int> ufrm_debug_value = { 0, -1 };
52 
57 
58  DtValueAndLoc<float> vrv_lightPointScale = { 1, -1 };
59  DtValueAndLoc<float> vrv_dynamicLightScale = { 1, -1 };
60  DtValueAndLoc<float> vrv_emissiveTextureScale = { 1, -1 };
61  DtValueAndLoc<float> vrv_specularScale = { 1, -1 };
62  DtValueAndLoc<float> vrv_shininessScale = { 1, -1 };
63 
64  DtValueAndLoc<float> vrv_uGlobalEmissionScale = { 0, -1 };
65 
66  DtValueAndLoc<DtVector4<float>> vrv_fog_color = { {1,1,1,1}, - 1 };
70  DtValueAndLoc<float> vrv_fog_density = { 0.25f, -1 };
71  DtValueAndLoc<float> vrv_camera_depth = {0.0f, -1 };
72 
73  DtValueAndLoc<float> vrv_applyShadowToAmbientLighting = { 0, -1 };
74 
75  DtValueAndLoc<std::uint64_t> vrv_brdfLUT_texture64 = { 0, -1 };
76  DtValueAndLoc<std::uint64_t> vrv_debug_texture64 = { 0, -1 };
77 
79 
80  // This is used in the flow_map.frag.glsl shader
81  DtValueAndLoc<DtVector4<float>> vrv_ambient = { {0, 0, 0, 0}, -1 };
82 
83  // This is used in the night_tex.frag.glsl shader
84  DtValueAndLoc<float> vrv_light_level = { 0, -1 };
85 
86  // This is used in the emissivity_map.frag.glsl shader
87  DtValueAndLoc<float> vrv_emmap_lightRamp = { 0, -1 };
88  protected:
90  };
91 }
DT_DLL_EXAMPLESCENEROOTPLUGIN void init(DtDe &anIG)
DtValueAndLoc< DtVector4< float > > vrv_height_fog_plane
Definition: DtLightingComponentShaderConstants.h:67
DtValueAndLoc< DtVector2< unsigned int > > vrv_light_grid_tile_log2
Definition: DtLightingComponentShaderConstants.h:54
DtValueAndLoc< int > vrv_light_per_view_offset
Definition: DtLightingComponentShaderConstants.h:56
Definition: DtLightingComponentShaderConstants.h:28
2 dimensional vector
#define DT_DLL_VRVOSG
Definition: vrvOsg.h:23
DtValueAndLoc< DtVector2< int > > vrv_viewport_size
Definition: DtLightingComponentShaderConstants.h:53
interface class for managing program constants
Definition: DtProgramConstants.h:70
DtValueAndLoc< DtVector2< unsigned int > > vrv_light_grid_max_dim
Definition: DtLightingComponentShaderConstants.h:55
A convenience class to represent an OpenGL Shader Program.
Definition: DtGlProgram.h:66
DtValueAndLoc< DtVector4< float > > vrv_upVector
Definition: DtLightingComponentShaderConstants.h:78
DtValueAndLoc< DtVector4< float > > vrv_height_fog_color
Definition: DtLightingComponentShaderConstants.h:69
Contains makVrv::DtProgramConstants class.
A generic OpenGL buffer. This can be: -&gt; a vertex buffer -&gt; an index buffer -&gt; a shader storage buffe...
Definition: DtGlBuffer.h:29
Contains DLL export macros.
The DtDe is the core component of any VR-Vantage application. It owns a DtRenderer, DtDeCommunicator, as well as a DtDisplay and other things.
Definition: DtDe.h:72
DtDe & myDe
Definition: DtLightingComponentShaderConstants.h:89
DtValueAndLoc< DtVector4< float > > vrv_height_fog_params
Definition: DtLightingComponentShaderConstants.h:68

Document ID: Generated on Wed Mar 27 22:49:11 EDT 2024 from SVN revision 264633
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