9 #ifndef OSGEARTH_EFFECTMAP_TERRAIN_EFFECT_H
10 #define OSGEARTH_EFFECTMAP_TERRAIN_EFFECT_H
12 #include <osgEarth/TerrainEffect>
13 #include <osgEarth/ImageLayer>
15 #include <osg/Uniform>
16 #include <osg/Texture2D>
20 using namespace osgEarth;
42 void onInstall(TerrainEngineNode* engine);
69 #endif // OSGEARTH_EFFECTMAP_TERRAIN_EFFECT_H
virtual std::string generateShareTexUniformNameShaderString()
create a texture uniform name based on the effectMapId
std::string myFragmentName
Definition: EffectMapTerrainEffect.h:58
virtual std::string generateEffectMapFragShaderString()
create a texture read command based on the effectMapId
float myFadeMaxRange
Definition: EffectMapTerrainEffect.h:61
void onUninstall(TerrainEngineNode *engine)
remove the virtual program for this effect map from the engine
EffectMapOptions::EffectType myEffectType
Definition: EffectMapTerrainEffect.h:60
unsigned int myEffectMapId
Definition: EffectMapTerrainEffect.h:59
void onInstall(TerrainEngineNode *engine)
setup the virtual program package and uniforms to load based on the effect type
float myFadeAttenuationDistance
Definition: EffectMapTerrainEffect.h:62
Effect that applies effect mapping to the terrain.
Definition: EffectMapTerrainEffect.h:30
effect map earth file options
EffectType
Definition: EffectMapOptions.h:30
Options governing effect mapping of the terrain.
Definition: EffectMapOptions.h:27
EffectMapTerrainEffect(const osgDB::Options *dbOptions, int effectMapId, const EffectMapOptions &effectMapOptions)
construct a new terrain effect.
float mySpecMapShininess
Definition: EffectMapTerrainEffect.h:63
virtual std::string generateShareTexMatUniformNameShaderString()
create a texture matrix uniform name based on the effectMapId
virtual ~EffectMapTerrainEffect()
Destructor.
Definition: EffectMapTerrainEffect.h:38