Implements Ogre's Run-Time Shader system.  
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#include <rendering/rendering.hh>
Inherits SingletonT< RTShaderSystem >.
Implements Ogre's Run-Time Shader system. 
This class allows Gazebo to generate per-pixel shaders for every material at run-time. 
 
§ LightingModel
The type of lighting. 
| Enumerator | 
|---|
| SSLM_PerVertexLighting  | Per-Vertex lighting: best performance.  
 | 
| SSLM_PerPixelLighting  | Per-Pixel lighting: best look.  
 | 
| SSLM_NormalMapLightingTangentSpace  | Normal Map lighting: lighting calculations have been stored in a light map (texture) using tangent space.  
 | 
| SSLM_NormalMapLightingObjectSpace  | Normal Map lighting: lighting calculations have been stored in a light map (texture) using object space.  
 | 
 
 
§ AddScene()
Add a scene manager. 
- Parameters
 - 
  
    | [in] | _scene | The scene to process  | 
  
   
 
 
§ ApplyShadows()
Apply shadows to a scene. 
- Parameters
 - 
  
    | [in] | _scene | The scene to receive shadows.  | 
  
   
 
 
§ AttachEntity()
      
        
          | void AttachEntity  | 
          ( | 
          Visual *  | 
          vis | ) | 
           | 
        
      
 
Set an Ogre::Entity to use RT shaders. 
- Parameters
 - 
  
  
 
- Deprecated:
 - This function is no longer needed, and has no implementation. 
 
 
 
§ AttachViewport()
  
  
      
        
          | static void AttachViewport  | 
          ( | 
          Ogre::Viewport *  | 
          _viewport,  | 
         
        
           | 
           | 
          ScenePtr  | 
          _scene  | 
         
        
           | 
          ) | 
           |  | 
         
       
   | 
  
static   | 
  
 
Set a viewport to use shaders. 
- Parameters
 - 
  
    | [in] | _viewport | The viewport to add.  | 
    | [in] | _scene | The scene that the viewport uses.  | 
  
   
 
 
§ Clear()
§ DetachEntity()
      
        
          | void DetachEntity  | 
          ( | 
          Visual *  | 
          _vis | ) | 
           | 
        
      
 
Remove and entity. 
- Parameters
 - 
  
    | [in] | _vis | Remove this visual.  | 
  
   
- Deprecated:
 - This function is no longer needed, and has no implementation. 
 
 
 
§ DetachViewport()
  
  
      
        
          | static void DetachViewport  | 
          ( | 
          Ogre::Viewport *  | 
          _viewport,  | 
         
        
           | 
           | 
          ScenePtr  | 
          _scene  | 
         
        
           | 
          ) | 
           |  | 
         
       
   | 
  
static   | 
  
 
Set a viewport to not use shaders. 
- Parameters
 - 
  
    | [in] | _viewport | The viewport to remove.  | 
    | [in] | _scene | The scene that the viewport uses.  | 
  
   
 
 
§ Fini()
Finalize the shader system. 
 
 
§ GenerateShaders() [1/2]
      
        
          | void GenerateShaders  | 
          ( | 
          Visual *  | 
          _vis | ) | 
           | 
        
      
 
 
§ GenerateShaders() [2/2]
      
        
          | void GenerateShaders  | 
          ( | 
          const VisualPtr &  | 
          _vis | ) | 
           | 
        
      
 
Generate shaders for an entity. 
- Parameters
 - 
  
    | [in] | _vis | The visual to generate shaders for.  | 
  
   
 
 
§ GetPSSMShadowCameraSetup()
      
        
          | Ogre::PSSMShadowCameraSetup* GetPSSMShadowCameraSetup  | 
          ( | 
           | ) | 
           const | 
        
      
 
Get the Ogre PSSM Shadows camera setup. 
- Returns
 - The Ogre PSSM Shadows camera setup. 
 
 
 
§ Init()
Init the run time shader system. 
 
 
§ Instance()
Get an instance of the singleton. 
 
 
§ RemoveScene() [1/2]
Remove a scene. 
- Parameters
 - 
  
  
 
 
 
§ RemoveScene() [2/2]
      
        
          | void RemoveScene  | 
          ( | 
          const std::string &  | 
          _scene | ) | 
           | 
        
      
 
Remove a scene. 
- Parameters
 - 
  
    | [in] | Name | of the scene to remove.  | 
  
   
 
 
§ RemoveShadows()
Remove shadows from a scene. 
- Parameters
 - 
  
    | [in] | _scene | The scene to remove shadows from.  | 
  
   
 
 
§ SetPerPixelLighting()
      
        
          | void SetPerPixelLighting  | 
          ( | 
          bool  | 
          _set | ) | 
           | 
        
      
 
Set the lighting model to per pixel or per vertex. 
- Parameters
 - 
  
    | [in] | _set | True means to use per-pixel shaders.  | 
  
   
 
 
§ Update()
Update the RT shaders. This should not be called frequently. 
 
 
§ UpdateShaders()
Queue a call to update the shaders. 
 
 
The documentation for this class was generated from the following file: