/usr/include/osgEarth/ShaderFactory is in libosgearth-dev 2.7.0+dfsg-2+b3.
This file is owned by root:root, with mode 0o644.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 | /* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2015 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
#ifndef OSGEARTH_SHADER_FACTORY_H
#define OSGEARTH_SHADER_FACTORY_H 1
#include <osgEarth/Common>
#include <osgEarth/VirtualProgram>
namespace osgEarth
{
/**
* A factory object that generates shader program "scaffolding" for VirtualProgram
* attributes. Ths factory generates main() functions for each stage in the shader
* pipline. You don't use it directly; instead you just create VirtualProgram
* attributes, and those VPs will automatically invoke this factory object to
* generate their main() functions.
*
* The default ShaderFactory is stored in the osgEarth registry. You can replace it,
* but this is advanced usage and rarely necessary. If you think you need to alter
* the built-in mains, consider whether you can accomplish your goal by using a
* VirtualProgram instead!
*/
class OSGEARTH_EXPORT ShaderFactory : public osg::Referenced
{
public:
/**
* Defines the ordering of the COLORING and LIGHTING stages in
* the fragment program.
*/
enum FragmentStageOrder
{
/** Apply lighting before coloring/texturing. This mimics the FFP. */
FRAGMENT_STAGE_ORDER_LIGHTING_COLORING,
/** Apply coloring/texturing before lighting. */
FRAGMENT_STAGE_ORDER_COLORING_LIGHTING
};
public:
/**
* Construtor
*/
ShaderFactory();
/**
* Creates a vertex shader main() function for use with VirtualPrograms.
* Do not call this function directly; VirtualProgram will call it to
* install its main() vertex function.
*/
virtual osg::Shader* createVertexShaderMain(
const ShaderComp::FunctionLocationMap& functions) const;
/**
* Creates a fragment shader main() function for use with VirtualPrograms.
* Do not call this function directly; VirtualProgram will call it to
* install its main() fragment function.
*/
virtual osg::Shader* createFragmentShaderMain(
const ShaderComp::FunctionLocationMap& functions) const;
/**
* Builds a shader function that executes an image filter chain.
* @param functionName Name to give to the resulting shader function
* @param chain Color filter chain to execute
*/
virtual osg::Shader* createColorFilterChainFragmentShader(
const std::string& functionName,
const ColorFilterChain& chain ) const;
/**
* Gets a uniform corresponding to the given mode and value. These uniforms are
* named in the form "oe_mode_MODE" (e.g., "oe_mode_GL_LIGHTING").
*/
virtual osg::Uniform* createUniformForGLMode(
osg::StateAttribute::GLMode mode,
osg::StateAttribute::GLModeValue value ) const;
/**
* The name of the range uniform created by createRangeUniform().
*/
virtual std::string getRangeUniformName() const;
/**
* Creates a uniform that's used by the RangeUniformCullCallback to convey
* "distance to viewpoint" in a shader program.
*/
osg::Uniform* createRangeUniform() const;
/**
* Sets the order in which the shader program generator will create
* code for the fragment program's COLORING and LIGHTING stages.
*/
void setFragmentStageOrder(const FragmentStageOrder& value);
const FragmentStageOrder& getFragmentStageOrder() const { return _fragStageOrder; }
protected:
/** dtor */
virtual ~ShaderFactory() { }
FragmentStageOrder _fragStageOrder;
};
} // namespace osgEarth
#endif // OSGEARTH_SHADER_FACTORY_H
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