117 lines
3.2 KiB
Plaintext
117 lines
3.2 KiB
Plaintext
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/* -*-c++-*- */
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/* osgEarth - Geospatial SDK for OpenSceneGraph
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* Copyright 2020 Pelican Mapping
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* http://osgearth.org
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*
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* osgEarth is free software; you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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#ifndef OSGEARTH_LAYER_SHADER_H
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#define OSGEARTH_LAYER_SHADER_H 1
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#include <osgEarth/Config>
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#include <osgEarth/URI>
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#include <osgEarth/TerrainResources>
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#include <osgEarth/PBRMaterial>
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#include <osgDB/Options>
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#include <vector>
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#include <string>
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namespace osg {
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class StateSet;
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}
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namespace osgEarth {
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class Layer;
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}
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namespace osgEarth { namespace Util
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{
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using namespace osgEarth;
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//! Serializable shader that supports samplers and uniforms
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//! in an earth file.
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class OSGEARTH_EXPORT ShaderOptions : public ConfigOptions
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{
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public:
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META_ConfigOptions(osgEarth, ShaderOptions, ConfigOptions);
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struct Sampler
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{
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std::string _name;
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std::vector<URI> _uris;
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};
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struct Uniform
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{
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std::string _name;
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optional<float> _floatValue;
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optional<osg::Vec3f> _vec3Value;
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};
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struct PBRSampler
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{
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std::string _name;
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PBRMaterial _material;
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};
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void apply(osg::StateSet*, Layer*, TerrainResources*, const osgDB::Options*);
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public:
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std::string& code() { return _code; }
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const std::string& code() const { return _code; }
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std::vector<Sampler>& samplers() { return _samplers; }
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const std::vector<Sampler>& samplers() const { return _samplers; }
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std::vector<Uniform>& uniforms() { return _uniforms; }
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const std::vector<Uniform>& uniforms() const { return _uniforms; }
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optional<PBRSampler>& pbrsampler() { return _pbrsampler; }
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const optional<PBRSampler>& pbrsampler() const { return _pbrsampler; }
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public:
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virtual Config getConfig() const;
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private:
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void fromConfig(const Config& conf);
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private:
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std::string _code;
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std::vector<Sampler> _samplers;
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std::vector<Uniform> _uniforms;
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optional<PBRSampler> _pbrsampler;
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};
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//! Encapsulates a shader attached to a Layer (or other object).
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/* internal */ class LayerShader : public osg::Referenced
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{
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public:
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LayerShader(const ShaderOptions& options);
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void install(Layer* layer, TerrainResources* res);
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protected:
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virtual ~LayerShader();
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private:
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const ShaderOptions _options;
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std::vector<TextureImageUnitReservation> _reservations;
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};
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} } // namespace osgEarth
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OSGEARTH_SPECIALIZE_CONFIG(osgEarth::Util::ShaderOptions);
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#endif // OSGEARTH_LAYER_SHADER_H
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