/usr/include/OGRE/RTShaderSystem/OgreShaderExIntegratedPSSM3.h is in libogre-dev 1.7.4-3.
This file is owned by root:root, with mode 0o644.
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-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2011 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
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.
-----------------------------------------------------------------------------
*/
#ifndef _ShaderExIntegratedPSSM3_
#define _ShaderExIntegratedPSSM3_
#include "OgreShaderPrerequisites.h"
#ifdef RTSHADER_SYSTEM_BUILD_EXT_SHADERS
#include "OgreVector4.h"
#include "OgreLight.h"
#include "OgreCommon.h"
#include "OgreShaderSubRenderState.h"
#include "OgreShaderParameter.h"
namespace Ogre {
namespace RTShader {
/** \addtogroup Core
* @{
*/
/** \addtogroup RTShader
* @{
*/
/** Integrated PSSM shadow receiver with 3 splits sub render state implementation.
Derives from SubRenderState class.
*/
class _OgreRTSSExport IntegratedPSSM3 : public SubRenderState
{
// Interface.
public:
typedef std::vector<Real> SplitPointList;
/** Class default constructor */
IntegratedPSSM3();
/**
@see SubRenderState::getType.
*/
virtual const String& getType () const;
/**
@see SubRenderState::getType.
*/
virtual int getExecutionOrder () const;
/**
@see SubRenderState::updateGpuProgramsParams.
*/
virtual void updateGpuProgramsParams (Renderable* rend, Pass* pass, const AutoParamDataSource* source, const LightList* pLightList);
/**
@see SubRenderState::copyFrom.
*/
virtual void copyFrom (const SubRenderState& rhs);
/**
@see SubRenderState::preAddToRenderState.
*/
virtual bool preAddToRenderState (RenderState* renderState, Pass* srcPass, Pass* dstPass);
/** Manually configure a new splitting scheme.
@param newSplitPoints A list which is splitCount + 1 entries long, containing the
split points. The first value is the near point, the last value is the
far point, and each value in between is both a far point of the previous
split, and a near point for the next one.
*/
void setSplitPoints (const SplitPointList& newSplitPoints);
static String Type;
// Protected types:
protected:
// Shadow texture parameters.
struct _OgreRTSSExport ShadowTextureParams
{
Real mMaxRange; // The max range of this shadow texture in terms of PSSM (far plane of viewing camera).
unsigned int mTextureSamplerIndex; // The shadow map sampler index.
UniformParameterPtr mTextureSampler; // The shadow map sampler.
UniformParameterPtr mInvTextureSize; // The inverse texture
UniformParameterPtr mWorldViewProjMatrix; // The source light view projection matrix combined with world matrix.
ParameterPtr mVSOutLightPosition; // The vertex shader output position in light space.
ParameterPtr mPSInLightPosition; // The pixel shader input position in light space.
};
typedef std::vector<ShadowTextureParams> ShadowTextureParamsList;
typedef ShadowTextureParamsList::iterator ShadowTextureParamsIterator;
typedef ShadowTextureParamsList::const_iterator ShadowTextureParamsConstIterator;
// Protected methods
protected:
/**
@see SubRenderState::resolveParameters.
*/
virtual bool resolveParameters (ProgramSet* programSet);
/**
@see SubRenderState::resolveDependencies.
*/
virtual bool resolveDependencies (ProgramSet* programSet);
/**
@see SubRenderState::addFunctionInvocations.
*/
virtual bool addFunctionInvocations (ProgramSet* programSet);
/**
Internal method that adds related vertex shader functions invocations.
*/
bool addVSInvocation (Function* vsMain, const int groupOrder, int& internalCounter);
/**
Internal method that adds related pixel shader functions invocations.
*/
bool addPSInvocation (Program* psProgram, const int groupOrder, int& internalCounter);
// Attributes.
protected:
ShadowTextureParamsList mShadowTextureParamsList; // Shadow texture parameter list.
UniformParameterPtr mPSSplitPoints; // Split points parameter.
ParameterPtr mVSInPos; // Vertex shader input position parameter.
ParameterPtr mVSOutPos; // Vertex shader output position (clip space) parameter.
ParameterPtr mVSOutDepth; // Vertex shader output depth (clip space) parameter.
ParameterPtr mPSInDepth; // Pixel shader input depth (clip space) parameter.
ParameterPtr mPSLocalShadowFactor; // Pixel shader local computed shadow colour parameter.
ParameterPtr mPSDiffuse; // Pixel shader in/local diffuse colour parameter.
ParameterPtr mPSOutDiffuse; // Pixel shader output diffuse colour parameter.
ParameterPtr mPSSpecualr; // Pixel shader in/local specular colour parameter.
UniformParameterPtr mPSDerivedSceneColour; // Derived scene colour (ambient term).
};
/**
A factory that enables creation of IntegratedPSSM3 instances.
@remarks Sub class of SubRenderStateFactory
*/
class _OgreRTSSExport IntegratedPSSM3Factory : public SubRenderStateFactory
{
public:
/**
@see SubRenderStateFactory::getType.
*/
virtual const String& getType () const;
/**
@see SubRenderStateFactory::createInstance.
*/
virtual SubRenderState* createInstance (ScriptCompiler* compiler, PropertyAbstractNode* prop, Pass* pass);
protected:
/**
@see SubRenderStateFactory::createInstanceImpl.
*/
virtual SubRenderState* createInstanceImpl ();
};
/** @} */
/** @} */
}
}
#endif
#endif
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