/usr/include/osgEarth/ShaderFactory is in libosgearth-dev 2.5.0+dfsg-8build1.
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 | /* -*-c++-*- */
/* osgEarth - Dynamic map generation toolkit for OpenSceneGraph
* Copyright 2008-2013 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.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* 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!
*
* The only exception, currently, is if you are looking to replace the built-in
* lighting shaders. However we intend to decouple this functionality in the
* future and remove the installLightingShaders() method from the ShaderFactory.
*/
class OSGEARTH_EXPORT ShaderFactory : public osg::Referenced
{
public:
/**
* 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;
/**
* Gets the uniform/shader name of the sampler corresponding the the provider
* texture image unit
*
* @deprecated Only supported by older texture compositors, which will likely
* go away in a future version
*/
virtual std::string getSamplerName( unsigned texImageUnit ) const;
/**
* Install lighting shaders in a VirtualProgram.
*
* Note: this will likely go away in a future version. At this point it makes
* more sense to decouple the default lighting shaders from the main shader
* factory and simply use a VirtualProgram rather than replacing the ShaderFactory.
*/
virtual void installLightingShaders(VirtualProgram* vp) 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;
/** dtor */
virtual ~ShaderFactory() { }
};
} // namespace osgEarth
#endif // OSGEARTH_SHADER_FACTORY_H
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