ShaderParam Class Reference
A plugin for setting shaders to a visual and its params. More...
#include <ShaderParam.hh>
Public Member Functions | |
ShaderParam () | |
Constructor. More... | |
~ShaderParam () override | |
Destructor. More... | |
void | Configure (const Entity &_entity, const std::shared_ptr< const sdf::Element > &_sdf, EntityComponentManager &_ecm, EventManager &_eventMgr) final |
Configure the system. More... | |
void | PreUpdate (const UpdateInfo &_info, EntityComponentManager &_ecm) override |
Documentation inherited. More... | |
Public Member Functions inherited from System | |
System ()=default | |
Constructor. More... | |
virtual | ~System ()=default |
Destructor. More... | |
Additional Inherited Members | |
Public Types inherited from System | |
using | PriorityType = int32_t |
Signed integer type used for specifying priority of the execution order of PreUpdate and Update phases. More... | |
Static Public Attributes inherited from System | |
constexpr static PriorityType | kDefaultPriority = {0} |
Default priority value for execution order of the PreUpdate and Update phases. More... | |
constexpr static std::string_view | kPriorityElementName |
Name of the XML element from which the priority value will be parsed. More... | |
Detailed Description
A plugin for setting shaders to a visual and its params.
System Parameters
<shader>
: Shader to use - can be repeated to specify shader programs written in different languages.- Attributes:
language
: Shader language. Possible values: glsl, metal Default to glsl if not specified
<vertex>
: Path to vertex program<fragment>
: Path to fragment program
- Attributes:
<param>
: Shader parameter - can be repeated within plugin SDF element<name>
: Name of uniform variable bound to the shader<shader>
: Type of shader, i.e. vertex, fragment<type>
: Variable type: float, int, float_array, int_array<value>
: Value to set the shader parameter to. The vallue string can be an int, float, or a space delimited array of ints or floats. It can also be "TIME", in which case the value will be bound to sim time.
Example
<plugin filename="gz-sim-shader-param-system"
name="systems::ShaderParam">
<shader language='glsl'>
<vertex>materials/my_vs.glsl</vertex>
<fragment>materials/my_fs.glsl</fragment>
</shader>
<!-- Sets a fragment shader variable named "ambient" to red -->
<param>
<name>ambient</name>
<shader>fragment</shader>
<type>float_array</type>
<value>1.0 0.0 0.0 1.0</value>
</param>
</plugin>
Constructor & Destructor Documentation
◆ ShaderParam()
ShaderParam | ( | ) |
Constructor.
◆ ~ShaderParam()
|
override |
Destructor.
Member Function Documentation
◆ Configure()
|
finalvirtual |
Configure the system.
- Parameters
-
[in] _entity The entity this plugin is attached to. [in] _sdf The SDF Element associated with this system plugin. [in] _ecm The EntityComponentManager of the given simulation instance. [in] _eventMgr The EventManager of the given simulation instance.
Implements ISystemConfigure.
◆ PreUpdate()
|
overridevirtual |
Documentation inherited.
Implements ISystemPreUpdate.
The documentation for this class was generated from the following file: