Commit 1e018595 authored by Sebastian Eichelbaum's avatar Sebastian Eichelbaum
Browse files

[CHANGE] - renamed WShader to WGEShader to match naming scheme of GE

parent 2a4f9e23
......@@ -65,7 +65,7 @@ osg::ref_ptr< WGEOffscreenTexturePass > WGEOffscreenRenderNode::addTextureProces
return pass;
}
osg::ref_ptr< WGEOffscreenRenderPass > WGEOffscreenRenderNode::addGeometryRenderPass( osg::ref_ptr< osg::Node > node, osg::ref_ptr< WShader > shader,
osg::ref_ptr< WGEOffscreenRenderPass > WGEOffscreenRenderNode::addGeometryRenderPass( osg::ref_ptr< osg::Node > node, osg::ref_ptr< WGEShader > shader,
std::string name )
{
// create a plain render pass and add some geometry
......@@ -75,7 +75,7 @@ osg::ref_ptr< WGEOffscreenRenderPass > WGEOffscreenRenderNode::addGeometryRender
return pass;
}
osg::ref_ptr< WGEOffscreenTexturePass > WGEOffscreenRenderNode::addTextureProcessingPass( osg::ref_ptr< WShader > shader, std::string name )
osg::ref_ptr< WGEOffscreenTexturePass > WGEOffscreenRenderNode::addTextureProcessingPass( osg::ref_ptr< WGEShader > shader, std::string name )
{
osg::ref_ptr< WGEOffscreenTexturePass > pass = addRenderPass< WGEOffscreenTexturePass >( name );
shader->apply( pass );
......@@ -88,7 +88,7 @@ osg::ref_ptr< WGEOffscreenFinalPass > WGEOffscreenRenderNode::addFinalOnScreenPa
return pass;
}
osg::ref_ptr< WGEOffscreenFinalPass > WGEOffscreenRenderNode::addFinalOnScreenPass( osg::ref_ptr< WShader > shader, std::string name )
osg::ref_ptr< WGEOffscreenFinalPass > WGEOffscreenRenderNode::addFinalOnScreenPass( osg::ref_ptr< WGEShader > shader, std::string name )
{
osg::ref_ptr< WGEOffscreenFinalPass > pass = addRenderPass< WGEOffscreenFinalPass >( name );
shader->apply( pass );
......
......@@ -34,7 +34,7 @@
#include "WGEOffscreenTexturePass.h"
#include "WGEOffscreenFinalPass.h"
#include "WGETextureHud.h"
#include "WShader.h"
#include "WGEShader.h"
#include "callbacks/WGEViewportCallback.h"
#include "WExportWGE.h"
......@@ -101,7 +101,7 @@ public:
*
* \return the geometry render pass.
*/
virtual osg::ref_ptr< WGEOffscreenRenderPass > addGeometryRenderPass( osg::ref_ptr< osg::Node > node, osg::ref_ptr< WShader > shader,
virtual osg::ref_ptr< WGEOffscreenRenderPass > addGeometryRenderPass( osg::ref_ptr< osg::Node > node, osg::ref_ptr< WGEShader > shader,
std::string name = "Unnamed" );
/**
......@@ -127,7 +127,7 @@ public:
*
* \return the texture processing pass created.
*/
virtual osg::ref_ptr< WGEOffscreenTexturePass > addTextureProcessingPass( osg::ref_ptr< WShader > shader, std::string name = "Unnamed" );
virtual osg::ref_ptr< WGEOffscreenTexturePass > addTextureProcessingPass( osg::ref_ptr< WGEShader > shader, std::string name = "Unnamed" );
/**
* Creates a new render pass which can be seen as put-textures-back-on-screen-pass. It renders a full-screen quad to the on-screen
......@@ -148,7 +148,7 @@ public:
*
* \return the on-screen render pass which draws processed textures back on screen.
*/
virtual osg::ref_ptr< WGEOffscreenFinalPass > addFinalOnScreenPass( osg::ref_ptr< WShader > shader, std::string name = "Unnamed" );
virtual osg::ref_ptr< WGEOffscreenFinalPass > addFinalOnScreenPass( osg::ref_ptr< WGEShader > shader, std::string name = "Unnamed" );
/**
* Creates a new offscreen-render-pass coupled with the reference camera. This pass actually does nothing. The method is useful for custom
......
......@@ -41,9 +41,9 @@
#include "../common/WLogger.h"
#include "../common/WPathHelper.h"
#include "WShader.h"
#include "WGEShader.h"
WShader::WShader( std::string name, boost::filesystem::path search ):
WGEShader::WGEShader( std::string name, boost::filesystem::path search ):
osg::Program(),
m_shaderPath( search ),
m_name( name ),
......@@ -61,16 +61,16 @@ WShader::WShader( std::string name, boost::filesystem::path search ):
addShader( m_fragmentShader );
addShader( m_geometryShader );
m_reloadSignalConnection = WGraphicsEngine::getGraphicsEngine()->subscribeSignal( GE_RELOADSHADERS, boost::bind( &WShader::reload, this ) );
m_reloadSignalConnection = WGraphicsEngine::getGraphicsEngine()->subscribeSignal( GE_RELOADSHADERS, boost::bind( &WGEShader::reload, this ) );
}
WShader::~WShader()
WGEShader::~WGEShader()
{
// cleanup
m_reloadSignalConnection.disconnect();
}
void WShader::apply( osg::ref_ptr< osg::Node > node )
void WGEShader::apply( osg::ref_ptr< osg::Node > node )
{
// set the shader attribute
// NOTE: the attribute is protected to avoid father nodes overwriting it
......@@ -83,13 +83,13 @@ void WShader::apply( osg::ref_ptr< osg::Node > node )
node->addUpdateCallback( osg::ref_ptr< SafeUpdaterCallback >( new SafeUpdaterCallback( this ) ) );
}
void WShader::applyDirect( osg::State& state ) // NOLINT <- ensure this matches the official OSG API by using a non-const ref
void WGEShader::applyDirect( osg::State& state ) // NOLINT <- ensure this matches the official OSG API by using a non-const ref
{
updatePrograms();
osg::Program::apply( state );
}
void WShader::deactivate( osg::ref_ptr< osg::Node > node )
void WGEShader::deactivate( osg::ref_ptr< osg::Node > node )
{
// set the shader attribute
// NOTE: the attribute is protected to avoid father nodes overwriting it
......@@ -103,12 +103,12 @@ void WShader::deactivate( osg::ref_ptr< osg::Node > node )
node->addUpdateCallback( osg::ref_ptr< SafeUpdaterCallback >( new SafeUpdaterCallback( this ) ) );
}
void WShader::reload()
void WGEShader::reload()
{
m_reload = true;
}
void WShader::reloadShader()
void WGEShader::reloadShader()
{
try
{
......@@ -119,7 +119,7 @@ void WShader::reloadShader()
// reload the sources and set the shader
// vertex shader
WLogger::getLogger()->addLogMessage( "Reloading vertex shader \"" + m_name + "-vertex.glsl\"", "WShader", LL_DEBUG );
WLogger::getLogger()->addLogMessage( "Reloading vertex shader \"" + m_name + "-vertex.glsl\"", "WGEShader", LL_DEBUG );
std::string source = processShader( m_name + "-vertex.glsl" );
if ( source != "" )
{
......@@ -128,7 +128,7 @@ void WShader::reloadShader()
}
// fragment shader
WLogger::getLogger()->addLogMessage( "Reloading fragment shader \"" + m_name + "-fragment.glsl\"", "WShader", LL_DEBUG );
WLogger::getLogger()->addLogMessage( "Reloading fragment shader \"" + m_name + "-fragment.glsl\"", "WGEShader", LL_DEBUG );
source = processShader( m_name + "-fragment.glsl" );
if ( source != "" )
{
......@@ -137,7 +137,7 @@ void WShader::reloadShader()
}
// Geometry Shader
WLogger::getLogger()->addLogMessage( "Reloading geometry shader \"" + m_name + "-geometry.glsl\"", "WShader", LL_DEBUG );
WLogger::getLogger()->addLogMessage( "Reloading geometry shader \"" + m_name + "-geometry.glsl\"", "WGEShader", LL_DEBUG );
source = processShader( m_name + "-geometry.glsl", true );
if ( source != "" )
{
......@@ -151,7 +151,7 @@ void WShader::reloadShader()
{
m_shaderLoaded = false;
WLogger::getLogger()->addLogMessage( "Problem loading shader.", "WShader", LL_ERROR );
WLogger::getLogger()->addLogMessage( "Problem loading shader.", "WGEShader", LL_ERROR );
// clean up the mess
removeShader( m_vertexShader );
......@@ -163,7 +163,7 @@ void WShader::reloadShader()
m_reload = false;
}
void WShader::updatePrograms()
void WGEShader::updatePrograms()
{
// is it needed to do something here?
if ( m_deactivated )
......@@ -179,12 +179,12 @@ void WShader::updatePrograms()
}
}
WShader::SafeUpdaterCallback::SafeUpdaterCallback( WShader* shader ):
WGEShader::SafeUpdaterCallback::SafeUpdaterCallback( WGEShader* shader ):
m_shader( shader )
{
}
void WShader::SafeUpdaterCallback::operator()( osg::Node* node, osg::NodeVisitor* nv )
void WGEShader::SafeUpdaterCallback::operator()( osg::Node* node, osg::NodeVisitor* nv )
{
m_shader->updatePrograms();
......@@ -192,7 +192,7 @@ void WShader::SafeUpdaterCallback::operator()( osg::Node* node, osg::NodeVisitor
traverse( node, nv );
}
std::string WShader::processShader( const std::string filename, bool optional, int level )
std::string WGEShader::processShader( const std::string filename, bool optional, int level )
{
std::stringstream output; // processed output
......@@ -213,7 +213,7 @@ std::string WShader::processShader( const std::string filename, bool optional, i
// reached a certain level. This normally denotes a inclusion cycle.
// We do not throw an exception here to avoid OSG to crash.
WLogger::getLogger()->addLogMessage( "Inclusion depth is too large. Maybe there is a inclusion cycle in the shader code.",
"WShader (" + filename + ")", LL_ERROR
"WGEShader (" + filename + ")", LL_ERROR
);
// just return unprocessed source
......@@ -253,7 +253,7 @@ std::string WShader::processShader( const std::string filename, bool optional, i
{
WLogger::getLogger()->addLogMessage( "The requested shader \"" + filename + "\" does not exist in \"" +
m_shaderPath.file_string() + "\", \"" + ( m_shaderPath / "shaders" ).file_string() + "\" or \"" +
WPathHelper::getShaderPath().file_string() + "\".", "WShader (" + filename + ")", LL_ERROR
WPathHelper::getShaderPath().file_string() + "\".", "WGEShader (" + filename + ")", LL_ERROR
);
return "";
......@@ -275,13 +275,13 @@ std::string WShader::processShader( const std::string filename, bool optional, i
if ( level == 0 )
{
WLogger::getLogger()->addLogMessage( "Can't open shader file \"" + filename + "\".",
"WShader (" + filename + ")", LL_ERROR
"WGEShader (" + filename + ")", LL_ERROR
);
}
else
{
WLogger::getLogger()->addLogMessage( "Can't open shader file for inclusion \"" + filename + "\".",
"WShader (" + filename + ")", LL_ERROR
"WGEShader (" + filename + ")", LL_ERROR
);
}
......@@ -307,7 +307,7 @@ std::string WShader::processShader( const std::string filename, bool optional, i
if( foundVersion )
{
WLogger::getLogger()->addLogMessage( "Multiple version statements in shader file \"" + fn + "\".",
"WShader (" + filename + ")", LL_ERROR
"WGEShader (" + filename + ")", LL_ERROR
);
return "";
}
......@@ -336,19 +336,19 @@ std::string WShader::processShader( const std::string filename, bool optional, i
return vs.str();
}
void WShader::eraseDefine( std::string key )
void WGEShader::eraseDefine( std::string key )
{
m_defines.erase( key );
m_reload = true;
}
void WShader::eraseAllDefines()
void WGEShader::eraseAllDefines()
{
m_defines.clear();
m_reload = true;
}
void WShader::setDefine( std::string key )
void WGEShader::setDefine( std::string key )
{
this->setDefine( key, "Defined" );
}
......
......@@ -22,8 +22,8 @@
//
//---------------------------------------------------------------------------
#ifndef WSHADER_H
#define WSHADER_H
#ifndef WGESHADER_H
#define WGESHADER_H
#include <map>
#include <string>
......@@ -40,7 +40,7 @@
/**
* Class encapsulating the OSG Program class for a more convenient way of adding and modifying shader.
*/
class WGE_EXPORT WShader: public osg::Program
class WGE_EXPORT WGEShader: public osg::Program
{
public:
......@@ -51,12 +51,12 @@ public:
* \param name the name of the shader. It gets searched in the shader path.
* \param search the local search path. If not specified, the global shader path is used.
*/
WShader( std::string name, boost::filesystem::path search = WPathHelper::getShaderPath() );
WGEShader( std::string name, boost::filesystem::path search = WPathHelper::getShaderPath() );
/**
* Destructor.
*/
virtual ~WShader();
virtual ~WGEShader();
/**
* Apply this shader to the specified node. Use this method to ensure, that reload events can be handled properly during the
......@@ -202,7 +202,7 @@ protected:
*
* \param shader the shader which needs to be updated.
*/
explicit SafeUpdaterCallback( WShader* shader );
explicit SafeUpdaterCallback( WGEShader* shader );
/**
* Callback method called by the NodeVisitor when visiting a node.
......@@ -219,14 +219,14 @@ protected:
/**
* The shader belonging to the node currently getting updated.
*/
WShader* m_shader;
WGEShader* m_shader;
};
private:
};
template < typename T >
void WShader::setDefine( std::string key, T value )
void WGEShader::setDefine( std::string key, T value )
{
if ( key.length() > 0 )
{
......@@ -235,5 +235,5 @@ void WShader::setDefine( std::string key, T value )
}
}
#endif // WSHADER_H
#endif // WGESHADER_H
......@@ -48,7 +48,7 @@
#include "../../../dataHandler/WGridRegular3D.h"
#include "../../../dataHandler/WSubject.h"
#include "../../../dataHandler/WValueSet.h"
#include "../../../graphicsEngine/WShader.h"
#include "../../../graphicsEngine/WGEShader.h"
#include "../../../graphicsEngine/WGraphicsEngine.h"
#include "../../../graphicsEngine/WGEUtils.h"
#include "../../WKernel.h"
......@@ -72,7 +72,7 @@ WMNavSlices::WMNavSlices():
// Implement WModule::initializeConnectors instead.
// initialize members
m_shader = osg::ref_ptr< WShader > ( new WShader( "WMNavSlices" ) );
m_shader = osg::ref_ptr< WGEShader > ( new WGEShader( "WMNavSlices" ) );
}
WMNavSlices::~WMNavSlices()
......
......@@ -33,7 +33,7 @@
#include <osg/Node>
#include "../../../dataHandler/WDataSet.h"
#include "../../../graphicsEngine/WShader.h"
#include "../../../graphicsEngine/WGEShader.h"
#include "../../../graphicsEngine/WGEGroupNode.h"
#include "../../../graphicsEngine/WPickInfo.h"
#include "../../WModule.h"
......@@ -297,7 +297,7 @@ private:
/**
* the shader object for this module
*/
osg::ref_ptr< WShader > m_shader;
osg::ref_ptr< WGEShader > m_shader;
/**
* lock to prevent concurrent threads trying to update the osg node
......
......@@ -35,7 +35,7 @@
#include "../../dataHandler/WGridRegular3D.h"
#include "../../dataHandler/WSubject.h"
#include "../../dataHandler/WValueSet.h"
#include "../../graphicsEngine/WShader.h"
#include "../../graphicsEngine/WGEShader.h"
#include "../../graphicsEngine/WGEUtils.h"
......@@ -108,7 +108,7 @@ void WMArbitraryPlane::properties()
void WMArbitraryPlane::moduleMain()
{
m_shader = osg::ref_ptr< WShader > ( new WShader( "WMArbitraryPlane", m_localPath ) );
m_shader = osg::ref_ptr< WGEShader > ( new WGEShader( "WMArbitraryPlane", m_localPath ) );
initPlane();
......
......@@ -224,7 +224,7 @@ private:
/**
* the shader object for this module
*/
osg::ref_ptr< WShader > m_shader;
osg::ref_ptr< WGEShader > m_shader;
/**
* vector of uniforms for type of texture
......
......@@ -104,7 +104,7 @@ void WMCoordinateHUD::properties()
void WMCoordinateHUD::moduleMain()
{
// added own shader for visualisation as HUD
m_shader = osg::ref_ptr< WShader > ( new WShader( "WMCoordinateHUD" , m_localPath ) );
m_shader = osg::ref_ptr< WGEShader > ( new WGEShader( "WMCoordinateHUD" , m_localPath ) );
m_rootNode = new WGEManagedGroupNode( m_active );
m_rootNode->setName( "coordHUDNode" );
......
......@@ -34,7 +34,7 @@
#include "../../graphicsEngine/WGEManagedGroupNode.h"
#include "../../graphicsEngine/WGEZoomTrackballManipulator.h"
#include "../../graphicsEngine/WShader.h"
#include "../../graphicsEngine/WGEShader.h"
#include "../../kernel/WModule.h"
#include "../../kernel/WModuleInputData.h"
......@@ -151,7 +151,7 @@ class WMCoordinateHUD: public WModule, public osg::Referenced
/**
* the shader
*/
osg::ref_ptr< WShader > m_shader;
osg::ref_ptr< WGEShader > m_shader;
/**
* A condition used to notify about changes in several properties.
......
......@@ -205,7 +205,7 @@ private:
/**
* the shader object for this module
*/
// boost::shared_ptr< WShader >m_shader;
// boost::shared_ptr< WGEShader >m_shader;
/**
* update function, called with each update pass of the osg render loop
......
......@@ -40,7 +40,7 @@
#include "../../graphicsEngine/WGEGeodeUtils.h"
#include "../../graphicsEngine/WGEManagedGroupNode.h"
#include "../../graphicsEngine/WGEUtils.h"
#include "../../graphicsEngine/WShader.h"
#include "../../graphicsEngine/WGEShader.h"
#include "../../graphicsEngine/WGERequirement.h"
#include "../../kernel/WKernel.h"
#include "WMDirectVolumeRendering.xpm"
......@@ -171,7 +171,7 @@ osg::ref_ptr< osg::Image > genWhiteNoise( size_t resX )
void WMDirectVolumeRendering::moduleMain()
{
m_shader = osg::ref_ptr< WShader > ( new WShader( "WMDirectVolumeRendering", m_localPath ) );
m_shader = osg::ref_ptr< WGEShader > ( new WGEShader( "WMDirectVolumeRendering", m_localPath ) );
// let the main loop awake if the data changes or the properties changed.
m_moduleState.setResetable( true, true );
......
......@@ -30,7 +30,7 @@
#include <osg/Node>
#include <osg/Uniform>
#include "../../graphicsEngine/WShader.h"
#include "../../graphicsEngine/WGEShader.h"
#include "../../dataHandler/WDataSetScalar.h"
#include "../../dataHandler/WDataSetVector.h"
#include "../../kernel/WModule.h"
......@@ -184,7 +184,7 @@ private:
/**
* the DVR shader.
*/
osg::ref_ptr< WShader > m_shader;
osg::ref_ptr< WGEShader > m_shader;
/**
* Class handling uniform update during render traversal
......
......@@ -184,8 +184,8 @@ void WMFiberDisplay::properties()
void WMFiberDisplay::moduleMain()
{
// setup shaders
m_shaderTubes = osg::ref_ptr< WShader > ( new WShader( "WMFiberDisplay2-FakeTubes", m_localPath ) );
m_shaderTexturedFibers = osg::ref_ptr< WShader > ( new WShader( "WMFiberDisplay2-Textured", m_localPath ) );
m_shaderTubes = osg::ref_ptr< WGEShader > ( new WGEShader( "WMFiberDisplay2-FakeTubes", m_localPath ) );
m_shaderTexturedFibers = osg::ref_ptr< WGEShader > ( new WGEShader( "WMFiberDisplay2-Textured", m_localPath ) );
// additional fire-condition: "data changed" flag
m_moduleState.setResetable( true, true );
......
......@@ -34,7 +34,7 @@
#include "../../graphicsEngine/WFiberDrawable.h"
#include "../../graphicsEngine/WROI.h"
#include "../../graphicsEngine/WROIBox.h"
#include "../../graphicsEngine/WShader.h"
#include "../../graphicsEngine/WGEShader.h"
#include "../../kernel/WFiberSelector.h"
#include "../../kernel/WModule.h"
......@@ -201,12 +201,12 @@ private:
/**
* the shader object for rendering tubes
*/
osg::ref_ptr< WShader >m_shaderTubes;
osg::ref_ptr< WGEShader >m_shaderTubes;
/**
* the shader object for rendering textured lines
*/
osg::ref_ptr< WShader >m_shaderTexturedFibers;
osg::ref_ptr< WGEShader >m_shaderTexturedFibers;
osg::ref_ptr<osg::Uniform> m_uniformTubeThickness; //!< tube thickness
......
......@@ -30,7 +30,7 @@
#include "../../common/WPropertyObserver.h"
#include "../../dataHandler/WDataHandler.h"
#include "../../dataHandler/WDataTexture3D.h"
#include "../../graphicsEngine/WShader.h"
#include "../../graphicsEngine/WGEShader.h"
#include "../../graphicsEngine/callbacks/WGENodeMaskCallback.h"
#include "../../graphicsEngine/callbacks/WGEFunctorCallback.h"
......@@ -127,7 +127,7 @@ void enableTransparency( osg::StateSet* state )
void WMFiberDisplaySimple::moduleMain()
{
// initialize clipping shader
m_shader = osg::ref_ptr< WShader > ( new WShader( "WMFiberDisplaySimple", m_localPath ) );
m_shader = osg::ref_ptr< WGEShader > ( new WGEShader( "WMFiberDisplaySimple", m_localPath ) );
m_clipPlanePointUniform = new WGEPropertyUniform< WPropPosition >( "u_planePoint", m_clipPlanePoint );
m_clipPlaneVectorUniform = new WGEPropertyUniform< WPropPosition >( "u_planeVector", m_clipPlaneVector );
m_clipPlaneDistanceUniform = new WGEPropertyUniform< WPropDouble >( "u_distance", m_clipPlaneDistance );
......
......@@ -29,7 +29,7 @@
#include "../../dataHandler/WDataSetScalar.h"
#include "../../graphicsEngine/WGEManagedGroupNode.h"
#include "../../graphicsEngine/WShader.h"
#include "../../graphicsEngine/WGEShader.h"
#include "../../kernel/WModule.h"
#include "../../kernel/WModuleInputData.h"
#include "../../kernel/WModuleOutputData.h"
......@@ -120,7 +120,7 @@ private:
/**
* The shader used for clipping of fibers using an arbitrary plane.
*/
osg::ref_ptr< WShader > m_shader;
osg::ref_ptr< WGEShader > m_shader;
/**
* A property group for all the clipping related props.
......
......@@ -43,7 +43,7 @@
#include "../../graphicsEngine/callbacks/WGENodeMaskCallback.h"
#include "../../graphicsEngine/callbacks/WGEShaderAnimationCallback.h"
#include "../../graphicsEngine/WGEGeodeUtils.h"
#include "../../graphicsEngine/WShader.h"
#include "../../graphicsEngine/WGEShader.h"
#include "../../graphicsEngine/WGEOffscreenRenderPass.h"
#include "../../graphicsEngine/WGEOffscreenRenderNode.h"
#include "../../graphicsEngine/WGEPropertyUniform.h"
......@@ -302,27 +302,27 @@ void WMImageSpaceLIC::moduleMain()
offscreen->getTextureHUD()->addUpdateCallback( new WGENodeMaskCallback( m_showHUD ) );
// setup all the passes needed for image space advection
osg::ref_ptr< WShader > transformationShader = new WShader( "WMImageSpaceLIC-Transformation", m_localPath );
osg::ref_ptr< WGEShader > transformationShader = new WGEShader( "WMImageSpaceLIC-Transformation", m_localPath );
osg::ref_ptr< WGEOffscreenRenderPass > transformation = offscreen->addGeometryRenderPass(
m_output,
transformationShader,
"Transformation"
);
osg::ref_ptr< WGEOffscreenRenderPass > edgeDetection = offscreen->addTextureProcessingPass(
new WShader( "WMImageSpaceLIC-Edge", m_localPath ),
new WGEShader( "WMImageSpaceLIC-Edge", m_localPath ),
"Edge Detection"
);
// we use two advection passes per frame as the input A of the first produces the output B whereas the second pass uses B as input and
// produces A as output. This way we can use A as input for the next step (clipping and blending).
osg::ref_ptr< WGEOffscreenRenderPass > advection = offscreen->addTextureProcessingPass(
new WShader( "WMImageSpaceLIC-Advection", m_localPath ),
new WGEShader( "WMImageSpaceLIC-Advection", m_localPath ),
"Advection"
);
// finally, put it back on screen, clip it, color it and apply depth buffer to on-screen buffer
osg::ref_ptr< WGEOffscreenRenderPass > clipBlend = offscreen->addFinalOnScreenPass(
new WShader( "WMImageSpaceLIC-ClipBlend", m_localPath ),
new WGEShader( "WMImageSpaceLIC-ClipBlend", m_localPath ),
"Clip & Blend"
);
......
......@@ -39,7 +39,7 @@
#include "../../graphicsEngine/WGEGeodeUtils.h"
#include "../../graphicsEngine/WGEManagedGroupNode.h"
#include "../../graphicsEngine/WGEUtils.h"
#include "../../graphicsEngine/WShader.h"
#include "../../graphicsEngine/WGEShader.h"
#include "../../graphicsEngine/WGERequirement.h"
#include "../../kernel/WKernel.h"
#include "WMIsosurfaceRaytracer.xpm"
......@@ -133,7 +133,7 @@ void WMIsosurfaceRaytracer::requirements()
void WMIsosurfaceRaytracer::moduleMain()
{
m_shader = osg::ref_ptr< WShader > ( new WShader( "WMIsosurfaceRaytracer", m_localPath ) );
m_shader = osg::ref_ptr< WGEShader > ( new WGEShader( "WMIsosurfaceRaytracer", m_localPath ) );
// let the main loop awake if the data changes or the properties changed.
m_moduleState.setResetable( true, true );
......
......@@ -30,7 +30,7 @@
#include <osg/Node>
#include <osg/Uniform>
#include "../../graphicsEngine/WShader.h"
#include "../../graphicsEngine/WGEShader.h"
#include "../../kernel/WModule.h"
#include "../../kernel/WModuleInputData.h"
#include "../../kernel/WModuleOutputData.h"
......@@ -158,7 +158,7 @@ private:
/**
* the DVR shader.
*/
osg::ref_ptr< WShader > m_shader;
osg::ref_ptr< WGEShader > m_shader;
/**
* Node callback to change the color of the shapes inside the root node. For more details on this class, refer to the documentation in
......