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107 lines
3.5 KiB
C
107 lines
3.5 KiB
C
3 weeks ago
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/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkOpenGLTexture.h
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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/**
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* @class vtkOpenGLShaderCache
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* @brief manage Shader Programs within a context
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*
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* vtkOpenGLShaderCache manages shader program compilation and binding
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*/
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#ifndef vtkOpenGLShaderCache_h
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#define vtkOpenGLShaderCache_h
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#include "vtkObject.h"
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#include "vtkRenderingOpenGL2Module.h" // For export macro
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#include "vtkShader.h" // for vtkShader::Type
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#include <map> // for methods
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class vtkTransformFeedback;
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class vtkShaderProgram;
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class vtkWindow;
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class vtkOpenGLRenderWindow;
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class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLShaderCache : public vtkObject
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{
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public:
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static vtkOpenGLShaderCache* New();
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vtkTypeMacro(vtkOpenGLShaderCache, vtkObject);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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// make sure the specified shaders are compiled, linked, and bound
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virtual vtkShaderProgram* ReadyShaderProgram(const char* vertexCode, const char* fragmentCode,
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const char* geometryCode, vtkTransformFeedback* cap = nullptr);
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// make sure the specified shaders are compiled, linked, and bound
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// will increment the reference count on the shaders if it
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// needs to keep them around
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virtual vtkShaderProgram* ReadyShaderProgram(
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std::map<vtkShader::Type, vtkShader*> shaders, vtkTransformFeedback* cap = nullptr);
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// make sure the specified shaders are compiled, linked, and bound
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virtual vtkShaderProgram* ReadyShaderProgram(
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vtkShaderProgram* shader, vtkTransformFeedback* cap = nullptr);
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/**
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* Release the current shader. Basically go back to
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* having no shaders loaded. This is useful for old
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* legacy code that relies on no shaders being loaded.
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*/
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void ReleaseCurrentShader();
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/**
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* Free up any resources being used by the provided shader
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*/
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virtual void ReleaseGraphicsResources(vtkWindow* win);
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/**
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* Get/Clear the last Shader bound, called by shaders as they release
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* their graphics resources
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*/
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virtual void ClearLastShaderBound() { this->LastShaderBound = nullptr; }
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vtkGetObjectMacro(LastShaderBound, vtkShaderProgram);
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// Set the time in seconds elapsed since the first render
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void SetElapsedTime(float val) { this->ElapsedTime = val; }
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protected:
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vtkOpenGLShaderCache();
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~vtkOpenGLShaderCache() override;
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// perform System and Output replacements in place. Returns
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// the number of outputs
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virtual unsigned int ReplaceShaderValues(
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std::string& VSSource, std::string& FSSource, std::string& GSSource);
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virtual vtkShaderProgram* GetShaderProgram(
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const char* vertexCode, const char* fragmentCode, const char* geometryCode);
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virtual vtkShaderProgram* GetShaderProgram(std::map<vtkShader::Type, vtkShader*> shaders);
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virtual int BindShader(vtkShaderProgram* shader);
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class Private;
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Private* Internal;
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vtkShaderProgram* LastShaderBound;
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int OpenGLMajorVersion;
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int OpenGLMinorVersion;
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float ElapsedTime;
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private:
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vtkOpenGLShaderCache(const vtkOpenGLShaderCache&) = delete;
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void operator=(const vtkOpenGLShaderCache&) = delete;
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};
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#endif
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