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89 lines
3.2 KiB
C
89 lines
3.2 KiB
C
3 weeks ago
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/*=========================================================================
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Program: Visualization Toolkit
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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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#ifndef vtkOpenGLVertexArrayObject_h
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#define vtkOpenGLVertexArrayObject_h
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#include "vtkObject.h"
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#include "vtkRenderingOpenGL2Module.h" // for export macro
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#include <string> // For API.
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class vtkShaderProgram;
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class vtkOpenGLBufferObject;
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class vtkOpenGLVertexBufferObject;
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/**
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* @brief The VertexArrayObject class uses, or emulates, vertex array objects.
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* These are extremely useful for setup/tear down of vertex attributes, and can
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* offer significant performance benefits when the hardware supports them.
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*
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* It should be noted that this object is very lightweight, and it assumes the
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* objects being used are correctly set up. Even without support for VAOs this
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* class caches the array locations, types, etc and avoids repeated look ups. It
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* it bound to a single ShaderProgram object.
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*/
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class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLVertexArrayObject : public vtkObject
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{
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public:
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static vtkOpenGLVertexArrayObject* New();
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vtkTypeMacro(vtkOpenGLVertexArrayObject, vtkObject);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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void Bind();
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void Release();
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void ReleaseGraphicsResources();
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void ShaderProgramChanged();
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bool AddAttributeArray(vtkShaderProgram* program, vtkOpenGLBufferObject* buffer,
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const std::string& name, int offset, size_t stride, int elementType, int elementTupleSize,
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bool normalize)
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{
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return this->AddAttributeArrayWithDivisor(
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program, buffer, name, offset, stride, elementType, elementTupleSize, normalize, 0, false);
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}
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bool AddAttributeArray(vtkShaderProgram* program, vtkOpenGLVertexBufferObject* buffer,
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const std::string& name, int offset, bool normalize);
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bool AddAttributeArrayWithDivisor(vtkShaderProgram* program, vtkOpenGLBufferObject* buffer,
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const std::string& name, int offset, size_t stride, int elementType, int elementTupleSize,
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bool normalize, int divisor, bool isMatrix);
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bool AddAttributeMatrixWithDivisor(vtkShaderProgram* program, vtkOpenGLBufferObject* buffer,
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const std::string& name, int offset, size_t stride, int elementType, int elementTupleSize,
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bool normalize, int divisor, int tupleOffset);
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bool RemoveAttributeArray(const std::string& name);
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// Force this VAO to emulate a vertex array object even if
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// the system supports VAOs. This can be useful in cases where
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// the vertex array object does not handle all extensions.
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void SetForceEmulation(bool val);
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protected:
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vtkOpenGLVertexArrayObject();
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~vtkOpenGLVertexArrayObject() override;
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private:
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vtkOpenGLVertexArrayObject(const vtkOpenGLVertexArrayObject&) = delete;
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void operator=(const vtkOpenGLVertexArrayObject&) = delete;
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class Private;
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Private* Internal;
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};
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#endif // vtkOpenGLVertexArrayObject_h
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