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109 lines
3.4 KiB
C++
109 lines
3.4 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkOpenGLRenderPass.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 vtkOpenGLRenderPass
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* @brief Abstract render pass with shader modifications.
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*
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*
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* Allows a render pass to update shader code using a new virtual API.
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*/
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#ifndef vtkOpenGLRenderPass_h
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#define vtkOpenGLRenderPass_h
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#include "vtkRenderPass.h"
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#include "vtkRenderingOpenGL2Module.h" // For export macro
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#include <string> // For std::string
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class vtkAbstractMapper;
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class vtkInformationObjectBaseVectorKey;
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class vtkProp;
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class vtkShaderProgram;
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class vtkOpenGLVertexArrayObject;
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class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLRenderPass : public vtkRenderPass
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{
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public:
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vtkTypeMacro(vtkOpenGLRenderPass, vtkRenderPass);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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/**
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* Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in
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* the shader sources. Gets called before other mapper shader replacements
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* Return false on error.
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*/
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virtual bool PreReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
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std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop);
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/**
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* Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in
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* the shader sources. Gets called after other mapper shader replacements.
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* Return false on error.
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*/
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virtual bool PostReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
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std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop);
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/**
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* Update the uniforms of the shader program.
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* Return false on error.
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*/
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virtual bool SetShaderParameters(vtkShaderProgram* program, vtkAbstractMapper* mapper,
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vtkProp* prop, vtkOpenGLVertexArrayObject* VAO = nullptr);
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/**
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* For multi-stage render passes that need to change shader code during a
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* single pass, use this method to notify a mapper that the shader needs to be
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* rebuilt (rather than reuse the last cached shader. This method should
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* return the last time that the shader stage changed, or 0 if the shader
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* is single-stage.
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*/
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virtual vtkMTimeType GetShaderStageMTime();
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/**
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* Key containing information about the current pass.
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*/
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static vtkInformationObjectBaseVectorKey* RenderPasses();
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/**
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* Number of active draw buffers.
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*/
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vtkSetMacro(ActiveDrawBuffers, unsigned int);
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vtkGetMacro(ActiveDrawBuffers, unsigned int);
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protected:
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vtkOpenGLRenderPass();
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~vtkOpenGLRenderPass() override;
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/**
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* Call before rendering to update the actors' information keys.
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*/
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void PreRender(const vtkRenderState* s);
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/**
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* Call after rendering to clean up the actors' information keys.
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*/
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void PostRender(const vtkRenderState* s);
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unsigned int ActiveDrawBuffers = 0;
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private:
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vtkOpenGLRenderPass(const vtkOpenGLRenderPass&) = delete;
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void operator=(const vtkOpenGLRenderPass&) = delete;
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};
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#endif // vtkOpenGLRenderPass_h
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