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117 lines
4.5 KiB
C++
117 lines
4.5 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkShaderProperty.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 vtkOpenGLShaderProperty
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* @brief represent GPU shader properties
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*
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* vtkOpenGLShaderProperty is used to hold user-defined modifications of a
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* GPU shader program used in a mapper.
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*
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* @sa
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* vtkShaderProperty vtkUniforms vtkOpenGLUniform
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*
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* @par Thanks:
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* Developed by Simon Drouin (sdrouin2@bwh.harvard.edu) at Brigham and Women's Hospital.
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*
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*/
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#ifndef vtkOpenGLShaderProperty_h
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#define vtkOpenGLShaderProperty_h
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#include "vtkRenderingOpenGL2Module.h" // For export macro
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#include "vtkShader.h" // For methods (shader types)
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#include "vtkShaderProperty.h"
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#include <map> // used for ivar
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class vtkOpenGLUniforms;
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class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLShaderProperty : public vtkShaderProperty
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{
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public:
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vtkTypeMacro(vtkOpenGLShaderProperty, vtkShaderProperty);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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/**
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* Construct object with no shader replacements
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*/
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static vtkOpenGLShaderProperty* New();
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/**
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* Assign one property to another.
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*/
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void DeepCopy(vtkOpenGLShaderProperty* p);
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virtual void AddVertexShaderReplacement(const std::string& originalValue,
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bool replaceFirst, // do this replacement before the default
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const std::string& replacementValue, bool replaceAll) override;
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virtual void AddFragmentShaderReplacement(const std::string& originalValue,
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bool replaceFirst, // do this replacement before the default
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const std::string& replacementValue, bool replaceAll) override;
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virtual void AddGeometryShaderReplacement(const std::string& originalValue,
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bool replaceFirst, // do this replacement before the default
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const std::string& replacementValue, bool replaceAll) override;
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int GetNumberOfShaderReplacements() override;
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std::string GetNthShaderReplacementTypeAsString(vtkIdType index) override;
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void GetNthShaderReplacement(vtkIdType index, std::string& name, bool& replaceFirst,
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std::string& replacementValue, bool& replaceAll) override;
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void ClearVertexShaderReplacement(const std::string& originalValue, bool replaceFirst) override;
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void ClearFragmentShaderReplacement(const std::string& originalValue, bool replaceFirst) override;
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void ClearGeometryShaderReplacement(const std::string& originalValue, bool replaceFirst) override;
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void ClearAllVertexShaderReplacements() override;
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void ClearAllFragmentShaderReplacements() override;
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void ClearAllGeometryShaderReplacements() override;
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void ClearAllShaderReplacements() override;
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//@{
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/**
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* This function enables you to apply your own substitutions
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* to the shader creation process. The shader code in this class
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* is created by applying a bunch of string replacements to a
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* shader template. Using this function you can apply your
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* own string replacements to add features you desire.
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*/
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void AddShaderReplacement(vtkShader::Type shaderType, // vertex, fragment, etc
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const std::string& originalValue,
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bool replaceFirst, // do this replacement before the default
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const std::string& replacementValue, bool replaceAll);
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void ClearShaderReplacement(vtkShader::Type shaderType, // vertex, fragment, etc
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const std::string& originalValue, bool replaceFirst);
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void ClearAllShaderReplacements(vtkShader::Type shaderType);
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//@}
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/**
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* @brief GetAllShaderReplacements returns all user-specified shader
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* replacements. It is provided for iteration purpuses only (const)
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* and is mainly used by mappers when building the shaders.
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* @return const reference to internal map holding all replacements
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*/
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typedef std::map<vtkShader::ReplacementSpec, vtkShader::ReplacementValue> ReplacementMap;
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const ReplacementMap& GetAllShaderReplacements() { return this->UserShaderReplacements; }
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protected:
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vtkOpenGLShaderProperty();
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~vtkOpenGLShaderProperty() override;
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ReplacementMap UserShaderReplacements;
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private:
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vtkOpenGLShaderProperty(const vtkOpenGLShaderProperty&) = delete;
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void operator=(const vtkOpenGLShaderProperty&) = delete;
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};
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#endif
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