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/*=========================================================================
Program: Visualization Toolkit
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
#ifndef vtkOpenGLVertexArrayObject_h
#define vtkOpenGLVertexArrayObject_h
#include "vtkObject.h"
#include "vtkRenderingOpenGL2Module.h" // for export macro
#include <string> // For API.
class vtkShaderProgram;
class vtkOpenGLBufferObject;
class vtkOpenGLVertexBufferObject;
/**
* @brief The VertexArrayObject class uses, or emulates, vertex array objects.
* These are extremely useful for setup/tear down of vertex attributes, and can
* offer significant performance benefits when the hardware supports them.
*
* It should be noted that this object is very lightweight, and it assumes the
* objects being used are correctly set up. Even without support for VAOs this
* class caches the array locations, types, etc and avoids repeated look ups. It
* it bound to a single ShaderProgram object.
*/
class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLVertexArrayObject : public vtkObject
{
public:
static vtkOpenGLVertexArrayObject* New();
vtkTypeMacro(vtkOpenGLVertexArrayObject, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent) override;
void Bind();
void Release();
void ReleaseGraphicsResources();
void ShaderProgramChanged();
bool AddAttributeArray(vtkShaderProgram* program, vtkOpenGLBufferObject* buffer,
const std::string& name, int offset, size_t stride, int elementType, int elementTupleSize,
bool normalize)
{
return this->AddAttributeArrayWithDivisor(
program, buffer, name, offset, stride, elementType, elementTupleSize, normalize, 0, false);
}
bool AddAttributeArray(vtkShaderProgram* program, vtkOpenGLVertexBufferObject* buffer,
const std::string& name, int offset, bool normalize);
bool AddAttributeArrayWithDivisor(vtkShaderProgram* program, vtkOpenGLBufferObject* buffer,
const std::string& name, int offset, size_t stride, int elementType, int elementTupleSize,
bool normalize, int divisor, bool isMatrix);
bool AddAttributeMatrixWithDivisor(vtkShaderProgram* program, vtkOpenGLBufferObject* buffer,
const std::string& name, int offset, size_t stride, int elementType, int elementTupleSize,
bool normalize, int divisor, int tupleOffset);
bool RemoveAttributeArray(const std::string& name);
// Force this VAO to emulate a vertex array object even if
// the system supports VAOs. This can be useful in cases where
// the vertex array object does not handle all extensions.
void SetForceEmulation(bool val);
protected:
vtkOpenGLVertexArrayObject();
~vtkOpenGLVertexArrayObject() override;
private:
vtkOpenGLVertexArrayObject(const vtkOpenGLVertexArrayObject&) = delete;
void operator=(const vtkOpenGLVertexArrayObject&) = delete;
class Private;
Private* Internal;
};
#endif // vtkOpenGLVertexArrayObject_h