You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

119 lines
3.4 KiB
C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkTextureUnitManager.h
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.
=========================================================================*/
/**
* @class vtkTextureUnitManager
* @brief allocate/free texture units.
*
*
* vtkTextureUnitManager is a central place used by shaders to reserve a
* texture unit ( Allocate() ) or release it ( Free() ).
*
* Don't create a vtkTextureUnitManager, query it from the
* vtkOpenGLRenderWindow
*
* @sa
* vtkOpenGLRenderWindow
*/
#ifndef vtkTextureUnitManager_h
#define vtkTextureUnitManager_h
#include "vtkObject.h"
#include "vtkRenderingOpenGL2Module.h" // For export macro
class vtkOpenGLRenderWindow;
class VTKRENDERINGOPENGL2_EXPORT vtkTextureUnitManager : public vtkObject
{
public:
vtkTypeMacro(vtkTextureUnitManager, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent) override;
static vtkTextureUnitManager* New();
/**
* Update the number of hardware texture units for the current context
*/
void Initialize();
/**
* Number of texture units supported by the OpenGL context.
*/
int GetNumberOfTextureUnits();
/**
* Reserve a texture unit. It returns its number.
* It returns -1 if the allocation failed (because there are no more
* texture units left).
* \post valid_result: result==-1 || result>=0 && result<this->GetNumberOfTextureUnits())
* \post allocated: result==-1 || this->IsAllocated(result)
*/
virtual int Allocate();
/**
* Reserve a specific texture unit if not already in use.
* This method should only be used when interacting with 3rd
* party code that is allocating and using textures. It allows
* someone to reserve a texture unit for that code and later release
* it. VTK will not use that texture unit until it is released.
* It returns -1 if the allocation failed (because there are no more
* texture units left).
* \post valid_result: result==-1 || result>=0 && result<this->GetNumberOfTextureUnits())
* \post allocated: result==-1 || this->IsAllocated(result)
*/
virtual int Allocate(int unit);
/**
* Tell if texture unit `textureUnitId' is already allocated.
* \pre valid_textureUnitId_range : textureUnitId>=0 &&
* textureUnitId<this->GetNumberOfTextureUnits()
*/
bool IsAllocated(int textureUnitId);
/**
* Release a texture unit.
* \pre valid_textureUnitId: textureUnitId>=0 && textureUnitId<this->GetNumberOfTextureUnits()
* \pre allocated_textureUnitId: this->IsAllocated(textureUnitId)
*/
virtual void Free(int textureUnitId);
protected:
/**
* Default constructor.
*/
vtkTextureUnitManager();
/**
* Destructor.
*/
~vtkTextureUnitManager() override;
/**
* Delete the allocation table and check if it is not called before
* all the texture units have been released.
*/
void DeleteTable();
int NumberOfTextureUnits;
bool* TextureUnits;
private:
vtkTextureUnitManager(const vtkTextureUnitManager&) = delete;
void operator=(const vtkTextureUnitManager&) = delete;
};
#endif