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194 lines
7.8 KiB
C++
194 lines
7.8 KiB
C++
/*=========================================================================
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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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/**
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* @class vtkUniforms
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* @brief helper class to set custom uniform variables in GPU shaders.
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*
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* This class implements a generic mechanism to declare and set the value of custom uniform
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* variables to be used in GPU shader programs used by mappers. It allows users who specify
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* custom shader code for mappers to change the value of the variable they define without
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* triggering a costly rebuild of the shader. This class is used mostly as an interface and
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* the implementation is found in graphics api specific derived classes (e.g.: vtkOpenGLUniforms).
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*
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* @sa
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* vtkOpenGLUniforms vtkShaderProperty
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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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#ifndef vtkUniforms_h
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#define vtkUniforms_h
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#include "vtkObject.h"
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#include "vtkRenderingCoreModule.h" // For export macro
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#include <string> // member function parameters
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#include <vector> // member function parameters
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class vtkMatrix3x3;
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class vtkMatrix4x4;
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class VTKRENDERINGCORE_EXPORT vtkUniforms : public vtkObject
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{
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public:
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static vtkUniforms* New();
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vtkTypeMacro(vtkUniforms, vtkObject);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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virtual vtkMTimeType GetUniformListMTime() = 0;
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//@{
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/**
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* Types of tuples that can be stored : scalar, vector, matrix
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*/
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//@}
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enum TupleType
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{
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TupleTypeInvalid = 0,
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TupleTypeScalar,
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TupleTypeVector,
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TupleTypeMatrix,
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NumberOfTupleTypes
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};
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/** Convert between TupleType and string */
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static std::string TupleTypeToString(TupleType tt);
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static TupleType StringToTupleType(const std::string& s);
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/** Convert between scalar types an string */
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static std::string ScalarTypeToString(int scalaType);
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static int StringToScalarType(const std::string& s);
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/** Remove uniform variable named @p name */
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virtual void RemoveUniform(const char* name) = 0;
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/** Remove all uniform variables */
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virtual void RemoveAllUniforms() = 0;
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//@{
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/** Generic setters and getter. Set and Get the value of
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* uniform variable @p name, with TupleType @p tt, number
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* of components @p nbComponents and values stored in
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* @p value. These functions simplify io of uniforms */
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virtual void SetUniform(const char* name, vtkUniforms::TupleType tt, int nbComponents,
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const std::vector<int>& value) = 0;
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virtual void SetUniform(const char* name, vtkUniforms::TupleType tt, int nbComponents,
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const std::vector<float>& value) = 0;
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virtual bool GetUniform(const char* name, std::vector<int>& value) = 0;
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virtual bool GetUniform(const char* name, std::vector<float>& value) = 0;
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//@}
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//@{
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/** Set the @p name uniform value to @p v. */
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virtual void SetUniformi(const char* name, int v) = 0;
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virtual void SetUniformf(const char* name, float v) = 0;
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virtual void SetUniform2i(const char* name, const int v[2]) = 0;
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virtual void SetUniform2f(const char* name, const float v[2]) = 0;
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virtual void SetUniform3f(const char* name, const float v[3]) = 0;
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virtual void SetUniform4f(const char* name, const float v[4]) = 0;
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virtual void SetUniformMatrix3x3(const char* name, float* v) = 0;
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virtual void SetUniformMatrix4x4(const char* name, float* v) = 0;
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//@}
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//@{
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/** Set the @p name uniform array to @p f with @p count elements */
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virtual void SetUniform1iv(const char* name, const int count, const int* f) = 0;
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virtual void SetUniform1fv(const char* name, const int count, const float* f) = 0;
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virtual void SetUniform2fv(const char* name, const int count, const float (*f)[2]) = 0;
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virtual void SetUniform3fv(const char* name, const int count, const float (*f)[3]) = 0;
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virtual void SetUniform4fv(const char* name, const int count, const float (*f)[4]) = 0;
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virtual void SetUniformMatrix4x4v(const char* name, const int count, float* v) = 0;
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//@}
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//@{
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/** Set the @p name uniform to @p v.
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* The following are convenience functions and do not reflect
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* the way the data is stored and sent to OpenGL. Data is
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* converted to match one of the basic supported types */
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virtual void SetUniform3f(const char* name, const double v[3]) = 0;
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virtual void SetUniform3uc(const char* name, const unsigned char v[3]) = 0; // maybe remove
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virtual void SetUniform4uc(const char* name, const unsigned char v[4]) = 0; // maybe remove
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virtual void SetUniformMatrix(const char* name, vtkMatrix3x3* v) = 0;
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virtual void SetUniformMatrix(const char* name, vtkMatrix4x4* v) = 0;
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//@}
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//@{
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/** Get the @p name uniform value. Returns true on success. */
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virtual bool GetUniformi(const char* name, int& v) = 0;
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virtual bool GetUniformf(const char* name, float& v) = 0;
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virtual bool GetUniform2i(const char* name, int v[2]) = 0;
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virtual bool GetUniform2f(const char* name, float v[2]) = 0;
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virtual bool GetUniform3f(const char* name, float v[3]) = 0;
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virtual bool GetUniform4f(const char* name, float v[4]) = 0;
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virtual bool GetUniformMatrix3x3(const char* name, float* v) = 0;
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virtual bool GetUniformMatrix4x4(const char* name, float* v) = 0;
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//@}
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//@{
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/** Get the @p name uniform to @p v.
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* The following are convenience functions and do not reflect
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* the way the data is stored and sent to OpenGL. Data is
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* converted from one of the basic supported types */
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virtual bool GetUniform3f(const char* name, double v[3]) = 0;
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virtual bool GetUniform3uc(const char* name, unsigned char v[3]) = 0;
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virtual bool GetUniform4uc(const char* name, unsigned char v[4]) = 0;
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virtual bool GetUniformMatrix(const char* name, vtkMatrix3x3* v) = 0;
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virtual bool GetUniformMatrix(const char* name, vtkMatrix4x4* v) = 0;
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//@}
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//@{
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/** Get the @p name uniform vector to @p f with. */
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virtual bool GetUniform1iv(const char* name, std::vector<int>& f) = 0;
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virtual bool GetUniform1fv(const char* name, std::vector<float>& f) = 0;
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virtual bool GetUniform2fv(const char* name, std::vector<float>& f) = 0;
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virtual bool GetUniform3fv(const char* name, std::vector<float>& f) = 0;
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virtual bool GetUniform4fv(const char* name, std::vector<float>& f) = 0;
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virtual bool GetUniformMatrix4x4v(const char* name, std::vector<float>& f) = 0;
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//@}
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/** Get number of all uniforms stored in this class */
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virtual int GetNumberOfUniforms() = 0;
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/** Get number of all uniforms stored in this class.
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Valid range is between 0 and GetNumberOfUniforms() - 1.*/
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virtual const char* GetNthUniformName(vtkIdType uniformIndex) = 0;
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/** Get type of scalars stored in uniform @p name */
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virtual int GetUniformScalarType(const char* name) = 0;
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/** Get the tuple type stored in uniform @p name. This can be a scalar,
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* a vector of a matrix. */
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virtual TupleType GetUniformTupleType(const char* name) = 0;
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/** Get the number of components stored in each tuple of uniform @p name.
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* for example, a uniform with tuples of matrix type and 9 components
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* contains 3x3 matrices */
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virtual int GetUniformNumberOfComponents(const char* name) = 0;
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/** Number of tuples of uniform @p name that contains a variable-size vector.
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* For example, for 3 components uniforms of type vector, this is the number
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* of triplets. */
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virtual int GetUniformNumberOfTuples(const char* name) = 0;
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protected:
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vtkUniforms() {}
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~vtkUniforms() override {}
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private:
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vtkUniforms(const vtkUniforms&) = delete;
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void operator=(const vtkUniforms&) = delete;
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};
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#endif
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