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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.
=========================================================================*/
/**
* @class vtkOpenGLUniforms
* @brief helper class to set custom uniform variables in GLSL shaders.
*
* This class implements all SetUniform* functions supported by vtkShaderProgram but instead of
* directly calling the underlying OpenGL functions, it caches the name and value of the variable
* and provides a mechanism for client mappers to set all cached variables at once in a generic way.
*
* The basic types of GLSL uniform variables supported by the class are the following: int, float,
* vec2i, vec3, vec4, mat3, mat4, int[], float[], vec2i[], vec3[], vec4[], mat4[]. All other
* types supported by Set* functions undergo the same type conversions implemented in
* vtkShaderProgram.
*
* @par Thanks:
* Developed by Simon Drouin (sdrouin2@bwh.harvard.edu) at Brigham and Women's Hospital.
*/
#ifndef vtkOpenGLUniforms_h
#define vtkOpenGLUniforms_h
#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkUniforms.h"
#include <string> // For member functions
class vtkUniformInternals;
class vtkShaderProgram;
class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLUniforms : public vtkUniforms
{
public:
static vtkOpenGLUniforms* New();
vtkTypeMacro(vtkOpenGLUniforms, vtkUniforms);
void PrintSelf(ostream& os, vtkIndent indent) override;
/** Build a string containing the GLSL declaration of
all stored uniform variables. This is typically called
by mappers to compose the complete shader program. */
std::string GetDeclarations();
/** Set all the stored uniform variables values
* in the shader program @p p. This is called
* when the shader is bound. */
bool SetUniforms(vtkShaderProgram* p);
/** Get modified time of the list of uniform variables,
* which is typically used to check whether the shader
* needs to be recompiled. The time stamp is not affected
* by the modification of the value of an existing variable
* as then no shader recompilation is needed. */
vtkMTimeType GetUniformListMTime() override;
/** Remove uniform variable named @p name */
void RemoveUniform(const char* name) override;
/** Remove all uniform variables */
void RemoveAllUniforms() override;
//@{
/** Generic setters and getter. Set and Get the value of
* uniform variable @p name, with TupleType @p tt, number
* of components @p nbComponents and values stored in
* @p value. These functions simplify io of uniforms */
void SetUniform(const char* name, vtkUniforms::TupleType tt, int nbComponents,
const std::vector<int>& value) override;
void SetUniform(const char* name, vtkUniforms::TupleType tt, int nbComponents,
const std::vector<float>& value) override;
bool GetUniform(const char* name, std::vector<int>& value) override;
bool GetUniform(const char* name, std::vector<float>& value) override;
//@}
//@{
/** Set the @p name uniform value to @p v. */
void SetUniformi(const char* name, int v) override;
void SetUniformf(const char* name, float v) override;
void SetUniform2i(const char* name, const int v[2]) override;
void SetUniform2f(const char* name, const float v[2]) override;
void SetUniform3f(const char* name, const float v[3]) override;
void SetUniform4f(const char* name, const float v[4]) override;
void SetUniformMatrix3x3(const char* name, float* v) override;
void SetUniformMatrix4x4(const char* name, float* v) override;
//@}
//@{
/** Set the @p name uniform array to @p f with @p count elements */
void SetUniform1iv(const char* name, const int count, const int* f) override;
void SetUniform1fv(const char* name, const int count, const float* f) override;
void SetUniform2fv(const char* name, const int count, const float (*f)[2]) override;
void SetUniform3fv(const char* name, const int count, const float (*f)[3]) override;
void SetUniform4fv(const char* name, const int count, const float (*f)[4]) override;
void SetUniformMatrix4x4v(const char* name, const int count, float* v) override;
//@}
//@{
/** Set the @p name uniform to @p v.
* The following are convenience functions and do not reflect
* the way the data is stored and sent to OpenGL. Data is
* converted to match one of the basic supported types */
void SetUniform3f(const char* name, const double v[3]) override;
void SetUniform3uc(const char* name, const unsigned char v[3]) override; // maybe remove
void SetUniform4uc(const char* name, const unsigned char v[4]) override; // maybe remove
void SetUniformMatrix(const char* name, vtkMatrix3x3* v) override;
void SetUniformMatrix(const char* name, vtkMatrix4x4* v) override;
//@}
//@{
/** Get the @p name uniform value. Returns true on success. */
bool GetUniformi(const char* name, int& v) override;
bool GetUniformf(const char* name, float& v) override;
bool GetUniform2i(const char* name, int v[2]) override;
bool GetUniform2f(const char* name, float v[2]) override;
bool GetUniform3f(const char* name, float v[3]) override;
bool GetUniform4f(const char* name, float v[4]) override;
bool GetUniformMatrix3x3(const char* name, float* v) override;
bool GetUniformMatrix4x4(const char* name, float* v) override;
//@}
//@{
/** Get the @p name uniform to @p v.
* The following are convenience functions and do not reflect
* the way the data is stored and sent to OpenGL. Data is
* converted from one of the basic supported types */
bool GetUniform3f(const char* name, double v[3]) override;
bool GetUniform3uc(const char* name, unsigned char v[3]) override;
bool GetUniform4uc(const char* name, unsigned char v[4]) override;
bool GetUniformMatrix(const char* name, vtkMatrix3x3* v) override;
bool GetUniformMatrix(const char* name, vtkMatrix4x4* v) override;
//@}
//@{
/** Get the @p name uniform vector to @p f with. */
bool GetUniform1iv(const char* name, std::vector<int>& f) override;
bool GetUniform1fv(const char* name, std::vector<float>& f) override;
bool GetUniform2fv(const char* name, std::vector<float>& f) override;
bool GetUniform3fv(const char* name, std::vector<float>& f) override;
bool GetUniform4fv(const char* name, std::vector<float>& f) override;
bool GetUniformMatrix4x4v(const char* name, std::vector<float>& f) override;
//@}
/** Get number of all uniforms stored in this class */
int GetNumberOfUniforms() override;
/** Get number of all uniforms stored in this class.
Valid range is between 0 and GetNumberOfUniforms() - 1.*/
const char* GetNthUniformName(vtkIdType uniformIndex) override;
/** Get type of scalars stored in uniform @p name */
int GetUniformScalarType(const char* name) override;
/** Get the tuple type stored in uniform @p name. This can be a scalar,
* a vector of a matrix. */
TupleType GetUniformTupleType(const char* name) override;
/** Get the number of components stored in each tuple of uniform @p name.
* for example, a uniform with tuples of matrix type and 9 components
* contains 3x3 matrices */
int GetUniformNumberOfComponents(const char* name) override;
/** Get length of a uniform @p name that contains a variable-size vector.
Size includes number of tuples. For example, 3fv returns 3 x number of triplets. */
int GetUniformNumberOfTuples(const char* name) override;
protected:
vtkOpenGLUniforms();
~vtkOpenGLUniforms() override;
private:
vtkOpenGLUniforms(const vtkOpenGLUniforms&) = delete;
void operator=(const vtkOpenGLUniforms&) = delete;
vtkUniformInternals* Internals;
};
#endif