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.
136 lines
3.7 KiB
C
136 lines
3.7 KiB
C
|
3 weeks ago
|
/*=========================================================================
|
||
|
|
|
||
|
|
Program: Visualization Toolkit
|
||
|
|
Module: vtkShader2Collection.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 vtkShader2Collection
|
||
|
|
* @brief a list of Shader2 objects.
|
||
|
|
*
|
||
|
|
* vtkShader2Collection represents and provides methods to manipulate a
|
||
|
|
* list of Shader2 objects. The list is unsorted and duplicate entries are not
|
||
|
|
* prevented.
|
||
|
|
*
|
||
|
|
* @sa
|
||
|
|
* vtkShader2 vtkCollection
|
||
|
|
*/
|
||
|
|
|
||
|
|
#ifndef vtkShader2Collection_h
|
||
|
|
#define vtkShader2Collection_h
|
||
|
|
|
||
|
|
#include "vtkRenderingOpenGLModule.h" // For export macro
|
||
|
|
#include "vtkCollection.h"
|
||
|
|
|
||
|
|
class vtkShader2;
|
||
|
|
|
||
|
|
class VTKRENDERINGOPENGL_EXPORT vtkShader2Collection : public vtkCollection
|
||
|
|
{
|
||
|
|
public:
|
||
|
|
static vtkShader2Collection *New();
|
||
|
|
vtkTypeMacro(vtkShader2Collection,vtkCollection);
|
||
|
|
void PrintSelf(ostream& os, vtkIndent indent);
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Modified GetMTime because the collection time depends on the
|
||
|
|
* content of the shaders.
|
||
|
|
*/
|
||
|
|
vtkMTimeType GetMTime();
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Add a shader to the list.
|
||
|
|
*/
|
||
|
|
void AddItem(vtkShader2 *shader);
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Get the next shader in the list.
|
||
|
|
*/
|
||
|
|
vtkShader2 *GetNextShader();
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Get the last shader in the list.
|
||
|
|
*/
|
||
|
|
vtkShader2 *GetLastShader();
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Reentrant safe way to get an object in a collection. Just pass the
|
||
|
|
* same cookie back and forth.
|
||
|
|
*/
|
||
|
|
vtkShader2 *GetNextShader(vtkCollectionSimpleIterator &cookie);
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Add the elements of `other' to the end of `this'.
|
||
|
|
* \pre other_exists: other!=0
|
||
|
|
* \pre not_self: other!=this
|
||
|
|
* \post added: this->GetNumberOfItems()=old this->GetNumberOfItems()+other->GetNumberOfItems()
|
||
|
|
*/
|
||
|
|
void AddCollection(vtkShader2Collection *other);
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Remove the elements of `other' from `this'. It assumes that `this' already
|
||
|
|
* has all the elements of `other' added contiguously.
|
||
|
|
* \pre other_exists: other!=0
|
||
|
|
* \pre not_self: other!=this
|
||
|
|
* \post removed: this->GetNumberOfItems()=old this->GetNumberOfItems()-other->GetNumberOfItems()
|
||
|
|
*/
|
||
|
|
void RemoveCollection(vtkShader2Collection *other);
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Tells if at least one of the shaders is a vertex shader.
|
||
|
|
* If yes, it means the vertex processing of the fixed-pipeline is bypassed.
|
||
|
|
* If no, it means the vertex processing of the fixed-pipeline is used.
|
||
|
|
*/
|
||
|
|
bool HasVertexShaders();
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Tells if at least one of the shaders is a tessellation control shader.
|
||
|
|
*/
|
||
|
|
bool HasTessellationControlShaders();
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Tells if at least one of the shaders is a tessellation evaluation shader.
|
||
|
|
*/
|
||
|
|
bool HasTessellationEvaluationShaders();
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Tells if at least one of the shaders is a geometry shader.
|
||
|
|
*/
|
||
|
|
bool HasGeometryShaders();
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Tells if at least one of the shaders is a fragment shader.
|
||
|
|
* If yes, it means the fragment processing of the fixed-pipeline is
|
||
|
|
* bypassed.
|
||
|
|
* If no, it means the fragment processing of the fixed-pipeline is used.
|
||
|
|
*/
|
||
|
|
bool HasFragmentShaders();
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Release OpenGL resources (shader id of each item).
|
||
|
|
*/
|
||
|
|
void ReleaseGraphicsResources();
|
||
|
|
|
||
|
|
protected:
|
||
|
|
vtkShader2Collection();
|
||
|
|
~vtkShader2Collection();
|
||
|
|
|
||
|
|
bool HasShadersOfType(int);
|
||
|
|
|
||
|
|
private:
|
||
|
|
// hide the standard AddItem from the user and the compiler.
|
||
|
|
void AddItem(vtkObject *o);
|
||
|
|
|
||
|
|
vtkShader2Collection(const vtkShader2Collection&) VTK_DELETE_FUNCTION;
|
||
|
|
void operator=(const vtkShader2Collection&) VTK_DELETE_FUNCTION;
|
||
|
|
};
|
||
|
|
|
||
|
|
#endif
|