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nmWTAI-Platform/3rd/VTK7.1/include/vtkTextureUnitManager.h

113 lines
3.1 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 "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkObject.h"
class vtkOpenGLRenderWindow;
class VTKRENDERINGOPENGL_EXPORT vtkTextureUnitManager : public vtkObject
{
public:
vtkTypeMacro(vtkTextureUnitManager,vtkObject);
void PrintSelf(ostream& os, vtkIndent indent);
static vtkTextureUnitManager *New();
//@{
/**
* Get/Set the context. This does not increase the reference count of the
* context to avoid reference loops.
* SetContext() may raise an error is the OpenGL context does not support the
* required OpenGL extensions.
*/
void SetContext(vtkOpenGLRenderWindow *context);
vtkGetObjectMacro(Context,vtkOpenGLRenderWindow);
//@}
/**
* 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 is no more
* texture unit left).
* \post valid_result: result==-1 || result>=0 && result<this->GetNumberOfTextureUnits())
* \post allocated: result==-1 || this->IsAllocated(result)
*/
virtual int Allocate();
/**
* 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();
/**
* Delete the allocation table and check if it is not called before
* all the texture units have been released.
*/
void DeleteTable();
vtkOpenGLRenderWindow *Context;
int NumberOfTextureUnits;
bool *TextureUnits;
private:
vtkTextureUnitManager(const vtkTextureUnitManager&) VTK_DELETE_FUNCTION;
void operator=(const vtkTextureUnitManager&) VTK_DELETE_FUNCTION;
};
#endif