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

218 lines
6.0 KiB
C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkUniformVariables.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 vtkUniformVariables
* @brief GLSL uniform variables
*
* vtkUniformVariables is a list of uniform variables attached to either a
* vtkShader2 object or to a vtkShaderProgram2. Uniform variables on
* a vtkShaderProgram2 override values of uniform variables on a vtkShader2.
*
* @sa
* vtkShader2 vtkShaderProgram2
*/
#ifndef vtkUniformVariables_h
#define vtkUniformVariables_h
#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkObject.h"
class vtkUniformVariablesMap; // internal
class VTKRENDERINGOPENGL_EXPORT vtkUniformVariables : public vtkObject
{
public:
static vtkUniformVariables *New();
vtkTypeMacro(vtkUniformVariables,vtkObject);
void PrintSelf(ostream &os, vtkIndent indent);
/**
* Set an integer uniform variable.
* \pre name_exists: name!=0
* \pre value_exists: value!=0
* \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
*/
void SetUniformi(const char *name,
int numberOfComponents,
int *value);
template<typename T>
void SetUniformit(const char *name,
int numberOfComponents,
T *value);
template<typename T>
void SetUniformit(const char *name, T value)
{ this->SetUniformit(name, 1, &value); }
/**
* Set an float uniform variable.
* \pre name_exists: name!=0
* \pre value_exists: value!=0
* \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
*/
void SetUniformf(const char *name,
int numberOfComponents,
float *value);
template<typename T>
void SetUniformft(const char *name,
int numberOfComponents,
T *value);
template<typename T>
void SetUniformft(const char *name, T value)
{ this->SetUniformft(name, 1, &value); }
/**
* Set an array of integer uniform variables.
* The array `value' is of size `numberOfElements'*`numberOfComponents.'.
* \pre name_exists: name!=0
* \pre value_exists: value!=0
* \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
* \pre valid_numberOfElements: numberOfElements>=1
*/
void SetUniformiv(const char *name,
int numberOfComponents,
int numberOfElements,
int *value);
/**
* Set an array of float uniform variables.
* The array `value' is of size `numberOfElements'*`numberOfComponents.'.
* \pre name_exists: name!=0
* \pre value_exists: value!=0
* \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
* \pre valid_numberOfElements: numberOfElements>=1
*/
void SetUniformfv(const char *name,
int numberOfComponents,
int numberOfElements,
float *value);
/**
* Set a matrix uniform variable.
* \pre name_exists: name!=0
* \pre value_exists: value!=0
* \pre valid_rows: rows>=2 && rows<=4
* \pre valid_columns: columns>=2 && columns<=4
*/
void SetUniformMatrix(const char *name,
int rows,
int columns,
float *value);
/**
* Remove uniform `name' from the list.
*/
void RemoveUniform(const char *name);
/**
* Remove all uniforms from the list.
*/
void RemoveAllUniforms();
/**
* \pre need a valid OpenGL context and a shader program in use.
*/
void Send(const char *name,
int uniformIndex);
/**
* Place the internal cursor on the first uniform.
*/
void Start();
/**
* Is the iteration done?
*/
bool IsAtEnd();
/**
* Name of the uniform at the current cursor position.
* \pre not_done: !this->IsAtEnd()
*/
const char *GetCurrentName();
/**
* \pre need a valid OpenGL context and a shader program in use.
* \pre not_done: !this->IsAtEnd()
*/
void SendCurrentUniform(int uniformIndex);
/**
* Move the cursor to the next uniform.
* \pre not_done: !this->IsAtEnd()
*/
void Next();
/**
* Copy all the variables from `other'. Any existing variable will be
* deleted first.
* \pre other_exists: other!=0
* \pre not_self: other!=this
*/
void DeepCopy(vtkUniformVariables *other);
/**
* Copy all the variables from `other'. Any existing variable will be
* overwritten.
* \pre other_exists: other!=0
* \pre not_self: other!=this
*/
void Merge(vtkUniformVariables *other);
protected:
vtkUniformVariables();
virtual ~vtkUniformVariables();
private:
vtkUniformVariables(const vtkUniformVariables&) VTK_DELETE_FUNCTION;
void operator=(const vtkUniformVariables&) VTK_DELETE_FUNCTION;
vtkUniformVariablesMap *Map;
};
// ----------------------------------------------------------------------------
template<typename T>
void vtkUniformVariables::SetUniformit(const char *name,
int numberOfComponents,
T *value)
{
int ivalues[4];
for (int i=0; i<numberOfComponents; ++i)
{
ivalues[i] = static_cast<int>(value[i]);
}
this->SetUniformi(name, numberOfComponents, ivalues);
}
// ----------------------------------------------------------------------------
template<typename T>
void vtkUniformVariables::SetUniformft(const char *name,
int numberOfComponents,
T *value)
{
float fvalues[4];
for (int i=0; i<numberOfComponents; ++i)
{
fvalues[i] = static_cast<float>(value[i]);
}
this->SetUniformf(name, numberOfComponents, fvalues);
}
#endif