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nmWTAI-Platform/3rd/VTK7.1/include/vtkGLSLShaderDeviceAdapter2.h

82 lines
2.8 KiB
C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkGLSLShaderDeviceAdapter2.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 vtkGLSLShaderDeviceAdapter2
* @brief adapter to pass generic vertex
* attributes to the rendering pipeline to be used in a vtkShaderProgram2.
*
* vtkShaderDeviceAdapter subclass for vtkShaderProgram2.
*/
#ifndef vtkGLSLShaderDeviceAdapter2_h
#define vtkGLSLShaderDeviceAdapter2_h
#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkShaderDeviceAdapter2.h"
class vtkShaderProgram2;
class VTKRENDERINGOPENGL_EXPORT vtkGLSLShaderDeviceAdapter2
: public vtkShaderDeviceAdapter2
{
public:
vtkTypeMacro(vtkGLSLShaderDeviceAdapter2, vtkShaderDeviceAdapter2);
static vtkGLSLShaderDeviceAdapter2 *New();
virtual void PrintSelf(ostream &os, vtkIndent indent);
// Descrition:
// This method is called before rendering. This gives the shader device
// adapter an opportunity to collect information, such as attribute indices
// that it will need while rendering.
virtual void PrepareForRender();
/**
* Sends a single attribute to the graphics card.
* The attrname parameter identifies the name of attribute.
* The components parameter gives the number of
* components in the attribute. In general, components must be between
* 1-4, but a rendering system may impose even more constraints. The
* type parameter is a VTK type enumeration (VTK_FLOAT, VTK_INT, etc.).
* Again, a rendering system may not support all types for all
* attributes. The attribute parameter is the actual data for the
* attribute.
* If offset is specified, it is added to attribute pointer \c after
* it has been casted to the proper type.
* If attribute is NULL, the OpenGL ID for the attribute will simply be
* cached.
*/
virtual void SendAttribute(const char* attrname,
int components,
int type,
const void *attribute,
unsigned long offset=0);
protected:
vtkGLSLShaderDeviceAdapter2();
~vtkGLSLShaderDeviceAdapter2();
int GetAttributeLocation(const char* attrName);
private:
vtkGLSLShaderDeviceAdapter2(const vtkGLSLShaderDeviceAdapter2&) VTK_DELETE_FUNCTION;
void operator=(const vtkGLSLShaderDeviceAdapter2&) VTK_DELETE_FUNCTION;
class vtkInternal;
vtkInternal* Internal;
};
#endif