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

164 lines
4.8 KiB
C++

/*=========================================================================
Program: Visualization Toolkit
Module: vtkOpenGLProperty.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 vtkOpenGLProperty
* @brief OpenGL property
*
* vtkOpenGLProperty is a concrete implementation of the abstract class
* vtkProperty. vtkOpenGLProperty interfaces to the OpenGL rendering library.
*/
#ifndef vtkOpenGLProperty_h
#define vtkOpenGLProperty_h
#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkProperty.h"
class vtkGLSLShaderDeviceAdapter2;
class vtkOpenGLRenderer;
class vtkOpenGLRenderWindow;
class vtkShader2;
class vtkShader2Collection;
class vtkShaderDeviceAdapter2;
class vtkShaderProgram2;
class VTKRENDERINGOPENGL_EXPORT vtkOpenGLProperty : public vtkProperty
{
public:
static vtkOpenGLProperty *New();
vtkTypeMacro(vtkOpenGLProperty, vtkProperty);
void PrintSelf(ostream& os, vtkIndent indent) VTK_OVERRIDE;
/**
* Implement base class method.
*/
void Render(vtkActor *a, vtkRenderer *ren);
/**
* Implement base class method.
*/
void BackfaceRender(vtkActor *a, vtkRenderer *ren);
/**
* This method is called after the actor has been rendered.
* Don't call this directly. This method cleans up
* any shaders allocated.
*/
virtual void PostRender(vtkActor *a,
vtkRenderer *r);
/**
* Release any graphics resources that are being consumed by this
* property. The parameter window could be used to determine which graphic
* resources to release.
*/
virtual void ReleaseGraphicsResources(vtkWindow *win);
//@{
/**
* Set/Get the shader program of the vtkProp. It can be set directly or
* by defining a Material.
*/
vtkGetObjectMacro(PropProgram, vtkShaderProgram2);
void SetPropProgram(vtkShaderProgram2 *);
//@}
/**
* Get the object that can pass vertex attribute to a vtkShaderProgram2.
*/
virtual vtkShaderDeviceAdapter2* GetShaderDeviceAdapter2();
//@{
/**
* Get the vtkShaderProgram2 object in use.
*/
vtkGetObjectMacro(CurrentShaderProgram2, vtkShaderProgram2);
//@}
//@{
/**
* Provide values to initialize shader variables.
* Useful to initialize shader variables that change over time
* (animation, GUI widgets inputs, etc. )
* - \p name - hardware name of the uniform variable
* - \p numVars - number of variables being set
* - \p x - values
*/
virtual void AddShaderVariable(const char *name, int numVars, int *x);
virtual void AddShaderVariable(const char *name, int numVars, float *x);
virtual void AddShaderVariable(const char *name, int numVars, double *x);
//@}
/**
* Helper method to set OpenGL material properties.
*/
static void SetMaterialProperties(unsigned int face,
double ambient, const double ambient_color[3],
double diffuse, const double diffuse_color[3],
double specular, const double specular_color[3], double specular_power,
double opacity, vtkOpenGLRenderWindow* context);
protected:
vtkOpenGLProperty();
~vtkOpenGLProperty();
/**
* Method called in vtkOpenGLProperty::Render() to render shaders and/or
* related entities like shader variables. Returns true if any shaders were
* rendered.
*/
bool RenderShaders(vtkActor* actor, vtkRenderer* renderer);
/**
* Method called in vtkOpenGLProperty::Render() to render textures.
* Last argument is the value returned from RenderShaders() call.
*/
bool RenderTextures(vtkActor* actor, vtkRenderer* renderer,
bool using_shader_program2);
/**
* Load OpenGL extensions for multi texturing.
*/
void LoadMultiTexturingExtensions(vtkRenderer* ren);
// Owned. Result of merging the shader program of the renderer
// and the PropProgram.
vtkShaderProgram2 *CachedShaderProgram2;
vtkShaderProgram2 *LastRendererShaderProgram2; // just a ref
vtkShaderProgram2 *LastPropProgram; // just a ref
vtkShaderProgram2 *PropProgram; // owned
// Point to CachedShaderProgram2 if Shading is on and the context
// supports it.
vtkShaderProgram2 *CurrentShaderProgram2;
vtkShader2 *DefaultMainVS;
vtkShader2 *DefaultMainFS;
vtkShader2 *DefaultPropVS;
vtkShader2 *DefaultPropFS;
bool UseDefaultMainVS;
bool UseDefaultMainFS;
bool UseDefaultPropVS;
bool UseDefaultPropFS;
vtkGLSLShaderDeviceAdapter2 *ShaderDeviceAdapter2;
private:
vtkOpenGLProperty(const vtkOpenGLProperty&) VTK_DELETE_FUNCTION;
void operator=(const vtkOpenGLProperty&) VTK_DELETE_FUNCTION;
};
#endif