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nmWTAI-Platform/3rd/VTK7.1/include/vtkShaderProgram2.h

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/*=========================================================================
Program: Visualization Toolkit
Module: vtkShaderProgram2.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 vtkShaderProgram2
* @brief GLSL Program
*
* vtkShaderProgram2 represents an implementation of the programmable OpenGL
* pipeline. It consists of a list of vtkShader2 object. Each vtkShader2 is a
* piece of source code associated with one of the shader units (vertex,
* fragment, geometry).
*/
#ifndef vtkShaderProgram2_h
#define vtkShaderProgram2_h
#include <cassert> // for templated functions
#include "vtkRenderingOpenGLModule.h" // for export macro
#include "vtkWeakPointer.h" // for weak ptr to rendering context
#include "vtkObject.h"
class vtkRenderWindow;
class vtkOpenGLExtensionManager;
class vtkShader2Collection;
class vtkUniformVariables;
// Values for GetLastBuildStatus()
enum vtkShaderProgram2BuildStatus
{
// one of the shaders failed to compile
VTK_SHADER_PROGRAM2_COMPILE_FAILED=0,
// all the shaders compiled successfully but the link failed
VTK_SHADER_PROGRAM2_LINK_FAILED=1,
// all the shaders compiled successfully and the link succeeded
VTK_SHADER_PROGRAM2_LINK_SUCCEEDED=2
};
enum vtkShaderProgram2GeometryInType
{
VTK_GEOMETRY_SHADER_IN_TYPE_POINTS,
VTK_GEOMETRY_SHADER_IN_TYPE_LINES,
VTK_GEOMETRY_SHADER_IN_TYPE_LINES_ADJACENCY,
VTK_GEOMETRY_SHADER_IN_TYPE_TRIANGLES,
VTK_GEOMETRY_SHADER_IN_TYPE_TRIANGLES_ADJACENCY
};
enum vtkShaderProgram2GeometryOutType
{
VTK_GEOMETRY_SHADER_OUT_TYPE_POINTS,
VTK_GEOMETRY_SHADER_OUT_TYPE_LINE_STRIP,
VTK_GEOMETRY_SHADER_OUT_TYPE_TRIANGLE_STRIP
};
class VTKRENDERINGOPENGL_EXPORT vtkShaderProgram2 : public vtkObject
{
public:
static vtkShaderProgram2* New();
vtkTypeMacro(vtkShaderProgram2, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent);
/**
* Returns if the context supports the required extensions.
* Extensions are loaded when the context is set.
*/
static bool IsSupported(vtkRenderWindow *context);
//@{
/**
* Tell if vtkErrorMacro should be called when there is a build error or not.
* It is useful to switch it to false when building a shader is
* a way to test if some OpenGL implementation support it or not.
* Initial value is true.
* Build errors are always reported in the status flags and log whatever is
* the value of PrintErrors flag.
*/
vtkGetMacro(PrintErrors,bool);
vtkSetMacro(PrintErrors,bool);
//@}
//@{
/**
* 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(vtkRenderWindow *context);
vtkRenderWindow *GetContext();
//@}
//@{
/**
* The list of shaders. Initially, the list is empty.
* \post result_exists: result!=0
*/
vtkGetObjectMacro(Shaders,vtkShader2Collection);
//@}
/**
* 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();
/**
* Tell if the shader program is valid with the current OpenGL state.
* \pre context_is_set: this->GetContext()!=0
* \pre current_context_matches: this->Context()->IsCurrent()
* \pre built this->GetLastBuildStatus()==VTK_SHADER_PROGRAM2_LINK_SUCCEEDED
*/
bool IsValid();
/**
* If not done yet, compile all the shaders and link the program.
* The status of the build can then be query with GetLastBuildStatus()
* and GetLastLinkLog().
* \pre context_is_set: this->GetContext()!=0
* \pre current_context_matches: this->GetContext()->IsCurrent()
*/
void Build();
/**
* Send the uniform variables values to the program.
* \pre context_is_set: this->GetContext()!=0
* \pre current_context_matches: this->GetContext()->IsCurrent()
* \pre built this->GetLastBuildStatus()==VTK_SHADER_PROGRAM2_LINK_SUCCEEDED
*/
void SendUniforms();
/**
* Introspection. Return the list of active uniform variables of the program.
* \pre context_is_set: this->GetContext()!=0
* \pre current_context_matches: this->Context()->IsCurrent()
* \pre built this->GetLastBuildStatus()==VTK_SHADER_PROGRAM2_LINK_SUCCEEDED
*/
void PrintActiveUniformVariables(ostream &os,
vtkIndent indent);
/**
* Call PrintActiveUniformVariables on cout. Useful for calling inside gdb.
* \pre context_is_set: this->GetContext()!=0
* \pre current_context_matches: this->Context()->IsCurrent()
* \pre built this->GetLastBuildStatus()==VTK_SHADER_PROGRAM2_LINK_SUCCEEDED
*/
void PrintActiveUniformVariablesOnCout();
/**
* Tell if the program is the one currently used by OpenGL.
* \pre context_is_set: this->GetContext()!=0
* \pre current_context_matches: this->GetContext()->IsCurrent()
*/
bool IsUsed();
/**
* Use the shader program.
* It saves the current shader program or fixed-pipeline in use.
* As a side affect it also set the uniform variables. If you don't
* want that then see UseProgram.
* \pre context_is_set: this->GetContext()!=0
* \pre current_context_matches: this->GetContext()->IsCurrent()
*/
void Use();
/**
* Restore the previous shader program (or fixed-pipeline).
* \pre context_is_set: this->GetContext()!=0
* \pre current_context_matches: this->GetContext()->IsCurrent()
*/
void Restore();
/**
* Force the current shader program to be the fixed-pipeline.
* Warning: this call will be compiled if called inside a display list
* creation.
* \pre context_is_set: this->GetContext()!=0
* \pre current_context_matches: this->GetContext()->IsCurrent()
*/
void RestoreFixedPipeline();
//@{
/**
* Simple direct use of the program without side affects and with
* error check. The Unuse version restores the default program.
*/
void UseProgram();
void UnuseProgram();
//@}
/**
* Tells if the last build: failed during compilation of one of the
* shader, fails during link of the program or succeeded to link the
* program.
* Initial value is VTK_SHADER_PROGRAM2_COMPILE_FAILED.
* \post valid_value: result== VTK_SHADER_PROGRAM2_COMPILE_FAILED ||
* result==VTK_SHADER_PROGRAM2_LINK_FAILED ||
* result==VTK_SHADER_PROGRAM2_LINK_SUCCEEDED
*/
int GetLastBuildStatus();
/**
* Return the log of the last link as a string.
* Initial value is the empty string ""='\0'.
* \post result_exists: result!=0
*/
const char *GetLastLinkLog();
/**
* Return the log of the last call to IsValid as a string.
* Initial value is the empty string ""='\0'.
* \post result_exists: result!=0
*/
const char *GetLastValidateLog();
/**
* Release OpenGL resource (program id and sub-resources).
*/
virtual void ReleaseGraphicsResources();
/**
* Returns the generic attribute location.
* The shader must be bound before calling this.
* \pre context_is_set: this->GetContext()!=0
* \pre current_context_matches: this->GetContext()->IsCurrent()
* \pre name_exists: name!=0
* \pre built: this->GetLastBuildStatus()==VTK_SHADER_PROGRAM2_LINK_SUCCEEDED
*/
int GetAttributeLocation(const char *name);
//@{
/**
* Get/Set the list of uniform variables values.
* Initial value is an empty list (not null pointer).
*/
vtkGetObjectMacro(UniformVariables,vtkUniformVariables);
virtual void SetUniformVariables(vtkUniformVariables *variables);
//@}
/**
* Tells if a display list is under construction with GL_COMPILE mode.
* Return false if there is no display list under construction of if the
* mode is GL_COMPILE_AND_EXECUTE.
* Used internally and provided as a public method for whoever find it
* useful.
* \pre context_is_set: this->GetContext()!=0
* \pre current_context_matches: this->GetContext()->IsCurrent()
*/
bool DisplayListUnderCreationInCompileMode();
//@{
/**
* Specific to the geometry shader part of the program.
* Relevant only when HasGeometryShaders() is true.
* From OpenGL 3.2, it is replaced by an input layout qualifier in GLSL
* 1.50.
* The input primitive type on which the geometry shader operate.
* It can be VTK_GEOMETRY_SHADER_IN_TYPE_POINTS,
* VTK_GEOMETRY_SHADER_IN_TYPE_LINES,
* VTK_GEOMETRY_SHADER_IN_TYPE_LINES_ADJACENCY,
* VTK_GEOMETRY_SHADER_IN_TYPE_TRIANGLES or
* VTK_GEOMETRY_SHADER_IN_TYPE_TRIANGLES_ADJACENCY
* Initial value is VTK_GEOMETRY_SHADER_IN_TYPE_POINTS.
*/
vtkSetMacro(GeometryTypeIn,int);
vtkGetMacro(GeometryTypeIn,int);
//@}
//@{
/**
* Specific to the geometry shader part of the program.
* Relevant only when HasGeometryShaders() is true.
* This is a pre OpenGL 3.2 geometry shader setting.
* From OpenGL 3.2, it is replaced by an output layout qualifier in GLSL
* 1.50.
* The maximum number of vertices the geometry shader will emit in one
* invocation.
* If a geometry shader, in one invocation, emits more vertices than this
* value, these emits may have no effect.
* Initial value is 1.
*/
vtkSetMacro(GeometryVerticesOut,int);
vtkGetMacro(GeometryVerticesOut,int);
//@}
//@{
/**
* Specific to the geometry shader part of the program.
* Relevant only when HasGeometryShaders() is true.
* From OpenGL 3.2, it is replaced by an output layout qualifier in GLSL
* 1.50.
* The output primitive type generated by the geometry shader.
* It can be VTK_GEOMETRY_SHADER_OUT_TYPE_POINTS,
* VTK_GEOMETRY_SHADER_OUT_TYPE_LINE_STRIP or
* VTK_GEOMETRY_SHADER_OUT_TYPE_TRIANGLE_STRIP.
* Initial value is VTK_GEOMETRY_SHADER_OUT_TYPE_POINTS.
*/
vtkSetMacro(GeometryTypeOut,int);
vtkGetMacro(GeometryTypeOut,int);
//@}
/*
Low level api --
this is provided as a way to avoid some of the overhead in this
class's implementation of SendUniforms. One should use the
following API if performance is a concern (eg. uniforms are
set per primative), or if the uniform management is not needed
(eg. variables are already managed in other vtkObjects)
*/
/**
* Get a uniform's location.
* Low level API
*/
int GetUniformLocation(const char *name);
/**
* Set a uniform value directly. The driving use case for this api
* is modifying a uniform per-primative in a loop. In that case
* we need the minimal implementtion passing the value directly to
* the driver. It is an error to specify an invalid location.
* Low level API
*/
void SetUniformf(const char *name, float val)
{ this->SetUniform1f(name, &val); }
void SetUniform1f(const char *name, float *val)
{ this->SetUniform1f(this->GetUniformLocation(name), val); }
void SetUniform2f(const char *name, float *val)
{ this->SetUniform2f(this->GetUniformLocation(name), val); }
void SetUniform3f(const char *name, float *val)
{ this->SetUniform3f(this->GetUniformLocation(name), val); }
void SetUniform4f(const char *name, float *val)
{ this->SetUniform4f(this->GetUniformLocation(name), val); }
void SetUniformi(const char *name, int val)
{ this->SetUniform1i(name, &val); }
void SetUniform1i(const char *name, int *val)
{ this->SetUniform1i(this->GetUniformLocation(name), val); }
void SetUniform2i(const char *name, int *val)
{ this->SetUniform2i(this->GetUniformLocation(name), val); }
void SetUniform3i(const char *name, int *val)
{ this->SetUniform3i(this->GetUniformLocation(name), val); }
void SetUniform4i(const char *name, int *val)
{ this->SetUniform4i(this->GetUniformLocation(name), val); }
void SetUniformf(int loc, float val)
{ this->SetUniform1f(loc, &val); }
void SetUniform1f(int loc, float *val);
void SetUniform2f(int loc, float *val);
void SetUniform3f(int loc, float *val);
void SetUniform4f(int loc, float *val);
void SetUniformi(int loc, int val)
{ this->SetUniform1i(loc, &val); }
void SetUniform1i(int loc, int *val);
void SetUniform2i(int loc, int *val);
void SetUniform3i(int loc, int *val);
void SetUniform4i(int loc, int *val);
//@{
/**
* Convenience methods for copy/convert to supported type. Typically
* this arises because VTK stores data in an internal format (eg double)
* that's not supported.
*/
template<typename T> void SetUniform1it(const char *name, T *value);
template<typename T> void SetUniform2it(const char *name, T *value);
template<typename T> void SetUniform3it(const char *name, T *value);
template<typename T> void SetUniform4it(const char *name, T *value);
//@}
template<typename T> void SetUniform1ft(const char *name, T *value);
template<typename T> void SetUniform2ft(const char *name, T *value);
template<typename T> void SetUniform3ft(const char *name, T *value);
template<typename T> void SetUniform4ft(const char *name, T *value);
template<typename T> void SetUniform1it(int loc, T *value);
template<typename T> void SetUniform2it(int loc, T *value);
template<typename T> void SetUniform3it(int loc, T *value);
template<typename T> void SetUniform4it(int loc, T *value);
template<typename T> void SetUniform1ft(int loc, T *value);
template<typename T> void SetUniform2ft(int loc, T *value);
template<typename T> void SetUniform3ft(int loc, T *value);
template<typename T> void SetUniform4ft(int loc, T *value);
protected:
vtkShaderProgram2();
virtual ~vtkShaderProgram2();
/**
* Load the required OpenGL extentions.
*/
bool LoadRequiredExtensions(vtkRenderWindow *context);
/**
* Get the location of a uniform, without
* caring if it really exists. This is used
* because this class will attempt to set *all*
* uniforms knows about via the associated
* vtkUniformVariables on *all* shaders it manages
* regardless of if a given uniform actually
* belongs to a given shader.
*/
int GetUniformLocationInternal(const char *name);
unsigned int Id; // actually GLuint. Initial value is 0.
unsigned int SavedId;
vtkTimeStamp LastLinkTime;
vtkTimeStamp LastSendUniformsTime;
vtkShader2Collection *Shaders;
vtkUniformVariables *UniformVariables;
int LastBuildStatus; // Initial value is VTK_SHADER_PROGRAM2_COMPILE_FAILED
char *LastLinkLog; // Initial value is the empty string ""='\0'
size_t LastLinkLogCapacity; // Initial value is 8.
char *LastValidateLog; // Initial value is the empty string ""='\0'
size_t LastValidateLogCapacity; // Initial value is 8.
bool PrintErrors;
vtkWeakPointer<vtkRenderWindow> Context;
bool ExtensionsLoaded;
int GeometryTypeIn;
int GeometryTypeOut;
int GeometryVerticesOut;
private:
vtkShaderProgram2(const vtkShaderProgram2&) VTK_DELETE_FUNCTION;
void operator=(const vtkShaderProgram2&) VTK_DELETE_FUNCTION;
};
// ----------------------------------------------------------------------------
#define vtkShaderProgram2SetUniformCopyCastMacro(toLetter, toType, num) \
template<typename fromType> \
void vtkShaderProgram2::SetUniform##num##toLetter##t(const char *name, fromType *fvalues) \
{ \
toType tvalues[num]; \
for (int i=0; i<num; ++i) \
{ \
tvalues[i] = static_cast<toType>(fvalues[i]); \
} \
this->SetUniform##num##toLetter(name, tvalues); \
} \
template<typename fromType> \
void vtkShaderProgram2::SetUniform##num##toLetter##t(int location, fromType *fvalues) \
{ \
assert(location!=-1); \
toType tvalues[num]; \
for (int i=0; i<num; ++i) \
{ \
tvalues[i] = static_cast<toType>(fvalues[i]); \
} \
this->SetUniform##num##toLetter(location, tvalues); \
}
vtkShaderProgram2SetUniformCopyCastMacro(f, float, 1)
vtkShaderProgram2SetUniformCopyCastMacro(f, float, 2)
vtkShaderProgram2SetUniformCopyCastMacro(f, float, 3)
vtkShaderProgram2SetUniformCopyCastMacro(f, float, 4)
vtkShaderProgram2SetUniformCopyCastMacro(i, int, 1)
vtkShaderProgram2SetUniformCopyCastMacro(i, int, 2)
vtkShaderProgram2SetUniformCopyCastMacro(i, int, 3)
vtkShaderProgram2SetUniformCopyCastMacro(i, int, 4)
#endif