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218 lines
6.0 KiB
C++
218 lines
6.0 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkUniformVariables.h
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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/**
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* @class vtkUniformVariables
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* @brief GLSL uniform variables
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*
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* vtkUniformVariables is a list of uniform variables attached to either a
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* vtkShader2 object or to a vtkShaderProgram2. Uniform variables on
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* a vtkShaderProgram2 override values of uniform variables on a vtkShader2.
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*
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* @sa
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* vtkShader2 vtkShaderProgram2
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*/
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#ifndef vtkUniformVariables_h
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#define vtkUniformVariables_h
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#include "vtkRenderingOpenGLModule.h" // For export macro
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#include "vtkObject.h"
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class vtkUniformVariablesMap; // internal
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class VTKRENDERINGOPENGL_EXPORT vtkUniformVariables : public vtkObject
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{
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public:
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static vtkUniformVariables *New();
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vtkTypeMacro(vtkUniformVariables,vtkObject);
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void PrintSelf(ostream &os, vtkIndent indent);
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/**
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* Set an integer uniform variable.
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* \pre name_exists: name!=0
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* \pre value_exists: value!=0
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* \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
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*/
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void SetUniformi(const char *name,
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int numberOfComponents,
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int *value);
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template<typename T>
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void SetUniformit(const char *name,
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int numberOfComponents,
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T *value);
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template<typename T>
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void SetUniformit(const char *name, T value)
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{ this->SetUniformit(name, 1, &value); }
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/**
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* Set an float uniform variable.
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* \pre name_exists: name!=0
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* \pre value_exists: value!=0
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* \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
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*/
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void SetUniformf(const char *name,
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int numberOfComponents,
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float *value);
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template<typename T>
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void SetUniformft(const char *name,
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int numberOfComponents,
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T *value);
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template<typename T>
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void SetUniformft(const char *name, T value)
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{ this->SetUniformft(name, 1, &value); }
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/**
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* Set an array of integer uniform variables.
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* The array `value' is of size `numberOfElements'*`numberOfComponents.'.
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* \pre name_exists: name!=0
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* \pre value_exists: value!=0
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* \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
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* \pre valid_numberOfElements: numberOfElements>=1
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*/
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void SetUniformiv(const char *name,
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int numberOfComponents,
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int numberOfElements,
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int *value);
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/**
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* Set an array of float uniform variables.
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* The array `value' is of size `numberOfElements'*`numberOfComponents.'.
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* \pre name_exists: name!=0
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* \pre value_exists: value!=0
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* \pre valid_numberOfComponents: numberOfComponents>=1 && numberOfComponents<=4
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* \pre valid_numberOfElements: numberOfElements>=1
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*/
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void SetUniformfv(const char *name,
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int numberOfComponents,
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int numberOfElements,
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float *value);
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/**
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* Set a matrix uniform variable.
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* \pre name_exists: name!=0
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* \pre value_exists: value!=0
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* \pre valid_rows: rows>=2 && rows<=4
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* \pre valid_columns: columns>=2 && columns<=4
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*/
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void SetUniformMatrix(const char *name,
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int rows,
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int columns,
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float *value);
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/**
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* Remove uniform `name' from the list.
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*/
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void RemoveUniform(const char *name);
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/**
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* Remove all uniforms from the list.
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*/
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void RemoveAllUniforms();
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/**
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* \pre need a valid OpenGL context and a shader program in use.
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*/
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void Send(const char *name,
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int uniformIndex);
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/**
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* Place the internal cursor on the first uniform.
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*/
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void Start();
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/**
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* Is the iteration done?
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*/
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bool IsAtEnd();
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/**
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* Name of the uniform at the current cursor position.
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* \pre not_done: !this->IsAtEnd()
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*/
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const char *GetCurrentName();
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/**
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* \pre need a valid OpenGL context and a shader program in use.
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* \pre not_done: !this->IsAtEnd()
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*/
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void SendCurrentUniform(int uniformIndex);
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/**
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* Move the cursor to the next uniform.
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* \pre not_done: !this->IsAtEnd()
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*/
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void Next();
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/**
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* Copy all the variables from `other'. Any existing variable will be
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* deleted first.
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* \pre other_exists: other!=0
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* \pre not_self: other!=this
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*/
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void DeepCopy(vtkUniformVariables *other);
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/**
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* Copy all the variables from `other'. Any existing variable will be
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* overwritten.
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* \pre other_exists: other!=0
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* \pre not_self: other!=this
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*/
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void Merge(vtkUniformVariables *other);
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protected:
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vtkUniformVariables();
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virtual ~vtkUniformVariables();
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private:
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vtkUniformVariables(const vtkUniformVariables&) VTK_DELETE_FUNCTION;
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void operator=(const vtkUniformVariables&) VTK_DELETE_FUNCTION;
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vtkUniformVariablesMap *Map;
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};
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// ----------------------------------------------------------------------------
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template<typename T>
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void vtkUniformVariables::SetUniformit(const char *name,
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int numberOfComponents,
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T *value)
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{
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int ivalues[4];
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for (int i=0; i<numberOfComponents; ++i)
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{
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ivalues[i] = static_cast<int>(value[i]);
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}
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this->SetUniformi(name, numberOfComponents, ivalues);
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}
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// ----------------------------------------------------------------------------
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template<typename T>
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void vtkUniformVariables::SetUniformft(const char *name,
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int numberOfComponents,
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T *value)
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{
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float fvalues[4];
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for (int i=0; i<numberOfComponents; ++i)
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{
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fvalues[i] = static_cast<float>(value[i]);
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}
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this->SetUniformf(name, numberOfComponents, fvalues);
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}
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#endif
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