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