forked from Kitware/VTK
-
Notifications
You must be signed in to change notification settings - Fork 0
/
vtkShaderDeviceAdapter2.h
83 lines (67 loc) · 2.97 KB
/
vtkShaderDeviceAdapter2.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
/*=========================================================================
Program: Visualization Toolkit
Module: vtkShaderDeviceAdapter2.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 vtkShaderDeviceAdapter2
* @brief an adapter to pass generic vertex attributes
* to the rendering pipeline.
* .SECTION
* This class is an adapter used to pass generic vertex attributes to the
* rendering pipeline. Since this changes based on the shading language used,
* this class merely defines the API and subclasses provide implementations for
* Cg and GL.
*/
#ifndef vtkShaderDeviceAdapter2_h
#define vtkShaderDeviceAdapter2_h
#include "vtkRenderingCoreModule.h" // For export macro
#include "vtkObject.h"
class vtkShaderProgram2;
class VTKRENDERINGCORE_EXPORT vtkShaderDeviceAdapter2 : public vtkObject
{
public:
vtkTypeMacro(vtkShaderDeviceAdapter2, vtkObject);
virtual void PrintSelf(ostream &os, vtkIndent indent);
/**
* 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.
*/
virtual void SendAttribute(const char* attrname, int components, int type,
const void* attribute,
unsigned long offset = 0) = 0;
/**
* Set the shader program which is being updated by this device adapter.
* The shader program is not reference counted to avoid reference loops.
*/
void SetShaderProgram(vtkShaderProgram2* program)
{ this->ShaderProgram = program; }
vtkGetObjectMacro(ShaderProgram, vtkShaderProgram2)
// 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() = 0;
protected:
vtkShaderDeviceAdapter2();
~vtkShaderDeviceAdapter2();
vtkShaderProgram2* ShaderProgram;
private:
vtkShaderDeviceAdapter2(const vtkShaderDeviceAdapter2&) VTK_DELETE_FUNCTION;
void operator=(const vtkShaderDeviceAdapter2&) VTK_DELETE_FUNCTION;
};
#endif