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vtkOpenGLVertexBufferObjectGroup.h
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vtkOpenGLVertexBufferObjectGroup.h
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/*=========================================================================
Program: Visualization Toolkit
Module: vtkOpenGLTexture.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 vtkOpenGLVertexBufferObjectGroup
* @brief manage vertex buffer objects shared within a mapper
*
*
* Use case:
* make this an ivar of your mapper
* vbg->SetDataArray("vertexMC", vtkDataArray);
* vbg->BuildAllVBOs();
* vbg->AddAllAttributesToVAO(...);
*
* use VAO
*
*/
#ifndef vtkOpenGLVertexBufferObjectGroup_h
#define vtkOpenGLVertexBufferObjectGroup_h
#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkObject.h"
#include <map> // for methods
#include <vector> // for ivars
class vtkDataArray;
class vtkOpenGLVertexArrayObject;
class vtkOpenGLVertexBufferObject;
class vtkOpenGLVertexBufferObjectCache;
class vtkShaderProgram;
class vtkViewport;
class vtkWindow;
class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLVertexBufferObjectGroup : public vtkObject
{
public:
static vtkOpenGLVertexBufferObjectGroup *New();
vtkTypeMacro(vtkOpenGLVertexBufferObjectGroup, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent) VTK_OVERRIDE;
/**
* Returns the number of components for this attribute
* zero if the attribute does not exist
*/
int GetNumberOfComponents(const char *attribute);
/**
* Returns the number of tuples for this attribute
* zero if the attribute does not exist
*/
int GetNumberOfTuples(const char *attribute);
/**
* Release any graphics resources that are being consumed by this mapper.
* The parameter window could be used to determine which graphic
* resources to release.
*/
void ReleaseGraphicsResources(vtkWindow *);
/**
* Returns the VBO for an attribute, NULL if
* it is not present.
*/
vtkOpenGLVertexBufferObject *GetVBO(const char *attribute);
/**
* Attach all VBOs to their attributes
*/
void AddAllAttributesToVAO(
vtkShaderProgram *program,
vtkOpenGLVertexArrayObject *vao);
/**
* Set the data array for an attribute in the VBO Group
* registers the data array until build is called
* once this is called a valid VBO will exist
*/
void CacheDataArray(const char *attribute, vtkDataArray *da,
vtkOpenGLVertexBufferObjectCache *cache,
int destType);
void CacheDataArray(const char *attribute, vtkDataArray *da,
vtkViewport *vp,
int destType);
/**
* Append a data array for an attribute in the VBO Group
* registers the data array until build is called
*/
void AppendDataArray(const char *attribute, vtkDataArray *da,
int destType);
/**
* using the data arays in this group
* build all the VBOs, once this has been called the
* reference to the data arrays will be freed.
*/
void BuildAllVBOs(vtkOpenGLVertexBufferObjectCache *);
void BuildAllVBOs(vtkViewport *);
void ClearAllDataArrays();
void ClearAllVBOs();
protected:
vtkOpenGLVertexBufferObjectGroup();
~vtkOpenGLVertexBufferObjectGroup();
std::map<std::string, vtkOpenGLVertexBufferObject*> UsedVBOs;
std::map<std::string, std::vector<vtkDataArray*> > UsedDataArrays;
private:
vtkOpenGLVertexBufferObjectGroup(const vtkOpenGLVertexBufferObjectGroup&) VTK_DELETE_FUNCTION;
void operator=(const vtkOpenGLVertexBufferObjectGroup&) VTK_DELETE_FUNCTION;
};
#endif