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/*=========================================================================
Program: ParaView
Module: vtkPVLightingHelper.cxx
Copyright (c) Kitware, Inc.
All rights reserved.
See Copyright.txt or http://www.paraview.org/HTML/Copyright.html 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.
=========================================================================*/
#include "vtkPVLightingHelper.h"
#include "vtkObjectFactory.h"
#include "vtkgl.h"
#include "vtkShaderProgram2.h"
#include "vtkShader2Collection.h"
extern const char* vtkPVLightingHelper_s;
vtkStandardNewMacro(vtkPVLightingHelper);
vtkCxxSetObjectMacro(vtkPVLightingHelper, Shader, vtkShaderProgram2);
//----------------------------------------------------------------------------
vtkPVLightingHelper::vtkPVLightingHelper()
{
this->Shader = 0;
}
//----------------------------------------------------------------------------
vtkPVLightingHelper::~vtkPVLightingHelper()
{
this->SetShader(0);
}
//----------------------------------------------------------------------------
void vtkPVLightingHelper::Initialize(vtkShaderProgram2* pgm,
vtkShader2Type mode)
{
if (this->Shader != pgm)
{
this->SetShader(pgm);
if (pgm)
{
vtkShader2 *s=vtkShader2::New();
s->SetSourceCode(vtkPVLightingHelper_s);
s->SetType(mode);
s->SetContext(this->Shader->GetContext());
this->Shader->GetShaders()->AddItem(s);
s->Delete();
}
}
}
//----------------------------------------------------------------------------
#define VTK_MAX_LIGHTS 8
void vtkPVLightingHelper::PrepareForRendering()
{
GLint ivalue;
glGetIntegerv(vtkgl::CURRENT_PROGRAM, &ivalue);
if (ivalue != 0)
{
vtkErrorMacro("PrepareForRendering() cannot be called after a shader program has been bound.");
return;
}
for (int cc=0; cc < VTK_MAX_LIGHTS; cc++)
{
// use the light's 4th diffuse component to store an enabled bit
GLfloat lightDiffuse[4];
glGetLightfv(GL_LIGHT0 + cc, GL_DIFFUSE, lightDiffuse);
// enable/disable the light for fixed function
if (glIsEnabled(GL_LIGHT0 + cc))
{
lightDiffuse[3] = 1;
}
else
{
lightDiffuse[3] = 0;
}
glLightfv(GL_LIGHT0 + cc, GL_DIFFUSE, lightDiffuse);
}
}
//----------------------------------------------------------------------------
void vtkPVLightingHelper::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
os << indent << "Shader: " << this->Shader << endl;
}
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