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/*=========================================================================
Program: Visualization Toolkit
Module: vtkShader2Collection.cxx
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.
=========================================================================*/
#include "vtkShader2Collection.h"
#include "vtkObjectFactory.h"
#include "vtkShader2.h"
#include <cassert>
vtkStandardNewMacro(vtkShader2Collection);
// ----------------------------------------------------------------------------
// Description:
// Reentrant safe way to get an object in a collection. Just pass the
// same cookie back and forth.
vtkShader2 *vtkShader2Collection::GetNextShader(
vtkCollectionSimpleIterator &cookie)
{
return static_cast<vtkShader2 *>(this->GetNextItemAsObject(cookie));
}
// ----------------------------------------------------------------------------
vtkShader2Collection::vtkShader2Collection()
{
}
// ----------------------------------------------------------------------------
vtkShader2Collection::~vtkShader2Collection()
{
}
// ----------------------------------------------------------------------------
unsigned long vtkShader2Collection::GetMTime()
{
unsigned long result = this->Superclass::GetMTime();
this->InitTraversal();
vtkShader2 *s = this->GetNextShader();
while (s!=0)
{
unsigned long time = s->GetMTime();
if (time > result)
{
result = time;
}
s = this->GetNextShader();
}
return result;
}
// ----------------------------------------------------------------------------
// hide the standard AddItem from the user and the compiler.
void vtkShader2Collection::AddItem(vtkObject *o)
{
this->vtkCollection::AddItem(o);
}
// ----------------------------------------------------------------------------
void vtkShader2Collection::AddItem(vtkShader2 *s)
{
this->vtkCollection::AddItem(s);
}
// ----------------------------------------------------------------------------
vtkShader2 *vtkShader2Collection::GetNextShader()
{
return static_cast<vtkShader2 *>(this->GetNextItemAsObject());
}
// ----------------------------------------------------------------------------
vtkShader2 *vtkShader2Collection::GetLastShader()
{
return (this->Bottom) ?
static_cast<vtkShader2 *>(this->Bottom->Item) : NULL;
}
// ----------------------------------------------------------------------------
// Description:
// Add the elements of `other' to the end of `this'.
// \pre other_exists: other!=0
// \pre not_self: other!=this
// \post added: this->GetNumberOfItems()=old this->GetNumberOfItems()+other->GetNumberOfItems()
void vtkShader2Collection::AddCollection(vtkShader2Collection *other)
{
assert("pre: other_exists" && other != 0);
assert("pre: not_self" && other != this);
other->InitTraversal();
vtkShader2 *s = other->GetNextShader();
while (s)
{
this->AddItem(s);
s = other->GetNextShader();
}
}
// ----------------------------------------------------------------------------
// Description:
// Remove the elements of `other' from `this'. It assumes that `this' already
// has all the elements of `other' added contiguously.
// \pre other_exists: other!=0
// \pre not_self: other!=this
// \post removed: this->GetNumberOfItems()=old this->GetNumberOfItems()-other->GetNumberOfItems()
void vtkShader2Collection::RemoveCollection(vtkShader2Collection *other)
{
assert("pre: other_exists" && other != 0);
assert("pre: not_self" && other != this);
other->InitTraversal();
vtkShader2 *s = other->GetNextShader();
if (s)
{
// `other' is not an empty list.
int loc = this->IsItemPresent(s);
if (loc == 0)
{
vtkErrorMacro("try to remove the elements of vtkShader2Collection " << other << " but they don't exist in vtkShader2Collection" << this);
return;
}
int size = other->GetNumberOfItems();
--loc;
int i = 0;
while (i < size)
{
this->RemoveItem(loc);
++i;
}
}
}
// ----------------------------------------------------------------------------
// Description:
// Tells if at least one of the shaders is on given type.
bool vtkShader2Collection::HasShadersOfType(int t)
{
bool result = false;
this->InitTraversal();
vtkShader2 *s = this->GetNextShader();
while (!result && s)
{
result = (s->GetType() == t);
s = this->GetNextShader();
}
return result;
}
// ----------------------------------------------------------------------------
// Description:
// Tells if at least one of the shaders is a vertex shader.
// If yes, it means the vertex processing of the fixed-pipeline is bypassed.
// If no, it means the vertex processing of the fixed-pipeline is used.
bool vtkShader2Collection::HasVertexShaders()
{
return HasShadersOfType(VTK_SHADER_TYPE_VERTEX);
}
// ----------------------------------------------------------------------------
// Description:
// Tells if at least one of the shaders is a tessellation control shader.
bool vtkShader2Collection::HasTessellationControlShaders()
{
return HasShadersOfType(VTK_SHADER_TYPE_TESSELLATION_CONTROL);
}
// ----------------------------------------------------------------------------
// Description:
// Tells if at least one of the shaders is a tessellation evaluation shader.
bool vtkShader2Collection::HasTessellationEvaluationShaders()
{
return HasShadersOfType(VTK_SHADER_TYPE_TESSELLATION_EVALUATION);
}
// ----------------------------------------------------------------------------
// Description:
// Tells if at least one of the shaders is a geometry shader.
bool vtkShader2Collection::HasGeometryShaders()
{
return HasShadersOfType(VTK_SHADER_TYPE_GEOMETRY);
}
// ----------------------------------------------------------------------------
// Description:
// Tells if at least one of the shaders is a fragment shader.
// If yes, it means the fragment processing of the fixed-pipeline is
// bypassed.
// If no, it means the fragment processing of the fixed-pipeline is used.
bool vtkShader2Collection::HasFragmentShaders()
{
return HasShadersOfType(VTK_SHADER_TYPE_FRAGMENT);
}
// ----------------------------------------------------------------------------
// Description:
// Release OpenGL resources (shader id of each item).
void vtkShader2Collection::ReleaseGraphicsResources()
{
this->InitTraversal();
vtkShader2 *s = this->GetNextShader();
while (s)
{
s->ReleaseGraphicsResources();
s = this->GetNextShader();
}
}
// ----------------------------------------------------------------------------
void vtkShader2Collection::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os, indent);
int i = 0;
int c = this->GetNumberOfItems();
this->InitTraversal();
vtkShader2 *s = this->GetNextShader();
while (s)
{
os << indent << "shader #" << i << "/" << c <<endl;
s->PrintSelf(os, indent.GetNextIndent());
s = this->GetNextShader();
++i;
}
}
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