File: vtkOpenGLRenderPass.h

package info (click to toggle)
vtk7 7.1.1%2Bdfsg1-12
  • links: PTS, VCS
  • area: main
  • in suites: buster
  • size: 125,776 kB
  • sloc: cpp: 1,539,582; ansic: 106,521; python: 78,038; tcl: 47,013; xml: 8,142; yacc: 5,040; java: 4,439; perl: 3,132; lex: 1,926; sh: 1,500; makefile: 122; objc: 83
file content (93 lines) | stat: -rw-r--r-- 2,908 bytes parent folder | download | duplicates (2)
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
84
85
86
87
88
89
90
91
92
93
/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkOpenGLRenderPass.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   vtkOpenGLRenderPass
 * @brief   Abstract render pass with shader modifications.
 *
 *
 * Allows a render pass to update shader code using a new virtual API.
*/

#ifndef vtkOpenGLRenderPass_h
#define vtkOpenGLRenderPass_h

#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkRenderPass.h"

#include <string> // For std::string

class vtkAbstractMapper;
class vtkInformationObjectBaseVectorKey;
class vtkProp;
class vtkShaderProgram;

class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLRenderPass: public vtkRenderPass
{
public:
  vtkTypeMacro(vtkOpenGLRenderPass, vtkRenderPass)
  virtual void PrintSelf(ostream &os, vtkIndent indent);

  /**
   * Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in
   * the shader sources.
   * Return false on error.
   */
  virtual bool ReplaceShaderValues(std::string &vertexShader,
                                   std::string &geometryShader,
                                   std::string &fragmentShader,
                                   vtkAbstractMapper *mapper, vtkProp *prop);

  /**
   * Update the uniforms of the shader program.
   * Return false on error.
   */
  virtual bool SetShaderParameters(vtkShaderProgram *program,
                                   vtkAbstractMapper *mapper, vtkProp *prop);

  /**
   * For multi-stage render passes that need to change shader code during a
   * single pass, use this method to notify a mapper that the shader needs to be
   * rebuilt (rather than reuse the last cached shader. This method should
   * return the last time that the shader stage changed, or 0 if the shader
   * is single-stage.
   */
  virtual vtkMTimeType GetShaderStageMTime();

  /**
   * Key containing information about the current pass.
   */
  static vtkInformationObjectBaseVectorKey *RenderPasses();

protected:
  vtkOpenGLRenderPass();
  ~vtkOpenGLRenderPass();

  /**
   * Call before rendering to update the actors' information keys.
   */
  void PreRender(const vtkRenderState *s);

  /**
   * Call after rendering to clean up the actors' information keys.
   */
  void PostRender(const vtkRenderState *s);

private:
  vtkOpenGLRenderPass(const vtkOpenGLRenderPass&) VTK_DELETE_FUNCTION;
  void operator=(const vtkOpenGLRenderPass&) VTK_DELETE_FUNCTION;
};

#endif // vtkOpenGLRenderPass_h