21 #ifndef vtkShaderProgram_h 22 #define vtkShaderProgram_h 25 #include "vtkRenderingOpenGL2Module.h" 34 class VertexArrayObject;
55 vtkGetObjectMacro(VertexShader,
vtkShader);
63 vtkGetObjectMacro(FragmentShader,
vtkShader);
71 vtkGetObjectMacro(GeometryShader,
vtkShader);
87 vtkGetMacro(Compiled,
bool);
88 vtkSetMacro(Compiled,
bool);
89 vtkBooleanMacro(Compiled,
bool);
123 void ReleaseGraphicsResources(
vtkWindow* win);
135 bool EnableAttributeArray(
const char*
name);
141 bool DisableAttributeArray(
const char*
name);
158 bool UseAttributeArray(
const char*
name,
int offset,
size_t stride,
int elementType,
159 int elementTupleSize, NormalizeOption normalize);
179 bool SetAttributeArray(
180 const char*
name,
const T& array,
int tupleSize, NormalizeOption normalize);
183 bool SetUniformi(
const char*
name,
int v);
184 bool SetUniformf(
const char*
name,
float v);
185 bool SetUniform2i(
const char*
name,
const int v[2]);
186 bool SetUniform2f(
const char*
name,
const float v[2]);
187 bool SetUniform3f(
const char*
name,
const float v[3]);
188 bool SetUniform3f(
const char*
name,
const double v[3]);
189 bool SetUniform4f(
const char*
name,
const float v[4]);
190 bool SetUniform3uc(
const char*
name,
const unsigned char v[3]);
191 bool SetUniform4uc(
const char*
name,
const unsigned char v[4]);
194 bool SetUniformMatrix3x3(
const char*
name,
float* v);
195 bool SetUniformMatrix4x4(
const char*
name,
float* v);
198 bool SetUniform1iv(
const char*
name,
const int count,
const int* f);
199 bool SetUniform1fv(
const char*
name,
const int count,
const float* f);
200 bool SetUniform2fv(
const char*
name,
const int count,
const float* f);
201 bool SetUniform2fv(
const char*
name,
const int count,
const float (*f)[2]);
202 bool SetUniform3fv(
const char*
name,
const int count,
const float* f);
203 bool SetUniform3fv(
const char*
name,
const int count,
const float (*f)[3]);
204 bool SetUniform4fv(
const char*
name,
const int count,
const float* f);
205 bool SetUniform4fv(
const char*
name,
const int count,
const float (*f)[4]);
206 bool SetUniformMatrix4x4v(
const char*
name,
const int count,
float* v);
210 vtkSetMacro(NumberOfOutputs,
unsigned int);
223 static bool Substitute(
237 static bool Substitute(
245 bool IsUniformUsed(
const char*);
251 bool IsAttributeUsed(
const char*
name);
261 bool operator()(
const char* a,
const char* b)
const {
return strcmp(a, b) < 0; }
282 vtkSetStringMacro(FileNamePrefixForDebugging);
283 vtkGetStringMacro(FileNamePrefixForDebugging);
304 int FindUniform(
const char*
name);
305 int FindAttributeArray(
const char*
name);
325 bool AttachShader(
const vtkShader* shader);
332 bool DetachShader(
const vtkShader* shader);
337 virtual int CompileShader();
365 bool SetAttributeArrayInternal(
392 friend class VertexArrayObject;
398 char* FileNamePrefixForDebugging;
std::map< const char *, int, cmp_str > UniformLocs
abstract base class for most VTK objects
represent and manipulate 4x4 transformation matrices
std::map< const char *, int, cmp_str > AttributeLocs
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
vtkTransformFeedback * TransformFeedback
bool isBound() const
Check if the program is currently bound, or not.
vtkTypeUInt32 vtkMTimeType
unsigned int NumberOfOutputs
manage Shader Programs within a context
The values range across the limits of the numeric type.
int GetHandle() const
Get the handle of the shader program.
boost::graph_traits< vtkGraph * >::vertex_descriptor source(boost::graph_traits< vtkGraph *>::edge_descriptor e, vtkGraph *)
void SetMD5Hash(const std::string &hash)
window superclass for vtkRenderWindow
a simple class to control print indentation
vtkShader * GeometryShader
bool operator()(const char *a, const char *b) const
std::string GetMD5Hash() const
Set/Get the md5 hash of this program.
vtkShader * FragmentShader
std::string GetError() const
Get the error message (empty if none) for the shader program.
NormalizeOption
Options for attribute normalization.
Vertex or Fragment shader, combined into a ShaderProgram.
std::map< int, vtkMTimeType > UniformGroupMTimes
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on...
represent and manipulate 3x3 transformation matrices
UniformGroups
Set/Get times that can be used to track when a set of uniforms was last updated.
The ShaderProgram uses one or more Shader objects.