/*========================================================================= Program: Visualization Toolkit Module: vtkShaderDeviceAdapter2.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 vtkShaderDeviceAdapter2 * @brief an adapter to pass generic vertex attributes * to the rendering pipeline. * .SECTION * This class is an adapter used to pass generic vertex attributes to the * rendering pipeline. Since this changes based on the shading language used, * this class merely defines the API and subclasses provide implementations for * Cg and GL. */ #ifndef vtkShaderDeviceAdapter2_h #define vtkShaderDeviceAdapter2_h #include "vtkRenderingCoreModule.h" // For export macro #include "vtkObject.h" class vtkShaderProgram2; class VTKRENDERINGCORE_EXPORT vtkShaderDeviceAdapter2 : public vtkObject { public: vtkTypeMacro(vtkShaderDeviceAdapter2, vtkObject); void PrintSelf(ostream &os, vtkIndent indent) override; /** * Sends a single attribute to the graphics card. * The attrname parameter identifies the name of attribute. * The components parameter gives the number of * components in the attribute. In general, components must be between * 1-4, but a rendering system may impose even more constraints. The * type parameter is a VTK type enumeration (VTK_FLOAT, VTK_INT, etc.). * Again, a rendering system may not support all types for all * attributes. The attribute parameter is the actual data for the * attribute. * If offset is specified, it is added to attribute pointer \c after * it has been casted to the proper type. */ virtual void SendAttribute(const char* attrname, int components, int type, const void* attribute, unsigned long offset = 0) = 0; /** * Set the shader program which is being updated by this device adapter. * The shader program is not reference counted to avoid reference loops. */ void SetShaderProgram(vtkShaderProgram2* program) { this->ShaderProgram = program; } vtkGetObjectMacro(ShaderProgram, vtkShaderProgram2) // Descrition: // This method is called before rendering. This gives the shader device // adapter an opportunity to collect information, such as attribute indices // that it will need while rendering. virtual void PrepareForRender() = 0; protected: vtkShaderDeviceAdapter2(); ~vtkShaderDeviceAdapter2() override; vtkShaderProgram2* ShaderProgram; private: vtkShaderDeviceAdapter2(const vtkShaderDeviceAdapter2&) = delete; void operator=(const vtkShaderDeviceAdapter2&) = delete; }; #endif