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<h1>dox/Rendering/vtkGLSLShaderDeviceAdapter2.h</h1><a href="a03408.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">/*=========================================================================</span>
<a name="l00002"></a>00002 <span class="comment"></span>
<a name="l00003"></a>00003 <span class="comment">  Program:   Visualization Toolkit</span>
<a name="l00004"></a>00004 <span class="comment">  Module:    $RCSfile: vtkGLSLShaderDeviceAdapter2.h,v $</span>
<a name="l00005"></a>00005 <span class="comment"></span>
<a name="l00006"></a>00006 <span class="comment">  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen</span>
<a name="l00007"></a>00007 <span class="comment">  All rights reserved.</span>
<a name="l00008"></a>00008 <span class="comment">  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.</span>
<a name="l00009"></a>00009 <span class="comment"></span>
<a name="l00010"></a>00010 <span class="comment">     This software is distributed WITHOUT ANY WARRANTY; without even</span>
<a name="l00011"></a>00011 <span class="comment">     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR</span>
<a name="l00012"></a>00012 <span class="comment">     PURPOSE.  See the above copyright notice for more information.</span>
<a name="l00013"></a>00013 <span class="comment"></span>
<a name="l00014"></a>00014 <span class="comment">=========================================================================*/</span>
<a name="l00022"></a>00022 <span class="preprocessor">#ifndef __vtkGLSLShaderDeviceAdapter2_h</span>
<a name="l00023"></a>00023 <span class="preprocessor"></span><span class="preprocessor">#define __vtkGLSLShaderDeviceAdapter2_h</span>
<a name="l00024"></a>00024 <span class="preprocessor"></span>
<a name="l00025"></a>00025 <span class="preprocessor">#include "<a class="code" href="a02079.html">vtkObject.h</a>"</span>
<a name="l00026"></a>00026 
<a name="l00027"></a>00027 <span class="keyword">class </span><a class="code" href="a01538.html" title="GLSL Program.">vtkShaderProgram2</a>;
<a name="l00028"></a>00028 
<a name="l00029"></a><a class="code" href="a00647.html">00029</a> <span class="keyword">class </span><a class="code" href="a02170.html#4019f67b2e7d601f2cf984e448308dbb">VTK_RENDERING_EXPORT</a> <a class="code" href="a00647.html" title="adapter to pass generic vertex attributes to the rendering pipeline to be used in...">vtkGLSLShaderDeviceAdapter2</a> :  <span class="keyword">public</span> <a class="code" href="a01084.html" title="abstract base class for most VTK objects">vtkObject</a>
<a name="l00030"></a>00030 {
<a name="l00031"></a>00031 <span class="keyword">public</span>:
<a name="l00032"></a><a class="code" href="a00647.html#8e87826996099d924a8aaee82e8f1576">00032</a>   vtkTypeRevisionMacro(<a class="code" href="a00647.html" title="adapter to pass generic vertex attributes to the rendering pipeline to be used in...">vtkGLSLShaderDeviceAdapter2</a>, <a class="code" href="a01084.html" title="abstract base class for most VTK objects">vtkObject</a>);
<a name="l00033"></a>00033   <span class="keyword">static</span> <a class="code" href="a00647.html" title="adapter to pass generic vertex attributes to the rendering pipeline to be used in...">vtkGLSLShaderDeviceAdapter2</a> *<a class="code" href="a01084.html#4d5b227267c076d6f9e38483370b6612">New</a>();
<a name="l00034"></a>00034   <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="a01084.html#bf3dbb4154289b56a12483eee3866263">PrintSelf</a>(ostream &amp;os, <a class="code" href="a00869.html" title="a simple class to control print indentation">vtkIndent</a> indent);
<a name="l00035"></a>00035 
<a name="l00036"></a>00036   <span class="comment">// Descrition:</span>
<a name="l00037"></a>00037   <span class="comment">// This method is called before rendering. This gives the shader device</span>
<a name="l00038"></a>00038   <span class="comment">// adapter an opportunity to collect information, such as attribute indices</span>
<a name="l00039"></a>00039   <span class="comment">// that it will need while rendering.</span>
<a name="l00040"></a>00040   <span class="keyword">virtual</span> <span class="keywordtype">void</span> PrepareForRender();
<a name="l00041"></a>00041 
<a name="l00043"></a>00043 
<a name="l00054"></a>00054   <span class="keyword">virtual</span> <span class="keywordtype">void</span> SendAttribute(<span class="keyword">const</span> <span class="keywordtype">char</span>* attrname,
<a name="l00055"></a>00055                              <span class="keywordtype">int</span> components,
<a name="l00056"></a>00056                              <span class="keywordtype">int</span> <a class="code" href="a03761.html#c6551f7bf833e8254b2b3ecdaea0d2108e7f81709ed57920a45c02a954726847">type</a>,
<a name="l00057"></a>00057                              <span class="keyword">const</span> <span class="keywordtype">void</span> *attribute,
<a name="l00058"></a>00058                              <span class="keywordtype">unsigned</span> <span class="keywordtype">long</span> <a class="code" href="a03761.html#c6551f7bf833e8254b2b3ecdaea0d210e69c3ea0b66a4036cbb0c6648abb252d">offset</a>=0);
<a name="l00060"></a>00060    
<a name="l00061"></a>00061 <span class="comment">//BTX  </span>
<a name="l00063"></a>00063 <span class="comment"></span>
<a name="l00065"></a>00065   <span class="keywordtype">void</span> SetShaderProgram(<a class="code" href="a01538.html" title="GLSL Program.">vtkShaderProgram2</a> *program);
<a name="l00066"></a>00066   vtkGetObjectMacro(<a class="code" href="a03761.html#88ade42854f67d6297898362e17a515fcc3bb7cb094687fb9df64c8cba2efd67">ShaderProgram</a>, <a class="code" href="a01538.html" title="GLSL Program.">vtkShaderProgram2</a>);
<a name="l00068"></a>00068   
<a name="l00069"></a>00069 <span class="keyword">protected</span>:
<a name="l00070"></a>00070   <a class="code" href="a00647.html" title="adapter to pass generic vertex attributes to the rendering pipeline to be used in...">vtkGLSLShaderDeviceAdapter2</a>();
<a name="l00071"></a>00071   ~<a class="code" href="a00647.html" title="adapter to pass generic vertex attributes to the rendering pipeline to be used in...">vtkGLSLShaderDeviceAdapter2</a>();
<a name="l00072"></a>00072 
<a name="l00073"></a>00073   <span class="keywordtype">int</span> GetAttributeLocation(<span class="keyword">const</span> <span class="keywordtype">char</span>* attrName);
<a name="l00074"></a>00074 
<a name="l00075"></a><a class="code" href="a00647.html#5117f6c83a29cc06793351d856ead72b">00075</a>   <a class="code" href="a01538.html" title="GLSL Program.">vtkShaderProgram2</a> *<a class="code" href="a03761.html#88ade42854f67d6297898362e17a515fcc3bb7cb094687fb9df64c8cba2efd67">ShaderProgram</a>;
<a name="l00076"></a>00076   
<a name="l00077"></a>00077 <span class="keyword">private</span>:
<a name="l00078"></a>00078   <a class="code" href="a00647.html" title="adapter to pass generic vertex attributes to the rendering pipeline to be used in...">vtkGLSLShaderDeviceAdapter2</a>(<span class="keyword">const</span> <a class="code" href="a00647.html" title="adapter to pass generic vertex attributes to the rendering pipeline to be used in...">vtkGLSLShaderDeviceAdapter2</a>&amp;);
<a name="l00079"></a>00079   <span class="comment">// Not implemented</span>
<a name="l00080"></a>00080   <span class="keywordtype">void</span> operator=(<span class="keyword">const</span> <a class="code" href="a00647.html" title="adapter to pass generic vertex attributes to the rendering pipeline to be used in...">vtkGLSLShaderDeviceAdapter2</a>&amp;); <span class="comment">// Not implemented</span>
<a name="l00081"></a>00081 
<a name="l00082"></a>00082   <span class="keyword">class </span>vtkInternal;
<a name="l00083"></a>00083   vtkInternal* Internal;
<a name="l00084"></a>00084 <span class="comment">//ETX</span>
<a name="l00085"></a>00085 };
<a name="l00086"></a>00086 
<a name="l00087"></a>00087 <span class="preprocessor">#endif</span>
</pre></div></div>
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