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<h1>dox/Rendering/vtkShaderProgram.h</h1><a href="a03551.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: vtkShaderProgram.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="l00015"></a>00015 <span class="comment">/*</span>
<a name="l00016"></a>00016 <span class="comment"> * Copyright 2004 Sandia Corporation.</span>
<a name="l00017"></a>00017 <span class="comment"> * Under the terms of Contract DE-AC04-94AL85000, there is a non-exclusive</span>
<a name="l00018"></a>00018 <span class="comment"> * license for use of this work by or on behalf of the</span>
<a name="l00019"></a>00019 <span class="comment"> * U.S. Government. Redistribution and use in source and binary forms, with</span>
<a name="l00020"></a>00020 <span class="comment"> * or without modification, are permitted provided that this Notice and any</span>
<a name="l00021"></a>00021 <span class="comment"> * statement of authorship are reproduced on all copies.</span>
<a name="l00022"></a>00022 <span class="comment"> */</span>
<a name="l00023"></a>00023 
<a name="l00052"></a>00052 <span class="preprocessor">#ifndef __vtkShaderProgram_h</span>
<a name="l00053"></a>00053 <span class="preprocessor"></span><span class="preprocessor">#define __vtkShaderProgram_h</span>
<a name="l00054"></a>00054 <span class="preprocessor"></span>
<a name="l00055"></a>00055 <span class="preprocessor">#include "<a class="code" href="a02079.html">vtkObject.h</a>"</span>
<a name="l00056"></a>00056 
<a name="l00057"></a>00057 <span class="keyword">class </span><a class="code" href="a00092.html" title="represents an object (geometry &amp;amp; properties) in a rendered scene">vtkActor</a>;
<a name="l00058"></a>00058 <span class="keyword">class </span><a class="code" href="a00285.html" title="create and manipulate unsorted lists of objects">vtkCollection</a>;
<a name="l00059"></a>00059 <span class="keyword">class </span><a class="code" href="a00287.html" title="iterator through a vtkCollection.">vtkCollectionIterator</a>;
<a name="l00060"></a>00060 <span class="keyword">class </span><a class="code" href="a01480.html" title="abstract specification for renderers">vtkRenderer</a>;
<a name="l00061"></a>00061 <span class="keyword">class </span><a class="code" href="a01489.html" title="create a window for renderers to draw into">vtkRenderWindow</a>;
<a name="l00062"></a>00062 <span class="keyword">class </span><a class="code" href="a01532.html">vtkShader</a>;
<a name="l00063"></a>00063 <span class="keyword">class </span><a class="code" href="a01886.html" title="window superclass for vtkRenderWindow">vtkWindow</a>;
<a name="l00064"></a>00064 <span class="keyword">class </span><a class="code" href="a01915.html" title="encapsulates a VTK Material description.">vtkXMLMaterial</a>;
<a name="l00065"></a>00065 <span class="keyword">class </span><a class="code" href="a01536.html" title="an adapter to pass generic vertex attributes to the rendering pipeline. .SECTION...">vtkShaderDeviceAdapter</a>;
<a name="l00066"></a>00066 
<a name="l00067"></a>00067 <span class="comment">// manages all shaders defined in the XML file</span>
<a name="l00068"></a>00068 <span class="comment">// especially the part about sending things to the card</span>
<a name="l00069"></a><a class="code" href="a01537.html">00069</a> <span class="keyword">class </span><a class="code" href="a02170.html#4019f67b2e7d601f2cf984e448308dbb">VTK_RENDERING_EXPORT</a> <a class="code" href="a01537.html">vtkShaderProgram</a> : <span class="keyword">public</span> <a class="code" href="a01084.html" title="abstract base class for most VTK objects">vtkObject</a>
<a name="l00070"></a>00070 {
<a name="l00071"></a>00071 <span class="keyword">public</span>:
<a name="l00072"></a><a class="code" href="a01537.html#e229120666ea1a55dbb470bc0d665fbe">00072</a>   vtkTypeRevisionMacro(<a class="code" href="a01537.html">vtkShaderProgram</a>, <a class="code" href="a01084.html" title="abstract base class for most VTK objects">vtkObject</a>);
<a name="l00073"></a>00073   <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="l00074"></a>00074 
<a name="l00075"></a>00075   <span class="comment">// .Description:</span>
<a name="l00076"></a>00076   <span class="comment">// Accessors for the Material.</span>
<a name="l00077"></a>00077   vtkGetObjectMacro( <a class="code" href="a03761.html#88ade42854f67d6297898362e17a515f1bb03867c64ff5ed3d88239f82f786ab">Material</a>, <a class="code" href="a01915.html" title="encapsulates a VTK Material description.">vtkXMLMaterial</a>);
<a name="l00078"></a>00078   <span class="keyword">virtual</span> <span class="keywordtype">void</span> SetMaterial( <a class="code" href="a01915.html" title="encapsulates a VTK Material description.">vtkXMLMaterial</a>* );
<a name="l00079"></a>00079 
<a name="l00080"></a>00080   <span class="comment">// .Description:</span>
<a name="l00081"></a>00081   <span class="comment">// Add shaders. Returns the index of the shader.</span>
<a name="l00082"></a>00082   <span class="keywordtype">int</span> AddShader(<a class="code" href="a01532.html">vtkShader</a>* shader);
<a name="l00083"></a>00083 
<a name="l00085"></a>00085   <span class="keywordtype">void</span> RemoveShader(<span class="keywordtype">int</span> <a class="code" href="a03761.html#c6551f7bf833e8254b2b3ecdaea0d210e519c5019582479480124c44722a451f">index</a>);
<a name="l00086"></a>00086 
<a name="l00088"></a>00088   <span class="keywordtype">void</span> RemoveShader(<a class="code" href="a01532.html">vtkShader</a>* shader);
<a name="l00089"></a>00089 
<a name="l00091"></a>00091   <a class="code" href="a00287.html" title="iterator through a vtkCollection.">vtkCollectionIterator</a>* NewShaderIterator();
<a name="l00092"></a>00092 
<a name="l00094"></a>00094   <span class="keywordtype">int</span> GetNumberOfShaders();
<a name="l00095"></a>00095 
<a name="l00096"></a>00096   <span class="comment">// .Description</span>
<a name="l00097"></a>00097   <span class="comment">// This static function creates concrete shaders of a specific type. This is</span>
<a name="l00098"></a>00098   <span class="comment">// used to create a shader of the langauge specified in the XML file.</span>
<a name="l00099"></a>00099   <span class="keyword">static</span> <a class="code" href="a01537.html">vtkShaderProgram</a>* CreateShaderProgram( <span class="keywordtype">int</span> <a class="code" href="a03761.html#c6551f7bf833e8254b2b3ecdaea0d2108e7f81709ed57920a45c02a954726847">type</a> );
<a name="l00100"></a>00100 
<a name="l00101"></a>00101   <span class="comment">// .Description</span>
<a name="l00102"></a>00102   <span class="comment">// Read the material file to get necessary shader info. Synchronize with</span>
<a name="l00103"></a>00103   <span class="comment">// delegate shaders.</span>
<a name="l00104"></a>00104   <span class="keyword">virtual</span> <span class="keywordtype">void</span> ReadMaterial();
<a name="l00105"></a>00105 
<a name="l00106"></a>00106   <span class="comment">// .Description</span>
<a name="l00107"></a>00107   <span class="comment">// Load, compile, install and initialize shaders. These operations may</span>
<a name="l00108"></a>00108   <span class="comment">// be delegated to the shaders themselves or handled in descendants of</span>
<a name="l00109"></a>00109   <span class="comment">// this class.</span>
<a name="l00110"></a>00110   <span class="keyword">virtual</span> <span class="keywordtype">void</span> Render( <a class="code" href="a00092.html" title="represents an object (geometry &amp;amp; properties) in a rendered scene">vtkActor</a>*, <a class="code" href="a01480.html" title="abstract specification for renderers">vtkRenderer</a>* )=0;
<a name="l00111"></a>00111 
<a name="l00113"></a>00113 
<a name="l00117"></a>00117   <span class="keyword">virtual</span> <span class="keywordtype">void</span> AddShaderVariable(<span class="keyword">const</span> <span class="keywordtype">char</span>* <a class="code" href="a03761.html#c6551f7bf833e8254b2b3ecdaea0d210c713735f1d46c2694d66e85217207be2">name</a>, <span class="keywordtype">int</span> numVars, <span class="keywordtype">int</span>* x);
<a name="l00118"></a>00118   <span class="keyword">virtual</span> <span class="keywordtype">void</span> AddShaderVariable(<span class="keyword">const</span> <span class="keywordtype">char</span>* <a class="code" href="a03761.html#c6551f7bf833e8254b2b3ecdaea0d210c713735f1d46c2694d66e85217207be2">name</a>, <span class="keywordtype">int</span> numVars, <span class="keywordtype">float</span>* x);
<a name="l00119"></a>00119   <span class="keyword">virtual</span> <span class="keywordtype">void</span> AddShaderVariable(<span class="keyword">const</span> <span class="keywordtype">char</span>* <a class="code" href="a03761.html#c6551f7bf833e8254b2b3ecdaea0d210c713735f1d46c2694d66e85217207be2">name</a>, <span class="keywordtype">int</span> numVars, <span class="keywordtype">double</span>* x);
<a name="l00121"></a>00121 
<a name="l00123"></a>00123   <span class="keyword">virtual</span> <span class="keywordtype">void</span> PostRender(<a class="code" href="a00092.html" title="represents an object (geometry &amp;amp; properties) in a rendered scene">vtkActor</a>*, <a class="code" href="a01480.html" title="abstract specification for renderers">vtkRenderer</a>*);
<a name="l00124"></a>00124 
<a name="l00128"></a>00128   <span class="keyword">virtual</span> <span class="keywordtype">void</span> ReleaseGraphicsResources(<a class="code" href="a01886.html" title="window superclass for vtkRenderWindow">vtkWindow</a> *);
<a name="l00129"></a>00129 
<a name="l00131"></a>00131 
<a name="l00133"></a>00133   vtkGetObjectMacro(ShaderDeviceAdapter, <a class="code" href="a01536.html" title="an adapter to pass generic vertex attributes to the rendering pipeline. .SECTION...">vtkShaderDeviceAdapter</a>);
<a name="l00135"></a>00135 
<a name="l00136"></a>00136 <span class="keyword">protected</span>:
<a name="l00137"></a>00137   <a class="code" href="a01537.html">vtkShaderProgram</a>();
<a name="l00138"></a>00138   ~<a class="code" href="a01537.html">vtkShaderProgram</a>();
<a name="l00139"></a>00139 
<a name="l00140"></a><a class="code" href="a01537.html#d9c222b8ec7e7f30061ac72c81c985bd">00140</a>   <a class="code" href="a01915.html" title="encapsulates a VTK Material description.">vtkXMLMaterial</a>* <a class="code" href="a03761.html#88ade42854f67d6297898362e17a515f1bb03867c64ff5ed3d88239f82f786ab">Material</a>;
<a name="l00141"></a><a class="code" href="a01537.html#bfe0a492f5376363c8c62a759773a11a">00141</a>   <a class="code" href="a00285.html" title="create and manipulate unsorted lists of objects">vtkCollection</a>* ShaderCollection;
<a name="l00142"></a><a class="code" href="a01537.html#6d7342250a5ea002b7a2ccef88d18497">00142</a>   <a class="code" href="a00287.html" title="iterator through a vtkCollection.">vtkCollectionIterator</a>* ShaderCollectionIterator;
<a name="l00143"></a>00143 
<a name="l00144"></a>00144   vtkSetMacro(GLExtensionsLoaded, <span class="keywordtype">int</span>);
<a name="l00145"></a><a class="code" href="a01537.html#18e684862175b5fb3431d4e4f156a372">00145</a>   vtkGetMacro(GLExtensionsLoaded, <span class="keywordtype">int</span>);
<a name="l00146"></a>00146   <span class="keywordtype">int</span> GLExtensionsLoaded;
<a name="l00147"></a><a class="code" href="a01537.html#b3d0274274bd76d1ea29f8866001e7b2">00147</a>   <span class="keyword">virtual</span> <span class="keywordtype">void</span> LoadExtensions(<a class="code" href="a01489.html" title="create a window for renderers to draw into">vtkRenderWindow</a>*) {}
<a name="l00148"></a>00148 
<a name="l00149"></a>00149   <span class="comment">// Subclasses must set the shader device apater of the right type.</span>
<a name="l00150"></a>00150   <span class="keywordtype">void</span> SetShaderDeviceAdapter(<a class="code" href="a01536.html" title="an adapter to pass generic vertex attributes to the rendering pipeline. .SECTION...">vtkShaderDeviceAdapter</a>*);
<a name="l00151"></a>00151 
<a name="l00154"></a>00154   <span class="keyword">virtual</span> <a class="code" href="a01532.html">vtkShader</a>* NewShader() =0;
<a name="l00155"></a>00155 <span class="keyword">private</span>:
<a name="l00156"></a>00156   <a class="code" href="a01537.html">vtkShaderProgram</a>(<span class="keyword">const</span> <a class="code" href="a01537.html">vtkShaderProgram</a>&amp;); <span class="comment">// Not Implemented</span>
<a name="l00157"></a>00157   <span class="keywordtype">void</span> operator=(<span class="keyword">const</span> <a class="code" href="a01537.html">vtkShaderProgram</a>&amp;); <span class="comment">// Not Implemented</span>
<a name="l00158"></a>00158 
<a name="l00159"></a>00159   <a class="code" href="a01536.html" title="an adapter to pass generic vertex attributes to the rendering pipeline. .SECTION...">vtkShaderDeviceAdapter</a>* ShaderDeviceAdapter;
<a name="l00160"></a>00160 };
<a name="l00161"></a>00161 <span class="preprocessor">#endif //__vtkShaderProgram_h</span>
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