VTK  9.2.6
vtkShaderProgram.h
Go to the documentation of this file.
1 /*=========================================================================
2 
3  Program: Visualization Toolkit
4 
5  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
6  All rights reserved.
7  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
8 
9  This software is distributed WITHOUT ANY WARRANTY; without even
10  the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
11  PURPOSE. See the above copyright notice for more information.
12 
13 =========================================================================*/
103 #ifndef vtkShaderProgram_h
104 #define vtkShaderProgram_h
105 
106 #include "vtkObject.h"
107 #include "vtkRenderingOpenGL2Module.h" // for export macro
108 
109 #include <map> // For member variables.
110 #include <string> // For member variables.
111 
112 class vtkMatrix3x3;
113 class vtkMatrix4x4;
115 class vtkShader;
116 class VertexArrayObject;
117 class vtkWindow;
118 
126 class VTKRENDERINGOPENGL2_EXPORT vtkShaderProgram : public vtkObject
127 {
128 public:
130  vtkTypeMacro(vtkShaderProgram, vtkObject);
131  void PrintSelf(ostream& os, vtkIndent indent) override;
132 
134 
137  vtkGetObjectMacro(VertexShader, vtkShader);
140 
142 
145  vtkGetObjectMacro(FragmentShader, vtkShader);
148 
150 
153  vtkGetObjectMacro(GeometryShader, vtkShader);
156 
158 
161  vtkGetObjectMacro(TransformFeedback, vtkTransformFeedback);
164 
166 
169  vtkGetMacro(Compiled, bool);
170  vtkSetMacro(Compiled, bool);
171  vtkBooleanMacro(Compiled, bool);
173 
177  std::string GetMD5Hash() const { return this->MD5Hash; }
178  void SetMD5Hash(const std::string& hash) { this->MD5Hash = hash; }
179 
182  {
193  NoNormalize
194  };
195 
200  bool isBound() const { return this->Bound; }
201 
206 
208  int GetHandle() const { return Handle; }
209 
211  std::string GetError() const { return Error; }
212 
217  bool EnableAttributeArray(const char* name);
218 
223  bool DisableAttributeArray(const char* name);
224 
240  bool UseAttributeArray(const char* name, int offset, size_t stride, int elementType,
241  int elementTupleSize, NormalizeOption normalize);
242 
260  template <class T>
262  const char* name, const T& array, int tupleSize, NormalizeOption normalize);
263 
265  bool SetUniformi(const char* name, int v);
266  bool SetUniformf(const char* name, float v);
267  bool SetUniform2i(const char* name, const int v[2]);
268  bool SetUniform2f(const char* name, const float v[2]);
269  bool SetUniform3f(const char* name, const float v[3]);
270  bool SetUniform3f(const char* name, const double v[3]);
271  bool SetUniform4f(const char* name, const float v[4]);
272  bool SetUniform3uc(const char* name, const unsigned char v[3]); // maybe remove
273  bool SetUniform4uc(const char* name, const unsigned char v[4]); // maybe remove
274  bool SetUniformMatrix(const char* name, vtkMatrix3x3* v);
275  bool SetUniformMatrix(const char* name, vtkMatrix4x4* v);
276  bool SetUniformMatrix3x3(const char* name, float* v);
277  bool SetUniformMatrix4x4(const char* name, float* v);
278 
280  bool SetUniform1iv(const char* name, const int count, const int* f);
281  bool SetUniform1fv(const char* name, const int count, const float* f);
282  bool SetUniform2fv(const char* name, const int count, const float* f);
283  bool SetUniform2fv(const char* name, const int count, const float (*f)[2]);
284  bool SetUniform3fv(const char* name, const int count, const float* f);
285  bool SetUniform3fv(const char* name, const int count, const float (*f)[3]);
286  bool SetUniform4fv(const char* name, const int count, const float* f);
287  bool SetUniform4fv(const char* name, const int count, const float (*f)[4]);
288  bool SetUniformMatrix4x4v(const char* name, const int count, float* v);
289 
290  // How many outputs does this program produce
291  // only valid for OpenGL 3.2 or later
292  vtkSetMacro(NumberOfOutputs, unsigned int);
293 
305  static bool Substitute(
306  std::string& source, const std::string& search, const std::string& replace, bool all = true);
307 
319  static bool Substitute(
320  vtkShader* shader, const std::string& search, const std::string& replace, bool all = true);
321 
327  bool IsUniformUsed(const char*);
328 
333  bool IsAttributeUsed(const char* name);
334 
335  // maps of std::string are super slow when calling find
336  // with a string literal or const char * as find
337  // forces construction/copy/destruction of a
338  // std::string copy of the const char *
339  // In spite of the doubters this can really be a
340  // huge CPU hog.
341  struct cmp_str
342  {
343  bool operator()(const char* a, const char* b) const { return strcmp(a, b) < 0; }
344  };
345 
347 
364  vtkSetFilePathMacro(FileNamePrefixForDebugging);
365  vtkGetFilePathMacro(FileNamePrefixForDebugging);
367 
369 
375  {
378  UserGroup, // always will be last
379  };
383 
384  // returns the location for a uniform or attribute in
385  // this program. Is cached for performance.
386  int FindUniform(const char* name);
387  int FindAttributeArray(const char* name);
388 
389 protected:
391  ~vtkShaderProgram() override;
392 
393  /***************************************************************
394  * The following functions are only for use by the shader cache
395  * which is why they are protected and that class is a friend
396  * you need to use the shader cache to compile/link/bind your shader
397  * do not try to do it yourself as it will screw up the cache
398  ***************************************************************/
399  friend class vtkOpenGLShaderCache;
400 
407  bool AttachShader(const vtkShader* shader);
408 
414  bool DetachShader(const vtkShader* shader);
415 
419  virtual int CompileShader();
420 
426  bool Link();
427 
432  bool Bind();
433 
435  void Release();
436 
437  /************* end **************************************/
438 
443 
444  // hash of the shader program
446 
448  const char* name, void* buffer, int type, int tupleSize, NormalizeOption normalize);
449  int Handle;
453 
454  bool Linked;
455  bool Bound;
456  bool Compiled;
457 
458  // for glsl 1.5 or later, how many outputs
459  // does this shader create
460  // they will be bound in order to
461  // fragOutput0 fragOutput1 etc...
462  unsigned int NumberOfOutputs;
463 
465 
466  // since we are using const char * arrays we have to
467  // free our memory :-)
468  void ClearMaps();
469  std::map<const char*, int, cmp_str> AttributeLocs;
470  std::map<const char*, int, cmp_str> UniformLocs;
471 
472  std::map<int, vtkMTimeType> UniformGroupMTimes;
473 
474  friend class VertexArrayObject;
475 
476 private:
477  vtkShaderProgram(const vtkShaderProgram&) = delete;
478  void operator=(const vtkShaderProgram&) = delete;
479 
480  char* FileNamePrefixForDebugging;
481 };
482 
483 #endif
a simple class to control print indentation
Definition: vtkIndent.h:119
represent and manipulate 3x3 transformation matrices
Definition: vtkMatrix3x3.h:66
represent and manipulate 4x4 transformation matrices
Definition: vtkMatrix4x4.h:151
abstract base class for most VTK objects
Definition: vtkObject.h:82
manage Shader Programs within a context
The ShaderProgram uses one or more Shader objects.
bool Link()
Attempt to link the shader program.
bool SetUniform4fv(const char *name, const int count, const float *f)
void Release()
Releases the shader program from the current context.
bool SetUniform4fv(const char *name, const int count, const float(*f)[4])
vtkShader * FragmentShader
~vtkShaderProgram() override
void SetFragmentShader(vtkShader *)
Get the fragment shader for this program.
std::string GetError() const
Get the error message (empty if none) for the shader program.
bool SetUniform2fv(const char *name, const int count, const float *f)
bool IsUniformUsed(const char *)
methods to inquire as to what uniforms/attributes are used by this shader.
bool Bind()
Bind the program in order to use it.
bool SetAttributeArray(const char *name, const T &array, int tupleSize, NormalizeOption normalize)
Upload the supplied array of tightly packed values to the named attribute.
vtkSetFilePathMacro(FileNamePrefixForDebugging)
When developing shaders, it's often convenient to tweak the shader and re-render incrementally.
void SetVertexShader(vtkShader *)
Get the vertex shader for this program.
bool SetUniform2i(const char *name, const int v[2])
vtkTransformFeedback * TransformFeedback
bool SetUniform3f(const char *name, const float v[3])
int FindAttributeArray(const char *name)
static vtkShaderProgram * New()
std::string GetMD5Hash() const
Set/Get the md5 hash of this program.
bool SetUniform4uc(const char *name, const unsigned char v[4])
std::map< const char *, int, cmp_str > UniformLocs
bool SetUniform4f(const char *name, const float v[4])
bool SetUniform2f(const char *name, const float v[2])
bool SetUniformMatrix4x4v(const char *name, const int count, float *v)
bool SetUniformMatrix(const char *name, vtkMatrix4x4 *v)
UniformGroups
Set/Get times that can be used to track when a set of uniforms was last updated.
bool SetUniform1iv(const char *name, const int count, const int *f)
Set the name uniform array to f with count elements.
bool AttachShader(const vtkShader *shader)
Attach the supplied shader to this program.
int FindUniform(const char *name)
bool SetAttributeArrayInternal(const char *name, void *buffer, int type, int tupleSize, NormalizeOption normalize)
int GetHandle() const
Get the handle of the shader program.
NormalizeOption
Options for attribute normalization.
@ Normalize
The values range across the limits of the numeric type.
bool SetUniform3f(const char *name, const double v[3])
void SetMD5Hash(const std::string &hash)
bool EnableAttributeArray(const char *name)
Enable the named attribute array.
vtkShader * VertexShader
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
bool isBound() const
Check if the program is currently bound, or not.
void SetUniformGroupUpdateTime(int, vtkMTimeType tm)
Set/Get times that can be used to track when a set of uniforms was last updated.
bool SetUniformMatrix(const char *name, vtkMatrix3x3 *v)
std::map< const char *, int, cmp_str > AttributeLocs
bool DetachShader(const vtkShader *shader)
Detach the supplied shader from this program.
bool SetUniform3fv(const char *name, const int count, const float *f)
bool SetUniformf(const char *name, float v)
bool SetUniformMatrix4x4(const char *name, float *v)
bool SetUniform2fv(const char *name, const int count, const float(*f)[2])
vtkShader * GeometryShader
bool SetUniformMatrix3x3(const char *name, float *v)
bool DisableAttributeArray(const char *name)
Disable the named attribute array.
bool SetUniform3uc(const char *name, const unsigned char v[3])
bool IsAttributeUsed(const char *name)
Return true if the compiled and linked shader has an attribute matching name.
bool UseAttributeArray(const char *name, int offset, size_t stride, int elementType, int elementTupleSize, NormalizeOption normalize)
Use the named attribute array with the bound BufferObject.
bool SetUniformi(const char *name, int v)
Set the name uniform value to int v.
unsigned int NumberOfOutputs
bool SetUniform1fv(const char *name, const int count, const float *f)
vtkMTimeType GetUniformGroupUpdateTime(int)
Set/Get times that can be used to track when a set of uniforms was last updated.
vtkGetFilePathMacro(FileNamePrefixForDebugging)
When developing shaders, it's often convenient to tweak the shader and re-render incrementally.
void SetGeometryShader(vtkShader *)
Get the geometry shader for this program.
std::map< int, vtkMTimeType > UniformGroupMTimes
bool SetUniform3fv(const char *name, const int count, const float(*f)[3])
void ReleaseGraphicsResources(vtkWindow *win)
release any graphics resources this class is using.
static bool Substitute(std::string &source, const std::string &search, const std::string &replace, bool all=true)
perform in place string substitutions, indicate if a substitution was done this is useful for buildin...
virtual int CompileShader()
Compile this shader program and attached shaders.
void SetTransformFeedback(vtkTransformFeedback *tfc)
Get/Set a TransformFeedbackCapture object on this shader program.
static bool Substitute(vtkShader *shader, const std::string &search, const std::string &replace, bool all=true)
Perform in-place string substitutions on the shader source string and indicate if one or all substitu...
Vertex or Fragment shader, combined into a ShaderProgram.
Definition: vtkShader.h:38
Manages a TransformFeedback buffer.
window superclass for vtkRenderWindow
Definition: vtkWindow.h:39
@ type
Definition: vtkX3D.h:522
@ name
Definition: vtkX3D.h:225
@ offset
Definition: vtkX3D.h:444
@ string
Definition: vtkX3D.h:496
bool operator()(const char *a, const char *b) const
boost::graph_traits< vtkGraph * >::vertex_descriptor source(boost::graph_traits< vtkGraph * >::edge_descriptor e, vtkGraph *)
vtkTypeUInt32 vtkMTimeType
Definition: vtkType.h:287