//################################################################################################## // // Custom Visualization Core library // Copyright (C) 2011-2012 Ceetron AS // // This library is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This library is distributed in the hope that it will be useful, but WITHOUT ANY // WARRANTY; without even the implied warranty of MERCHANTABILITY or // FITNESS FOR A PARTICULAR PURPOSE. // // See the GNU General Public License at <> // for more details. // //################################################################################################## #pragma once #include "cvfObject.h" #include "cvfRenderState.h" namespace cvf { class ShaderProgram; class Uniform; class UniformSet; class RenderStateSet; class OpenGLContext; //================================================================================================== // // The effect class defines how the drawable should be rendered. (Shader program, uniforms, OpenGL state etc) // //================================================================================================== class Effect : public Object { public: Effect(); ~Effect(); void setShaderProgram(ShaderProgram* shaderProgram); ShaderProgram* shaderProgram(); const ShaderProgram* shaderProgram() const; void setUniform(Uniform* uniform); void setUniformsFromUniformSet(UniformSet* sourceUniformSet); void setUniformSet(UniformSet* uniformSet); UniformSet* uniformSet(); const UniformSet* uniformSet() const; void setRenderState(RenderState* renderState); RenderState* renderStateOfType(RenderState::Type type); const RenderState* renderStateOfType(RenderState::Type type) const; void removeRenderState(RenderState::Type type); void setRenderStateSet(RenderStateSet* renderStateSet); RenderStateSet* renderStateSet(); const RenderStateSet* renderStateSet() const; void deleteOrReleaseOpenGLResources(OpenGLContext* oglContext); private: ref m_shaderProgram; ref m_uniformSet; ref m_renderStateSet; }; }