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ResInsight/Fwk/VizFwk/LibViewing/cvfEffect.h

92 lines
3.4 KiB
C++

//##################################################################################################
//
// Custom Visualization Core library
// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// 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 <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 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 Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// 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<ShaderProgram> m_shaderProgram;
ref<UniformSet> m_uniformSet;
ref<RenderStateSet> m_renderStateSet;
};
}