Files
ResInsight/VisualizationModules/LibViewing/cvfSingleQuadRenderingGenerator.h
Magne Sjaastad 9c1ce7591e Upgraded visualization libraries
Major refactoring of color legend framework
Added discrete log color legend
p4#: 18989
2012-10-02 10:17:52 +02:00

62 lines
2.0 KiB
C++

//##################################################################################################
//
// 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 <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
//##################################################################################################
#pragma once
#include "cvfCollection.h"
#include "cvfPart.h"
#include "cvfShader.h"
#include "cvfUniformSet.h"
#include "cvfTexture.h"
#include "cvfSampler.h"
#include "cvfRendering.h"
#include "cvfRenderStateSet.h"
namespace cvf
{
//==================================================================================================
//
// SingleQuadRenderingGenerator
//
//==================================================================================================
class SingleQuadRenderingGenerator
{
public:
SingleQuadRenderingGenerator(const String& renderingName = String());
void addTexture(Texture* texture, Sampler* sampler, String samplerUniformName);
void addFragmentShaderCode(String shaderCode);
void setRenderState(RenderState* renderState);
void setUniform(Uniform* uniform);
ref<Rendering> generate();
private:
String m_renderingName;
Collection<Texture> m_textures;
Collection<Sampler> m_samplers;
std::vector<String> m_samplerNames;
std::vector<String> m_fragShadersCode;
RenderStateSet m_renderStateSet;
UniformSet m_uniformSet;
};
} // cvf