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vtkGLSLShaderDeviceAdapter.h
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/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkGLSLShaderDeviceAdapter.h
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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#ifndef __vtkGLSLShaderDeviceAdapter_h
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#define __vtkGLSLShaderDeviceAdapter_h
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#include "vtkRenderingOpenGLModule.h"
// For export macro
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#include "
vtkShaderDeviceAdapter.h
"
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class
VTKRENDERINGOPENGL_EXPORT
vtkGLSLShaderDeviceAdapter
:
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public
vtkShaderDeviceAdapter
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{
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public
:
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vtkTypeMacro(
vtkGLSLShaderDeviceAdapter
,
vtkShaderDeviceAdapter
);
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static
vtkGLSLShaderDeviceAdapter
*
New
();
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virtual
void
PrintSelf
(ostream &os,
vtkIndent
indent);
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// Descrition:
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// This method is called before rendering. This gives the shader device
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// adapter an opportunity to collect information, such as attribute indices
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// that it will need while rendering.
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virtual
void
PrepareForRender
();
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virtual
void
SendAttribute
(
const
char
* attrname,
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int
components,
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int
type
,
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const
void
*attribute,
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unsigned
long
offset
=0);
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//BTX
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protected
:
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vtkGLSLShaderDeviceAdapter
();
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~
vtkGLSLShaderDeviceAdapter
();
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int
GetAttributeLocation(
const
char
* attrName);
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friend
class
vtkGLSLShaderProgram
;
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private
:
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vtkGLSLShaderDeviceAdapter
(
const
vtkGLSLShaderDeviceAdapter
&);
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// Not implemented
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void
operator=(
const
vtkGLSLShaderDeviceAdapter
&);
// Not implemented
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class
vtkInternal;
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vtkInternal* Internal;
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//ETX
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};
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#endif
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