VTK  9.3.0
vtkShaderProgram.h
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1// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
2// SPDX-License-Identifier: BSD-3-Clause
13#ifndef vtkShaderProgram_h
14#define vtkShaderProgram_h
15
16#include "vtkObject.h"
17#include "vtkRenderingOpenGL2Module.h" // for export macro
18
19#include <map> // For member variables.
20#include <string> // For member variables.
21
22VTK_ABI_NAMESPACE_BEGIN
23class vtkMatrix3x3;
24class vtkMatrix4x4;
26class vtkShader;
27class VertexArrayObject;
28class vtkWindow;
29
37class VTKRENDERINGOPENGL2_EXPORT vtkShaderProgram : public vtkObject
38{
39public:
42 void PrintSelf(ostream& os, vtkIndent indent) override;
43
45
48 vtkGetObjectMacro(VertexShader, vtkShader);
51
53
56 vtkGetObjectMacro(FragmentShader, vtkShader);
59
61
64 vtkGetObjectMacro(GeometryShader, vtkShader);
67
69
72 vtkGetObjectMacro(TransformFeedback, vtkTransformFeedback);
75
77
80 vtkGetMacro(Compiled, bool);
81 vtkSetMacro(Compiled, bool);
82 vtkBooleanMacro(Compiled, bool);
84
88 std::string GetMD5Hash() const { return this->MD5Hash; }
89 void SetMD5Hash(const std::string& hash) { this->MD5Hash = hash; }
90
93 {
104 NoNormalize
105 };
106
111 bool isBound() const { return this->Bound; }
112
117
119 int GetHandle() const { return Handle; }
120
122 std::string GetError() const { return Error; }
123
128 bool EnableAttributeArray(const char* name);
129
134 bool DisableAttributeArray(const char* name);
135
151 bool UseAttributeArray(const char* name, int offset, size_t stride, int elementType,
152 int elementTupleSize, NormalizeOption normalize);
153
171 template <class T>
173 const char* name, const T& array, int tupleSize, NormalizeOption normalize);
174
176 bool SetUniformi(const char* name, int v);
177 bool SetUniformf(const char* name, float v);
178 bool SetUniform2i(const char* name, const int v[2]);
179 bool SetUniform2f(const char* name, const float v[2]);
180 bool SetUniform3f(const char* name, const float v[3]);
181 bool SetUniform3f(const char* name, const double v[3]);
182 bool SetUniform4f(const char* name, const float v[4]);
183 bool SetUniform3uc(const char* name, const unsigned char v[3]); // maybe remove
184 bool SetUniform4uc(const char* name, const unsigned char v[4]); // maybe remove
185 bool SetUniformMatrix(const char* name, vtkMatrix3x3* v);
186 bool SetUniformMatrix(const char* name, vtkMatrix4x4* v);
187 bool SetUniformMatrix3x3(const char* name, float* v);
188 bool SetUniformMatrix4x4(const char* name, float* v);
189
191 bool SetUniform1iv(const char* name, int count, const int* f);
192 bool SetUniform1fv(const char* name, int count, const float* f);
193 bool SetUniform2fv(const char* name, int count, const float* f);
194 bool SetUniform2fv(const char* name, int count, const float (*f)[2]);
195 bool SetUniform3fv(const char* name, int count, const float* f);
196 bool SetUniform3fv(const char* name, int count, const float (*f)[3]);
197 bool SetUniform4fv(const char* name, int count, const float* f);
198 bool SetUniform4fv(const char* name, int count, const float (*f)[4]);
199 bool SetUniformMatrix4x4v(const char* name, int count, float* v);
200
201 // How many outputs does this program produce
202 // only valid for OpenGL 3.2 or later
203 vtkSetMacro(NumberOfOutputs, unsigned int);
204
216 static bool Substitute(
217 std::string& source, const std::string& search, const std::string& replace, bool all = true);
218
230 static bool Substitute(
231 vtkShader* shader, const std::string& search, const std::string& replace, bool all = true);
232
238 bool IsUniformUsed(const char*);
239
244 bool IsAttributeUsed(const char* name);
245
246 // maps of std::string are super slow when calling find
247 // with a string literal or const char * as find
248 // forces construction/copy/destruction of a
249 // std::string copy of the const char *
250 // In spite of the doubters this can really be a
251 // huge CPU hog.
252 struct cmp_str
253 {
254 bool operator()(const char* a, const char* b) const { return strcmp(a, b) < 0; }
255 };
256
258
275 vtkSetFilePathMacro(FileNamePrefixForDebugging);
276 vtkGetFilePathMacro(FileNamePrefixForDebugging);
278
280
286 {
289 UserGroup, // always will be last
290 };
294
295 // returns the location for a uniform or attribute in
296 // this program. Is cached for performance.
297 int FindUniform(const char* name);
298 int FindAttributeArray(const char* name);
299
300protected:
303
304 /***************************************************************
305 * The following functions are only for use by the shader cache
306 * which is why they are protected and that class is a friend
307 * you need to use the shader cache to compile/link/bind your shader
308 * do not try to do it yourself as it will screw up the cache
309 ***************************************************************/
311
318 bool AttachShader(const vtkShader* shader);
319
325 bool DetachShader(const vtkShader* shader);
326
330 virtual int CompileShader();
331
337 bool Link();
338
343 bool Bind();
344
346 void Release();
347
348 /************* end **************************************/
349
354
355 // hash of the shader program
356 std::string MD5Hash;
357
359 const char* name, void* buffer, int type, int tupleSize, NormalizeOption normalize);
364
365 bool Linked;
366 bool Bound;
368
369 // for glsl 1.5 or later, how many outputs
370 // does this shader create
371 // they will be bound in order to
372 // fragOutput0 fragOutput1 etc...
373 unsigned int NumberOfOutputs;
374
375 std::string Error;
376
377 // since we are using const char * arrays we have to
378 // free our memory :-)
379 void ClearMaps();
380 std::map<const char*, int, cmp_str> AttributeLocs;
381 std::map<const char*, int, cmp_str> UniformLocs;
382
383 std::map<int, vtkMTimeType> UniformGroupMTimes;
384
385 friend class VertexArrayObject;
386
387private:
388 vtkShaderProgram(const vtkShaderProgram&) = delete;
389 void operator=(const vtkShaderProgram&) = delete;
390
391 char* FileNamePrefixForDebugging;
392};
393
394VTK_ABI_NAMESPACE_END
395#endif
a simple class to control print indentation
Definition vtkIndent.h:29
represent and manipulate 3x3 transformation matrices
represent and manipulate 4x4 transformation matrices
abstract base class for most VTK objects
Definition vtkObject.h:49
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, int count, const float *f)
void Release()
Releases the shader program from the current context.
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 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)
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 SetUniform3fv(const char *name, int count, const float *f)
bool SetUniform2f(const char *name, const float v[2])
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 AttachShader(const vtkShader *shader)
Attach the supplied shader to this program.
bool SetUniform3fv(const char *name, int count, const float(*f)[3])
bool SetUniform4fv(const char *name, int count, const float(*f)[4])
int FindUniform(const char *name)
bool SetAttributeArrayInternal(const char *name, void *buffer, int type, int tupleSize, NormalizeOption normalize)
bool SetUniform2fv(const char *name, int count, const float(*f)[2])
static vtkShaderProgram * New()
int GetHandle() const
Get the handle of the shader program.
bool SetUniform1fv(const char *name, int count, const float *f)
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 SetUniform2fv(const char *name, int count, const float *f)
bool SetUniformf(const char *name, float v)
bool SetUniformMatrix4x4(const char *name, float *v)
vtkShader * GeometryShader
bool SetUniformMatrix3x3(const char *name, float *v)
bool DisableAttributeArray(const char *name)
Disable the named attribute array.
bool SetUniform1iv(const char *name, int count, const int *f)
Set the name uniform array to f with count elements.
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 SetUniformMatrix4x4v(const char *name, int count, float *v)
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
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:28
Manages a TransformFeedback buffer.
window superclass for vtkRenderWindow
Definition vtkWindow.h:25
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:270