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22 #ifndef vtkOpenGLProperty_h
23 #define vtkOpenGLProperty_h
91 double ambient,
const double ambient_color[3],
92 double diffuse,
const double diffuse_color[3],
93 double specular,
const double specular_color[3],
double specular_power,
110 bool using_shader_program2);
virtual void AddShaderVariable(const char *name, int numVars, double *x)
#define vtkGetObjectMacro(name, type)
an adapter to pass generic vertex attributes to the rendering pipeline. .SECTION This class is an ada...
virtual void PostRender(vtkActor *a, vtkRenderer *r)
void BackfaceRender(vtkActor *a, vtkRenderer *ren)
a list of Shader2 objects.
bool RenderShaders(vtkActor *actor, vtkRenderer *renderer)
#define vtkTypeMacro(thisClass, superclass)
GLint GLint GLint GLint GLint x
void SetPropProgram(vtkShaderProgram2 *)
virtual void AddShaderVariable(const char *name, int numVars, float *x)
vtkShader2 * DefaultMainVS
vtkShaderProgram2 * CachedShaderProgram2
vtkShaderProgram2 * LastRendererShaderProgram2
window superclass for vtkRenderWindow
vtkShader2 * DefaultPropFS
vtkShader2 * DefaultPropVS
GLuint const GLchar * name
vtkShaderProgram2 * CurrentShaderProgram2
static void SetMaterialProperties(unsigned int face, double ambient, const double ambient_color[3], double diffuse, const double diffuse_color[3], double specular, const double specular_color[3], double specular_power, double opacity, vtkOpenGLRenderWindow *context)
represents an object (geometry & properties) in a rendered scene
virtual void AddShaderVariable(const char *name, int numVars, int *x)
a simple class to control print indentation
void LoadMultiTexturingExtensions(vtkRenderer *ren)
virtual void ReleaseGraphicsResources(vtkWindow *win)
vtkShaderProgram2 * PropProgram
virtual void PrintSelf(ostream &os, vtkIndent indent)
GLboolean GLboolean GLboolean GLboolean a
static vtkOpenGLProperty * New()
GLdouble GLdouble GLdouble r
adapter to pass generic vertex attributes to the rendering pipeline to be used in a vtkShaderProgram2...
abstract specification for renderers
vtkShaderProgram2 * LastPropProgram
vtkShader2 * DefaultMainFS
virtual vtkShaderDeviceAdapter2 * GetShaderDeviceAdapter2()
GLenum GLuint GLint GLenum face
represent surface properties of a geometric object
vtkGLSLShaderDeviceAdapter2 * ShaderDeviceAdapter2
void Render(vtkActor *a, vtkRenderer *ren)
bool RenderTextures(vtkActor *actor, vtkRenderer *renderer, bool using_shader_program2)
#define VTKRENDERINGOPENGL_EXPORT