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21 #ifndef vtkOpenGLShaderCache_h
22 #define vtkOpenGLShaderCache_h
24 #include "vtkRenderingOpenGL2Module.h"
41 const char *vertexCode,
42 const char *fragmentCode,
43 const char *geometryCode);
49 std::map<vtkShader::Type,vtkShader *>
shaders);
81 const char *fragmentCode,
82 const char *geometryCode);
84 std::map<vtkShader::Type,vtkShader *>
shaders);
#define vtkGetObjectMacro(name, type)
virtual vtkShaderProgram * ReadyShaderProgram(vtkShaderProgram *shader)
virtual unsigned int ReplaceShaderValues(std::string &VSSource, std::string &FSSource, std::string &GSSource)
virtual vtkShaderProgram * ReadyShaderProgram(const char *vertexCode, const char *fragmentCode, const char *geometryCode)
virtual void ReleaseGraphicsResources(vtkWindow *win)
virtual vtkShaderProgram * GetShaderProgram(const char *vertexCode, const char *fragmentCode, const char *geometryCode)
#define vtkTypeMacro(thisClass, superclass)
vtkShaderProgram * LastShaderBound
abstract base class for most VTK objects
virtual vtkShaderProgram * GetShaderProgram(std::map< vtkShader::Type, vtkShader * > shaders)
virtual vtkShaderProgram * ReadyShaderProgram(std::map< vtkShader::Type, vtkShader * > shaders)
window superclass for vtkRenderWindow
virtual void PrintSelf(ostream &os, vtkIndent indent)
The ShaderProgram uses one or more Shader objects.
a simple class to control print indentation
void ReleaseCurrentShader()
manage Shader Programs within a context
virtual int BindShader(vtkShaderProgram *shader)
static vtkOpenGLShaderCache * New()
virtual void ClearLastShaderBound()
GLsizei const GLchar ** string