anatomist 6.0.4
3D neuroimaging data viewer
volrendershader.h
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33
34
35#ifndef ANATOMIST_OBJECT_VOLRENDERSHADER_H
36#define ANATOMIST_OBJECT_VOLRENDERSHADER_H
37
40
41#if defined( GL_FRAMEBUFFER ) || defined( GL_FRAMEBUFFER_EXT )
42
43namespace anatomist
44{
45 template<typename T> class AVolume;
46
47
49 {
50 public:
51 struct Private;
52
55
56 virtual bool render( PrimList &, const ViewState & );
57 virtual bool Is2DObject() { return true; }
58 virtual bool Is3DObject() { return false; }
59 virtual Tree* optionTree() const;
60 virtual bool CanRemove( AObject * ) { return false; }
61
62 void createDefaultPalette( const std::string & name = "" );
64 virtual const AObjectPalette* palette() const;
65 virtual void setPalette( const AObjectPalette &pal );
66 virtual Material & GetMaterial();
67 virtual const Material & material() const;
68 virtual const Material* glMaterial() const;
69 virtual void SetMaterial( const Material &mat );
70 virtual bool isTransparent() const;
71 virtual bool renderingIsObserverDependent() const;
72
73 virtual void glSetChanged( glPart, bool = true ) const;
74 virtual void glSetTexImageChanged( bool = true, unsigned tex = 0 ) const;
75 virtual void glSetTexEnvChanged( bool = true, unsigned tex = 0 ) const;
76
77 virtual const GLComponent* glAPI() const;
78 virtual GLComponent* glAPI();
79 virtual const AObjectPalette* glPalette( unsigned tex = 0 ) const;
80
81 virtual unsigned glDimTex( const ViewState &, unsigned tex = 0 ) const;
82 virtual bool glMakeTexImage( const ViewState &state,
83 const GLTexture &gltex, unsigned tex ) const;
84 virtual bool glMakeBodyGLL( const ViewState &state,
85 const GLList &gllist ) const;
86 virtual const GLComponent::TexExtrema &
87 glTexExtrema( unsigned tex = 0 ) const;
88 virtual GLComponent::TexExtrema & glTexExtrema( unsigned tex = 0 );
89 virtual void update(const Observable* observable, void* arg);
90
91 bool checkObject() const;
92 std::string shaderType() const;
93 bool setShaderType( const std::string & );
94
95 static int classType();
96
97 protected:
98 virtual std::string viewStateID( glPart part, const ViewState & ) const;
99
101 static std::string loadShaderFile( const std::string& filename );
104 void createRenderTextures( int width, int height );
105 void vertex( float x, float y, float z ) const;
106 void drawQuads( float x, float y, float z ) const;
107
108 private:
109 Private *d;
110 };
111
112}
113
114
115#endif
116#endif
117
118
119
Base Anatomist object (abstract)
Definition Object.h:97
std::string name() const
Name shown in control window.
Definition Object.h:166
Volume object.
Definition Volume.h:67
glPart
GL object parts, each driving a GL list.
This class has to be rewritten, it's really really a shame.......
Definition Material.h:48
This class can be subclassed to represent an object that the programmer wants to have observed.
Definition Observable.h:68
virtual bool isTransparent() const
void createRenderTextures(int width, int height)
virtual const Material & material() const
virtual const AObjectPalette * glPalette(unsigned tex=0) const
virtual bool renderingIsObserverDependent() const
true only if the rendering (openGL) of the object changes with the observer position/orientation of t...
virtual std::string viewStateID(glPart part, const ViewState &) const
Makes a unique ID from a viewstate.
virtual AObjectPalette * palette()
Normally, getOrCreatePalette() should be used instead of this function in most cases.
VolRenderShader(AObject *vol)
virtual bool Is3DObject()
Can be display in 3D windows.
virtual const GLComponent::TexExtrema & glTexExtrema(unsigned tex=0) const
virtual bool CanRemove(AObject *)
void createDefaultPalette(const std::string &name="")
function called by getOrCreatePalette() - overloadable, need not be called directly
virtual bool glMakeBodyGLL(const ViewState &state, const GLList &gllist) const
If you want to make a non-standard GL display list for the body geometry, overload this function to f...
virtual void update(const Observable *observable, void *arg)
This class is an Observer of each of the AObject it groups.
void drawQuads(float x, float y, float z) const
virtual bool glMakeTexImage(const ViewState &state, const GLTexture &gltex, unsigned tex) const
If you make non-standard textures (ie not from a palette), overload this function to fill gltex.
void vertex(float x, float y, float z) const
static std::string loadShaderFile(const std::string &filename)
virtual void glSetTexImageChanged(bool=true, unsigned tex=0) const
virtual void glSetTexEnvChanged(bool=true, unsigned tex=0) const
virtual GLComponent::TexExtrema & glTexExtrema(unsigned tex=0)
virtual void glSetChanged(glPart, bool=true) const
virtual const AObjectPalette * palette() const
virtual const GLComponent * glAPI() const
OpenGL objects const API.
virtual bool render(PrimList &, const ViewState &)
rendering (generally 2D or 3D using OpenGL).
virtual void SetMaterial(const Material &mat)
bool setShaderType(const std::string &)
virtual unsigned glDimTex(const ViewState &, unsigned tex=0) const
texture dimension (1, 2 [or 3])
virtual const Material * glMaterial() const
virtual bool Is2DObject()
Can be display in 2D windows.
virtual void setPalette(const AObjectPalette &pal)
virtual GLComponent * glAPI()
OpenGL objects API.
std::string shaderType() const
virtual Material & GetMaterial()
virtual Tree * optionTree() const
Menu tree for new options, see object/optionMatcher.h.
std::list< carto::rc_ptr< GLItem > > PrimList
Definition Object.h:74
ViewState holds information about how a view wants to see an object.
Definition viewstate.h:67