VTK  9.3.20240424
vtkDepthPeelingPass.h
Go to the documentation of this file.
1// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
2// SPDX-License-Identifier: BSD-3-Clause
41#ifndef vtkDepthPeelingPass_h
42#define vtkDepthPeelingPass_h
43
44#include "vtkOpenGLRenderPass.h"
45#include "vtkRenderingOpenGL2Module.h" // For export macro
46#include <vector> // STL Header
47
48VTK_ABI_NAMESPACE_BEGIN
52class vtkOpenGLState;
54
55class VTKRENDERINGOPENGL2_EXPORT vtkDepthPeelingPass : public vtkOpenGLRenderPass
56{
57public:
60 void PrintSelf(ostream& os, vtkIndent indent) override;
61
66 void Render(const vtkRenderState* s) override;
67
74
76
82 vtkGetObjectMacro(TranslucentPass, vtkRenderPass);
83 virtual void SetTranslucentPass(vtkRenderPass* translucentPass);
85
87
96 vtkSetClampMacro(OcclusionRatio, double, 0.0, 0.5);
97 vtkGetMacro(OcclusionRatio, double);
99
101
106 vtkSetMacro(MaximumNumberOfPeels, int);
107 vtkGetMacro(MaximumNumberOfPeels, int);
109
110 // vtkOpenGLRenderPass virtuals:
111 bool PostReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
112 std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop) override;
114 vtkOpenGLVertexArrayObject* VAO = nullptr) override;
115
116 // Set Opaque Z texture, this must be set from the outer FO
118
119 // Set Opaque RGBA texture, this must be set from the outer FO
121
126 vtkSetMacro(DepthFormat, int);
127
128protected:
133
138
141
143
151
162
169
171
174
175 // obtained from the outer FO, we read from them
180
181 // each peel merges two color buffers into one result
182 vtkTextureObject* TranslucentRGBATexture[3];
185
186 // each peel compares a prior Z and writes to next
187 vtkTextureObject* TranslucentZTexture[2];
189
192
193 // useful to store
195
196private:
198 void operator=(const vtkDepthPeelingPass&) = delete;
199};
200
201VTK_ABI_NAMESPACE_END
202#endif
abstract class specifies interface to map data
Implement Depth Peeling for use within a framebuffer pass.
vtkOpenGLQuadHelper * FinalBlend
virtual void SetTranslucentPass(vtkRenderPass *translucentPass)
Delegate for rendering the translucent polygonal geometry.
void SetOpaqueRGBATexture(vtkTextureObject *)
bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override
Use vtkShaderProgram::Substitute to replace.
vtkDepthPeelingPass()
Default constructor.
void BlendFinalPeel(vtkOpenGLRenderWindow *renWin)
static vtkDepthPeelingPass * New()
~vtkDepthPeelingPass() override
Destructor.
int MaximumNumberOfPeels
In case of depth peeling, define the maximum number of peeling layers.
double OcclusionRatio
In case of use of depth peeling technique for rendering translucent material, define the threshold un...
void SetOpaqueZTexture(vtkTextureObject *)
vtkTextureObject * OpaqueZTexture
int ViewportY
Cache viewport values for depth peeling.
bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr) override
Update the uniforms of the shader program.
vtkOpenGLQuadHelper * IntermediateBlend
int ViewportX
Cache viewport values for depth peeling.
vtkTextureObject * OpaqueRGBATexture
vtkOpenGLFramebufferObject * Framebuffer
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
int ViewportHeight
Cache viewport values for depth peeling.
void BlendIntermediatePeels(vtkOpenGLRenderWindow *renWin, bool)
int ViewportWidth
Cache viewport values for depth peeling.
void ReleaseGraphicsResources(vtkWindow *w) override
Release graphics resources and ask components to release their own resources.
vtkRenderPass * TranslucentPass
void Render(const vtkRenderState *s) override
Perform rendering according to a render state s.
a simple class to control print indentation
Definition vtkIndent.h:108
Internal class which encapsulates OpenGL FramebufferObject.
Class to make rendering a full screen quad easier.
Abstract render pass with shader modifications.
OpenGL rendering window.
OpenGL state storage.
The VertexArrayObject class uses, or emulates, vertex array objects.
abstract superclass for all actors, volumes and annotations
Definition vtkProp.h:66
Perform part of the rendering of a vtkRenderer.
Context in which a vtkRenderPass will render.
The ShaderProgram uses one or more Shader objects.
abstracts an OpenGL texture object.
record modification and/or execution time
window superclass for vtkRenderWindow
Definition vtkWindow.h:48