50 #ifndef vtkDepthPeelingPass_h 51 #define vtkDepthPeelingPass_h 53 #include "vtkRenderingOpenGL2Module.h" 91 virtual void SetTranslucentPass(
vtkRenderPass *translucentPass);
104 vtkSetClampMacro(OcclusionRatio,
double,0.0,0.5);
105 vtkGetMacro(OcclusionRatio,
double);
114 vtkSetMacro(MaximumNumberOfPeels,
int);
115 vtkGetMacro(MaximumNumberOfPeels,
int);
138 vtkSetMacro(DepthFormat,
int);
abstract superclass for all actors, volumes and annotations
Implement Depth Peeling for use within a framebuffer pass.
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.
record modification and/or execution time
bool OwnOpaqueRGBATexture
vtkOpenGLHelper * IntermediateBlendProgram
int ViewportX
Cache viewport values for depth peeling.
window superclass for vtkRenderWindow
double OcclusionRatio
In case of use of depth peeling technique for rendering translucent material, define the threshold un...
Context in which a vtkRenderPass will render.
vtkTextureObject * OpaqueZTexture
vtkOpenGLFramebufferObject * Framebuffer
a simple class to control print indentation
The VertexArrayObject class uses, or emulates, vertex array objects.
int ViewportWidth
Cache viewport values for depth peeling.
Internal class which encapsulates OpenGL FramebufferObject.
abstract class specifies interface to map data
abstracts an OpenGL texture object.
int MaximumNumberOfPeels
In case of depth peeling, define the maximum number of peeling layers.
virtual void Render(const vtkRenderState *s)=0
Perform rendering according to a render state s.
vtkTextureObject * OpaqueRGBATexture
virtual void ReleaseGraphicsResources(vtkWindow *w)
Release graphics resources and ask components to release their own resources.
int ViewportY
Cache viewport values for depth peeling.
vtkOpenGLHelper * FinalBlendProgram
vtkRenderPass * TranslucentPass
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on...
Perform part of the rendering of a vtkRenderer.
virtual bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr)
Update the uniforms of the shader program.
Abstract render pass with shader modifications.
virtual bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop)
Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources...
The ShaderProgram uses one or more Shader objects.