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210 lines
6.8 KiB
C
210 lines
6.8 KiB
C
3 weeks ago
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/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkDepthPeelingPass.h
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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/**
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* @class vtkDepthPeelingPass
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* @brief Implement Depth Peeling for use within a framebuffer pass
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*
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* Note that this implementation is used as a fallback for drivers that
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* don't support floating point textures. Most renderings will use the subclass
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* vtkDualDepthPeelingPass instead.
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*
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* Render the translucent polygonal geometry of a scene without sorting
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* polygons in the view direction.
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*
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* This pass expects an initialized depth buffer and color buffer.
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* Initialized buffers means they have been cleared with farest z-value and
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* background color/gradient/transparent color.
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* An opaque pass may have been performed right after the initialization.
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*
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* The depth peeling algorithm works by rendering the translucent polygonal
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* geometry multiple times (once for each peel). The actually rendering of
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* the translucent polygonal geometry is performed by its delegate
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* TranslucentPass. This delegate is therefore used multiple times.
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*
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* Its delegate is usually set to a vtkTranslucentPass.
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*
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* This implementation makes use of textures and is suitable for ES3
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* For ES3 it must be embedded within a pass that makes use of framebuffers
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* so that the required OpaqueZTexture and OpaqueRGBATexture can be
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* passed from the outer framebuffer pass. For OpenGL ES3 be aware the
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* occlusion ratio test is not supported. The maximum number of peels
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* is used instead so set it to a reasonable value. For many scenes
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* a value of 4 or 5 will work well.
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*
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* @sa
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* vtkRenderPass, vtkTranslucentPass, vtkFramebufferPass
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*/
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#ifndef vtkDepthPeelingPass_h
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#define vtkDepthPeelingPass_h
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#include "vtkOpenGLRenderPass.h"
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#include "vtkRenderingOpenGL2Module.h" // For export macro
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#include <vector> // STL Header
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class vtkOpenGLFramebufferObject;
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class vtkTextureObject;
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class vtkOpenGLRenderWindow;
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class vtkOpenGLState;
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class vtkOpenGLQuadHelper;
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class VTKRENDERINGOPENGL2_EXPORT vtkDepthPeelingPass : public vtkOpenGLRenderPass
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{
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public:
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static vtkDepthPeelingPass* New();
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vtkTypeMacro(vtkDepthPeelingPass, vtkOpenGLRenderPass);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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/**
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* Perform rendering according to a render state \p s.
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* \pre s_exists: s!=0
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*/
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void Render(const vtkRenderState* s) override;
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/**
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* Release graphics resources and ask components to release their own
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* resources.
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* \pre w_exists: w!=0
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*/
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void ReleaseGraphicsResources(vtkWindow* w) override;
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//@{
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/**
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* Delegate for rendering the translucent polygonal geometry.
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* If it is NULL, nothing will be rendered and a warning will be emitted.
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* It is usually set to a vtkTranslucentPass.
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* Initial value is a NULL pointer.
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*/
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vtkGetObjectMacro(TranslucentPass, vtkRenderPass);
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virtual void SetTranslucentPass(vtkRenderPass* translucentPass);
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//@}
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//@{
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/**
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* In case of use of depth peeling technique for rendering translucent
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* material, define the threshold under which the algorithm stops to
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* iterate over peel layers. This is the ratio of the number of pixels
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* that have been touched by the last layer over the total number of pixels
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* of the viewport area.
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* Initial value is 0.0, meaning rendering have to be exact. Greater values
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* may speed-up the rendering with small impact on the quality.
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*/
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vtkSetClampMacro(OcclusionRatio, double, 0.0, 0.5);
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vtkGetMacro(OcclusionRatio, double);
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//@}
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//@{
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/**
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* In case of depth peeling, define the maximum number of peeling layers.
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* Initial value is 4. A special value of 0 means no maximum limit.
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* It has to be a positive value.
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*/
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vtkSetMacro(MaximumNumberOfPeels, int);
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vtkGetMacro(MaximumNumberOfPeels, int);
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//@}
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// vtkOpenGLRenderPass virtuals:
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bool PostReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
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std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop) override;
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bool SetShaderParameters(vtkShaderProgram* program, vtkAbstractMapper* mapper, vtkProp* prop,
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vtkOpenGLVertexArrayObject* VAO = nullptr) override;
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// Set Opaque Z texture, this must be set from the outer FO
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void SetOpaqueZTexture(vtkTextureObject*);
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// Set Opaque RGBA texture, this must be set from the outer FO
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void SetOpaqueRGBATexture(vtkTextureObject*);
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/**
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* Set the format to use for the depth texture
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* e.g. vtkTextureObject::Float32
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*/
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vtkSetMacro(DepthFormat, int);
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protected:
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/**
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* Default constructor. TranslucentPass is set to NULL.
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*/
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vtkDepthPeelingPass();
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/**
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* Destructor.
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*/
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~vtkDepthPeelingPass() override;
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vtkRenderPass* TranslucentPass;
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vtkTimeStamp CheckTime;
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//@{
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/**
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* Cache viewport values for depth peeling.
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*/
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int ViewportX;
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int ViewportY;
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int ViewportWidth;
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int ViewportHeight;
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//@}
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/**
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* In case of use of depth peeling technique for rendering translucent
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* material, define the threshold under which the algorithm stops to
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* iterate over peel layers. This is the ratio of the number of pixels
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* that have been touched by the last layer over the total number of pixels
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* of the viewport area.
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* Initial value is 0.0, meaning rendering have to be exact. Greater values
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* may speed-up the rendering with small impact on the quality.
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*/
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double OcclusionRatio;
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/**
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* In case of depth peeling, define the maximum number of peeling layers.
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* Initial value is 4. A special value of 0 means no maximum limit.
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* It has to be a positive value.
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*/
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int MaximumNumberOfPeels;
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vtkOpenGLFramebufferObject* Framebuffer;
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vtkOpenGLQuadHelper* FinalBlend;
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vtkOpenGLQuadHelper* IntermediateBlend;
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// obtained from the outer FO, we read from them
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vtkTextureObject* OpaqueZTexture;
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vtkTextureObject* OpaqueRGBATexture;
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bool OwnOpaqueZTexture;
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bool OwnOpaqueRGBATexture;
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// each peel merges two color buffers into one result
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vtkTextureObject* TranslucentRGBATexture[3];
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int ColorDrawCount;
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int PeelCount;
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// each peel compares a prior Z and writes to next
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vtkTextureObject* TranslucentZTexture[2];
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int DepthFormat;
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void BlendIntermediatePeels(vtkOpenGLRenderWindow* renWin, bool);
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void BlendFinalPeel(vtkOpenGLRenderWindow* renWin);
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// useful to store
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vtkOpenGLState* State;
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private:
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vtkDepthPeelingPass(const vtkDepthPeelingPass&) = delete;
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void operator=(const vtkDepthPeelingPass&) = delete;
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};
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#endif
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