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C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkFramebufferPass.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkFramebufferPass
* @brief Render into a FO
*
* @sa
* vtkRenderPass
*/
#ifndef vtkFramebufferPass_h
#define vtkFramebufferPass_h
#include "vtkDepthImageProcessingPass.h"
#include "vtkRenderingOpenGL2Module.h" // For export macro
class vtkOpenGLFramebufferObject;
class vtkOpenGLHelper;
class vtkOpenGLRenderWindow;
class vtkTextureObject;
class VTKRENDERINGOPENGL2_EXPORT vtkFramebufferPass : public vtkDepthImageProcessingPass
{
public:
static vtkFramebufferPass* New();
vtkTypeMacro(vtkFramebufferPass, vtkDepthImageProcessingPass);
void PrintSelf(ostream& os, vtkIndent indent) override;
/**
* Perform rendering according to a render state \p s.
* \pre s_exists: s!=0
*/
void Render(const vtkRenderState* s) override;
/**
* Release graphics resources and ask components to release their own
* resources.
* \pre w_exists: w!=0
*/
void ReleaseGraphicsResources(vtkWindow* w) override;
/**
* Set the format to use for the depth texture
* e.g. vtkTextureObject::Float32
*/
vtkSetMacro(DepthFormat, int);
/**
* Set the format to use for the color texture
* vtkTextureObject::Float16 vtkTextureObject::Float32
* and vtkTextureObject::Fixed8 are supported. Fixed8
* is the default.
*/
vtkSetMacro(ColorFormat, int);
// Get the depth texture object
vtkGetObjectMacro(DepthTexture, vtkTextureObject);
// Get the Color texture object
vtkGetObjectMacro(ColorTexture, vtkTextureObject);
protected:
/**
* Default constructor. DelegatePass is set to NULL.
*/
vtkFramebufferPass();
/**
* Destructor.
*/
~vtkFramebufferPass() override;
/**
* Graphics resources.
*/
vtkOpenGLFramebufferObject* FrameBufferObject;
vtkTextureObject* ColorTexture; // render target for the scene
vtkTextureObject* DepthTexture; // render target for the depth
//@{
/**
* Cache viewport values for depth peeling.
*/
int ViewportX;
int ViewportY;
int ViewportWidth;
int ViewportHeight;
//@}
int DepthFormat;
int ColorFormat;
private:
vtkFramebufferPass(const vtkFramebufferPass&) = delete;
void operator=(const vtkFramebufferPass&) = delete;
};
#endif