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C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkLightingMapPass.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 vtkLightingMapPass
* @brief TO DO
*
* Renders lighting information directly instead of final shaded colors.
* The information keys allow the selection of either normal rendering or
* luminance. For normals, the (nx, ny, nz) tuple are rendered directly into
* the (r,g,b) fragment. For luminance, the diffuse and specular intensities are
* rendered into the red and green channels, respectively. The blue channel is
* zero. For both luminances and normals, the alpha channel is set to 1.0 if
* present.
*
* @sa
* vtkRenderPass vtkDefaultPass
*/
#ifndef vtkLightingMapPass_h
#define vtkLightingMapPass_h
#include "vtkDefaultPass.h"
#include "vtkRenderingOpenGL2Module.h" // For export macro
class vtkInformationIntegerKey;
class VTKRENDERINGOPENGL2_EXPORT vtkLightingMapPass : public vtkDefaultPass
{
public:
static vtkLightingMapPass* New();
vtkTypeMacro(vtkLightingMapPass, vtkDefaultPass);
void PrintSelf(ostream& os, vtkIndent indent) override;
//@{
/**
* Set the type of lighting render to perform
*/
enum RenderMode
{
LUMINANCE,
NORMALS
};
vtkSetMacro(RenderType, RenderMode);
vtkGetMacro(RenderType, RenderMode);
//@}
/**
* If this key exists on the PropertyKeys of a prop, the active scalar array
* on the prop will be rendered as its color. This key is mutually exclusive
* with the RENDER_LUMINANCE key.
*/
static vtkInformationIntegerKey* RENDER_LUMINANCE();
/**
* if this key exists on the ProperyKeys of a prop, the active vector array on
* the prop will be rendered as its color. This key is mutually exclusive with
* the RENDER_LUMINANCE key.
*/
static vtkInformationIntegerKey* RENDER_NORMALS();
/**
* Perform rendering according to a render state \p s.
* \pre s_exists: s!=0
*/
void Render(const vtkRenderState* s) override;
protected:
/**
* Default constructor.
*/
vtkLightingMapPass();
/**
* Destructor.
*/
~vtkLightingMapPass() override;
/**
* Opaque pass with key checking.
* \pre s_exists: s!=0
*/
void RenderOpaqueGeometry(const vtkRenderState* s) override;
private:
vtkLightingMapPass(const vtkLightingMapPass&) = delete;
void operator=(const vtkLightingMapPass&) = delete;
RenderMode RenderType;
};
#endif