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137 lines
3.7 KiB
C
137 lines
3.7 KiB
C
3 weeks ago
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/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkRenderStepsPass.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 vtkRenderStepsPass
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* @brief Execute render passes sequentially.
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*
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* vtkRenderStepsPass executes a standard list of render passes sequentially.
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* This class allows to define a sequence of render passes at run time.
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* You can set a step to NULL in order to skip that step. Likewise you
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* can replace any of the default steps with your own step. Typically in
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* such a case you would get the current step, replace it with your own
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* and likely have your step call the current step as a delegate. For example
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* to replace the translucent step with a depthpeeling step you would get the
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* current tranlucent step and set it as a delegate on the depthpeeling step.
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* Then set this classes translparent step to the depthpeelnig step.
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*
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* @sa
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* vtkRenderPass
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*/
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#ifndef vtkRenderStepsPass_h
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#define vtkRenderStepsPass_h
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#include "vtkRenderPass.h"
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#include "vtkRenderingOpenGL2Module.h" // For export macro
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class vtkSequencePass;
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class vtkCameraPass;
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class VTKRENDERINGOPENGL2_EXPORT vtkRenderStepsPass : public vtkRenderPass
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{
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public:
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static vtkRenderStepsPass* New();
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vtkTypeMacro(vtkRenderStepsPass, vtkRenderPass);
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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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* Get the RenderPass used for the Camera Step
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*/
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vtkGetObjectMacro(CameraPass, vtkCameraPass);
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void SetCameraPass(vtkCameraPass*);
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//@}
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//@{
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/**
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* Get the RenderPass used for the Lights Step
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*/
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vtkGetObjectMacro(LightsPass, vtkRenderPass);
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void SetLightsPass(vtkRenderPass*);
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//@}
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//@{
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/**
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* Get the RenderPass used for the Opaque Step
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*/
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vtkGetObjectMacro(OpaquePass, vtkRenderPass);
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void SetOpaquePass(vtkRenderPass*);
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//@}
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//@{
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/**
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* Get the RenderPass used for the translucent Step
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*/
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vtkGetObjectMacro(TranslucentPass, vtkRenderPass);
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void SetTranslucentPass(vtkRenderPass*);
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//@}
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//@{
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/**
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* Get the RenderPass used for the Volume Step
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*/
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vtkGetObjectMacro(VolumetricPass, vtkRenderPass);
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void SetVolumetricPass(vtkRenderPass*);
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//@}
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//@{
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/**
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* Get the RenderPass used for the Overlay Step
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*/
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vtkGetObjectMacro(OverlayPass, vtkRenderPass);
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void SetOverlayPass(vtkRenderPass*);
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//@}
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//@{
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/**
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* Get the RenderPass used for the PostProcess Step
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*/
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vtkGetObjectMacro(PostProcessPass, vtkRenderPass);
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void SetPostProcessPass(vtkRenderPass*);
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//@}
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protected:
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vtkRenderStepsPass();
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~vtkRenderStepsPass() override;
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vtkCameraPass* CameraPass;
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vtkRenderPass* LightsPass;
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vtkRenderPass* OpaquePass;
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vtkRenderPass* TranslucentPass;
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vtkRenderPass* VolumetricPass;
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vtkRenderPass* OverlayPass;
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vtkRenderPass* PostProcessPass;
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vtkSequencePass* SequencePass;
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private:
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vtkRenderStepsPass(const vtkRenderStepsPass&) = delete;
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void operator=(const vtkRenderStepsPass&) = delete;
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};
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#endif
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