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C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkDepthOfFieldPass.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 vtkDepthOfFieldPass
* @brief Implement a post-processing DOF blur pass.
*
* Currently only does behind the focal plane
*
* This pass expects an initialized depth buffer and color buffer.
* Initialized buffers means they have been cleared with farest z-value and
* background color/gradient/transparent color.
*
* The delegate is used once.
*
* Its delegate is usually set to a vtkCameraPass or to a post-processing pass.
*
* @par Implementation:
* As the filter is separable, it first blurs the image horizontally and then
* vertically. This reduces the number of texture samples
*
* @sa
* vtkRenderPass
*/
#ifndef vtkDepthOfFieldPass_h
#define vtkDepthOfFieldPass_h
#include "vtkDepthImageProcessingPass.h"
#include "vtkRenderingOpenGL2Module.h" // For export macro
class vtkDepthPeelingPassLayerList; // Pimpl
class vtkOpenGLFramebufferObject;
class vtkOpenGLHelper;
class vtkOpenGLRenderWindow;
class vtkTextureObject;
class VTKRENDERINGOPENGL2_EXPORT vtkDepthOfFieldPass : public vtkDepthImageProcessingPass
{
public:
static vtkDepthOfFieldPass* New();
vtkTypeMacro(vtkDepthOfFieldPass, vtkDepthImageProcessingPass);
void PrintSelf(ostream& os, vtkIndent indent) override;
//@{
/**
* Use automatic focal distance calculation, this is on by default
* When on the center of the viewport will always be in focus
* regardless of where the focal point is.
*/
vtkSetMacro(AutomaticFocalDistance, bool);
vtkGetMacro(AutomaticFocalDistance, bool);
vtkBooleanMacro(AutomaticFocalDistance, bool);
//@}
/**
* 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;
protected:
/**
* Default constructor. DelegatePass is set to NULL.
*/
vtkDepthOfFieldPass();
/**
* Destructor.
*/
~vtkDepthOfFieldPass() override;
/**
* Graphics resources.
*/
vtkOpenGLFramebufferObject* FrameBufferObject;
vtkTextureObject* Pass1; // render target for the scene
vtkTextureObject* Pass1Depth; // render target for the depth
// Structures for the various cell types we render.
vtkOpenGLHelper* BlurProgram;
bool AutomaticFocalDistance;
private:
vtkDepthOfFieldPass(const vtkDepthOfFieldPass&) = delete;
void operator=(const vtkDepthOfFieldPass&) = delete;
};
#endif