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108 lines
3.3 KiB
C
108 lines
3.3 KiB
C
3 weeks ago
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/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkGaussianBlurPass.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 vtkGaussianBlurPass
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* @brief Implement a post-processing Gaussian blur
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* render pass.
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*
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* Blur the image renderered by its delegate. Blurring uses a Gaussian low-pass
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* filter with a 5x5 kernel.
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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 delegate is used once.
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*
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* Its delegate is usually set to a vtkCameraPass or to a post-processing pass.
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*
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* This pass requires a OpenGL context that supports texture objects (TO),
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* framebuffer objects (FBO) and GLSL. If not, it will emit an error message
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* and will render its delegate and return.
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*
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* @par Implementation:
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* As the filter is separable, it first blurs the image horizontally and then
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* vertically. This reduces the number of texture sampling to 5 per pass.
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* In addition, as texture sampling can already blend texel values in linear
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* mode, by adjusting the texture coordinate accordingly, only 3 texture
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* sampling are actually necessary.
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* Reference: OpenGL Bloom Toturial by Philip Rideout, section
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* Exploit Hardware Filtering http://prideout.net/bloom/index.php#Sneaky
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*
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* @sa
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* vtkRenderPass
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*/
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#ifndef vtkGaussianBlurPass_h
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#define vtkGaussianBlurPass_h
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#include "vtkImageProcessingPass.h"
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#include "vtkRenderingOpenGL2Module.h" // For export macro
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class vtkDepthPeelingPassLayerList; // Pimpl
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class vtkOpenGLFramebufferObject;
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class vtkOpenGLHelper;
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class vtkOpenGLRenderWindow;
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class vtkTextureObject;
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class VTKRENDERINGOPENGL2_EXPORT vtkGaussianBlurPass : public vtkImageProcessingPass
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{
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public:
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static vtkGaussianBlurPass* New();
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vtkTypeMacro(vtkGaussianBlurPass, vtkImageProcessingPass);
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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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protected:
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/**
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* Default constructor. DelegatePass is set to NULL.
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*/
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vtkGaussianBlurPass();
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/**
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* Destructor.
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*/
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~vtkGaussianBlurPass() override;
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/**
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* Graphics resources.
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*/
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vtkOpenGLFramebufferObject* FrameBufferObject;
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vtkTextureObject* Pass1; // render target for the scene
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vtkTextureObject* Pass2; // render target for the horizontal pass
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// Structures for the various cell types we render.
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vtkOpenGLHelper* BlurProgram;
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private:
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vtkGaussianBlurPass(const vtkGaussianBlurPass&) = delete;
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void operator=(const vtkGaussianBlurPass&) = delete;
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};
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#endif
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