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C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkRenderPass.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 vtkRenderPass
* @brief Perform part of the rendering of a vtkRenderer.
*
* vtkRenderPass is a deferred class with a simple deferred method Render.
* This method performs a rendering pass of the scene described in
* vtkRenderState.
* Subclasses define what really happens during rendering.
*
* Directions to write a subclass of vtkRenderPass:
* It is up to the subclass to decide if it needs to delegate part of its job
* to some other vtkRenderPass objects ("delegates").
* - The subclass has to define ivar to set/get its delegates.
* - The documentation of the subclass has to describe:
* - what each delegate is supposed to perform
* - if a delegate is supposed to be used once or multiple times
* - what it expects to have in the framebuffer before starting (status
* of colorbuffers, depth buffer, stencil buffer)
* - what it will change in the framebuffer.
* - A pass cannot modify the vtkRenderState where it will perform but
* it can build a new vtkRenderState (it can change the FrameBuffer, change the
* prop array, changed the required prop properties keys (usually adding some
* to a copy of the existing list) but it has to keep the same vtkRenderer
* object), make it current and pass it to its delegate.
* - at the end of the execution of Render, the pass has to ensure the
* current vtkRenderState is the one it has in argument.
* @sa
* vtkRenderState vtkRenderer
*/
#ifndef vtkRenderPass_h
#define vtkRenderPass_h
#include "vtkObject.h"
#include "vtkRenderingCoreModule.h" // For export macro
class vtkFrameBufferObjectBase;
class vtkRenderState;
class vtkWindow;
class vtkRenderer;
class VTKRENDERINGCORE_EXPORT vtkRenderPass : public vtkObject
{
public:
vtkTypeMacro(vtkRenderPass, vtkObject);
void PrintSelf(ostream& os, vtkIndent indent) override;
/**
* Perform rendering according to a render state \p s.
* It modifies NumberOfRenderedProps.
* \pre s_exists: s!=0
*/
virtual void Render(const vtkRenderState* s) = 0;
//@{
/**
* Number of props rendered at the last Render call.
*/
vtkGetMacro(NumberOfRenderedProps, int);
//@}
/**
* Release graphics resources and ask components to release their own
* resources. Default implementation is empty.
* \pre w_exists: w!=0
*/
virtual void ReleaseGraphicsResources(vtkWindow* w);
protected:
/**
* Default constructor. Do nothing.
*/
vtkRenderPass();
/**
* Destructor. Do nothing.
*/
~vtkRenderPass() override;
/**
* Call UpdateCamera() on Renderer. This ugly mechanism gives access to
* a protected method of Renderer to subclasses of vtkRenderPass.
* \pre renderer_exists: renderer!=0
*/
void UpdateCamera(vtkRenderer* renderer);
/**
* Call ClearLights() on Renderer. See note about UpdateCamera().
* \pre renderer_exists: renderer!=0
*/
void ClearLights(vtkRenderer* renderer);
/**
* Call UpdateLightGeometry() on Renderer. See note about UpdateCamera().
* \pre renderer_exists: renderer!=0
*/
void UpdateLightGeometry(vtkRenderer* renderer);
/**
* Call UpdateLights() on Renderer. See note about UpdateCamera().
* \pre renderer_exists: renderer!=0
*/
void UpdateLights(vtkRenderer* renderer);
/**
* Call UpdateGeometry() on Renderer. See note about UpdateCamera().
* \pre renderer_exists: renderer!=0
*/
void UpdateGeometry(vtkRenderer* renderer, vtkFrameBufferObjectBase* fbo = nullptr);
/**
* Modify protected member LastRenderingUsedDepthPeeling on Renderer.
* See note about UpdateCamera().
* \pre renderer_exists: renderer!=0
* Note - OpenGL1 specific, remove when completely switched to OpenGL2
*/
void SetLastRenderingUsedDepthPeeling(vtkRenderer* renderer, bool value);
int NumberOfRenderedProps;
private:
vtkRenderPass(const vtkRenderPass&) = delete;
void operator=(const vtkRenderPass&) = delete;
};
#endif