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