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C

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