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C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkSSAAPass.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 vtkSSAAPass
* @brief Implement Screen Space Anti Aliasing pass.
*
* Render to a larger image and then sample down
*
* 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 taken.
*
* @sa
* vtkRenderPass
*/
#ifndef vtkSSAAPass_h
#define vtkSSAAPass_h
#include "vtkRenderPass.h"
#include "vtkRenderingOpenGL2Module.h" // For export macro
class vtkOpenGLFramebufferObject;
class vtkOpenGLHelper;
class vtkTextureObject;
class VTKRENDERINGOPENGL2_EXPORT vtkSSAAPass : public vtkRenderPass
{
public:
static vtkSSAAPass* New();
vtkTypeMacro(vtkSSAAPass, 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;
//@{
/**
* Delegate for rendering the image to be processed.
* If it is NULL, nothing will be rendered and a warning will be emitted.
* It is usually set to a vtkCameraPass or to a post-processing pass.
* Initial value is a NULL pointer.
*/
vtkGetObjectMacro(DelegatePass, vtkRenderPass);
virtual void SetDelegatePass(vtkRenderPass* delegatePass);
//@}
protected:
/**
* Default constructor. DelegatePass is set to NULL.
*/
vtkSSAAPass();
/**
* Destructor.
*/
~vtkSSAAPass() override;
/**
* Graphics resources.
*/
vtkOpenGLFramebufferObject* FrameBufferObject;
vtkTextureObject* Pass1; // render target for the scene
vtkTextureObject* Pass2; // render target for the horizontal pass
// Structures for the various cell types we render.
vtkOpenGLHelper* SSAAProgram;
vtkRenderPass* DelegatePass;
private:
vtkSSAAPass(const vtkSSAAPass&) = delete;
void operator=(const vtkSSAAPass&) = delete;
};
#endif