/*========================================================================= Program: Visualization Toolkit Module: vtkFramebufferPass.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 vtkFramebufferPass * @brief Render into a FO * * @sa * vtkRenderPass */ #ifndef vtkFramebufferPass_h #define vtkFramebufferPass_h #include "vtkDepthImageProcessingPass.h" #include "vtkRenderingOpenGL2Module.h" // For export macro class vtkOpenGLFramebufferObject; class vtkOpenGLHelper; class vtkOpenGLRenderWindow; class vtkTextureObject; class VTKRENDERINGOPENGL2_EXPORT vtkFramebufferPass : public vtkDepthImageProcessingPass { public: static vtkFramebufferPass* New(); vtkTypeMacro(vtkFramebufferPass, vtkDepthImageProcessingPass); 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; /** * Set the format to use for the depth texture * e.g. vtkTextureObject::Float32 */ vtkSetMacro(DepthFormat, int); /** * Set the format to use for the color texture * vtkTextureObject::Float16 vtkTextureObject::Float32 * and vtkTextureObject::Fixed8 are supported. Fixed8 * is the default. */ vtkSetMacro(ColorFormat, int); // Get the depth texture object vtkGetObjectMacro(DepthTexture, vtkTextureObject); // Get the Color texture object vtkGetObjectMacro(ColorTexture, vtkTextureObject); protected: /** * Default constructor. DelegatePass is set to NULL. */ vtkFramebufferPass(); /** * Destructor. */ ~vtkFramebufferPass() override; /** * Graphics resources. */ vtkOpenGLFramebufferObject* FrameBufferObject; vtkTextureObject* ColorTexture; // render target for the scene vtkTextureObject* DepthTexture; // render target for the depth //@{ /** * Cache viewport values for depth peeling. */ int ViewportX; int ViewportY; int ViewportWidth; int ViewportHeight; //@} int DepthFormat; int ColorFormat; private: vtkFramebufferPass(const vtkFramebufferPass&) = delete; void operator=(const vtkFramebufferPass&) = delete; }; #endif