/*========================================================================= 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