/*========================================================================= Program: Visualization Toolkit Module: vtkDefaultPass.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 vtkDefaultPass * @brief Implement the basic render passes. * * vtkDefaultPass implements the basic standard render passes of VTK. * Subclasses can easily be implemented by reusing some parts of the basic * implementation. * * It implements classic Render operations as well as versions with property * key checking. * * 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. * * @sa * vtkRenderPass */ #ifndef vtkDefaultPass_h #define vtkDefaultPass_h #include "vtkRenderPass.h" #include "vtkRenderingOpenGL2Module.h" // For export macro class vtkOpenGLRenderWindow; class vtkDefaultPassLayerList; // Pimpl class VTKRENDERINGOPENGL2_EXPORT vtkDefaultPass : public vtkRenderPass { public: static vtkDefaultPass* New(); vtkTypeMacro(vtkDefaultPass, vtkRenderPass); void PrintSelf(ostream& os, vtkIndent indent) override; /** * Perform rendering according to a render state \p s. * Call RenderOpaqueGeometry(), RenderTranslucentPolygonalGeometry(), * RenderVolumetricGeometry(), RenderOverlay() * \pre s_exists: s!=0 */ void Render(const vtkRenderState* s) override; protected: /** * Default constructor. */ vtkDefaultPass(); /** * Destructor. */ ~vtkDefaultPass() override; /** * Opaque pass without key checking. * \pre s_exists: s!=0 */ virtual void RenderOpaqueGeometry(const vtkRenderState* s); /** * Opaque pass with key checking. * \pre s_exists: s!=0 */ virtual void RenderFilteredOpaqueGeometry(const vtkRenderState* s); /** * Translucent pass without key checking. * \pre s_exists: s!=0 */ virtual void RenderTranslucentPolygonalGeometry(const vtkRenderState* s); /** * Translucent pass with key checking. * \pre s_exists: s!=0 */ virtual void RenderFilteredTranslucentPolygonalGeometry(const vtkRenderState* s); /** * Volume pass without key checking. * \pre s_exists: s!=0 */ virtual void RenderVolumetricGeometry(const vtkRenderState* s); /** * Translucent pass with key checking. * \pre s_exists: s!=0 */ virtual void RenderFilteredVolumetricGeometry(const vtkRenderState* s); /** * Overlay pass without key checking. * \pre s_exists: s!=0 */ virtual void RenderOverlay(const vtkRenderState* s); /** * Overlay pass with key checking. * \pre s_exists: s!=0 */ virtual void RenderFilteredOverlay(const vtkRenderState* s); private: vtkDefaultPass(const vtkDefaultPass&) = delete; void operator=(const vtkDefaultPass&) = delete; }; #endif