/*========================================================================= Program: Visualization Toolkit Module: vtkDepthOfFieldPass.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 vtkDepthOfFieldPass * @brief Implement a post-processing DOF blur pass. * * Currently only does behind the focal plane * * 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 * * @sa * vtkRenderPass */ #ifndef vtkDepthOfFieldPass_h #define vtkDepthOfFieldPass_h #include "vtkDepthImageProcessingPass.h" #include "vtkRenderingOpenGL2Module.h" // For export macro class vtkDepthPeelingPassLayerList; // Pimpl class vtkOpenGLFramebufferObject; class vtkOpenGLHelper; class vtkOpenGLRenderWindow; class vtkTextureObject; class VTKRENDERINGOPENGL2_EXPORT vtkDepthOfFieldPass : public vtkDepthImageProcessingPass { public: static vtkDepthOfFieldPass* New(); vtkTypeMacro(vtkDepthOfFieldPass, vtkDepthImageProcessingPass); void PrintSelf(ostream& os, vtkIndent indent) override; //@{ /** * Use automatic focal distance calculation, this is on by default * When on the center of the viewport will always be in focus * regardless of where the focal point is. */ vtkSetMacro(AutomaticFocalDistance, bool); vtkGetMacro(AutomaticFocalDistance, bool); vtkBooleanMacro(AutomaticFocalDistance, bool); //@} /** * 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; protected: /** * Default constructor. DelegatePass is set to NULL. */ vtkDepthOfFieldPass(); /** * Destructor. */ ~vtkDepthOfFieldPass() override; /** * Graphics resources. */ vtkOpenGLFramebufferObject* FrameBufferObject; vtkTextureObject* Pass1; // render target for the scene vtkTextureObject* Pass1Depth; // render target for the depth // Structures for the various cell types we render. vtkOpenGLHelper* BlurProgram; bool AutomaticFocalDistance; private: vtkDepthOfFieldPass(const vtkDepthOfFieldPass&) = delete; void operator=(const vtkDepthOfFieldPass&) = delete; }; #endif