/*========================================================================= Program: Visualization Toolkit Module: vtkGaussianBlurPass.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 vtkGaussianBlurPass * @brief Implement a post-processing Gaussian blur * render pass. * * Blur the image renderered by its delegate. Blurring uses a Gaussian low-pass * filter with a 5x5 kernel. * * 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. * An opaque pass may have been performed right after the initialization. * * The delegate is used once. * * Its delegate is usually set to a vtkCameraPass or to a post-processing pass. * * This pass requires a OpenGL context that supports texture objects (TO), * framebuffer objects (FBO) and GLSL. If not, it will emit an error message * and will render its delegate and return. * * @par Implementation: * As the filter is separable, it first blurs the image horizontally and then * vertically. This reduces the number of texture sampling to 5 per pass. * In addition, as texture sampling can already blend texel values in linear * mode, by adjusting the texture coordinate accordingly, only 3 texture * sampling are actually necessary. * Reference: OpenGL Bloom Toturial by Philip Rideout, section * Exploit Hardware Filtering http://prideout.net/bloom/index.php#Sneaky * * @sa * vtkRenderPass */ #ifndef vtkGaussianBlurPass_h #define vtkGaussianBlurPass_h #include "vtkImageProcessingPass.h" #include "vtkRenderingOpenGL2Module.h" // For export macro class vtkDepthPeelingPassLayerList; // Pimpl class vtkOpenGLFramebufferObject; class vtkOpenGLHelper; class vtkOpenGLRenderWindow; class vtkTextureObject; class VTKRENDERINGOPENGL2_EXPORT vtkGaussianBlurPass : public vtkImageProcessingPass { public: static vtkGaussianBlurPass* New(); vtkTypeMacro(vtkGaussianBlurPass, vtkImageProcessingPass); 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; protected: /** * Default constructor. DelegatePass is set to NULL. */ vtkGaussianBlurPass(); /** * Destructor. */ ~vtkGaussianBlurPass() 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* BlurProgram; private: vtkGaussianBlurPass(const vtkGaussianBlurPass&) = delete; void operator=(const vtkGaussianBlurPass&) = delete; }; #endif