/*========================================================================= Program: Visualization Toolkit Module: vtkSimpleMotionBlurPass.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 vtkSimpleMotionBlurPass * @brief Avergae frames to simulate motion blur. * * A slow and simple approach that simply renders multiple frames * and accumulates them before displaying them. As such it causes the * render process to be SubFrames times slower than normal but handles * all types of motion correctly as it is actually rendering all the * sub frames. * * @sa * vtkRenderPass */ #ifndef vtkSimpleMotionBlurPass_h #define vtkSimpleMotionBlurPass_h #include "vtkDepthImageProcessingPass.h" #include "vtkRenderingOpenGL2Module.h" // For export macro class vtkOpenGLFramebufferObject; class vtkOpenGLHelper; class vtkOpenGLRenderWindow; class vtkTextureObject; class VTKRENDERINGOPENGL2_EXPORT vtkSimpleMotionBlurPass : public vtkDepthImageProcessingPass { public: static vtkSimpleMotionBlurPass* New(); vtkTypeMacro(vtkSimpleMotionBlurPass, 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 number of sub frames for doing motion blur. * Once this is set greater than one, you will no longer see a new frame * for every Render(). If you set this to five, you will need to do * five Render() invocations before seeing the result. This isn't * very impressive unless something is changing between the Renders. * Changing this value may reset the current subframe count. */ vtkGetMacro(SubFrames, int); virtual void SetSubFrames(int subFrames); //@} /** * 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. */ vtkSimpleMotionBlurPass(); /** * Destructor. */ ~vtkSimpleMotionBlurPass() override; /** * Graphics resources. */ vtkOpenGLFramebufferObject* FrameBufferObject; vtkTextureObject* ColorTexture; // render target for the scene vtkTextureObject* AccumulationTexture[2]; // where we add the colors 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; int SubFrames; // number of sub frames int CurrentSubFrame; // what one are we on int ActiveAccumulationTexture; vtkOpenGLHelper* BlendProgram; private: vtkSimpleMotionBlurPass(const vtkSimpleMotionBlurPass&) = delete; void operator=(const vtkSimpleMotionBlurPass&) = delete; }; #endif