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123 lines
3.2 KiB
C++
123 lines
3.2 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkDefaultPass.h
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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/**
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* @class vtkDefaultPass
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* @brief Implement the basic render passes.
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*
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* vtkDefaultPass implements the basic standard render passes of VTK.
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* Subclasses can easily be implemented by reusing some parts of the basic
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* implementation.
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*
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* It implements classic Render operations as well as versions with property
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* key checking.
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*
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* This pass expects an initialized depth buffer and color buffer.
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* Initialized buffers means they have been cleared with farest z-value and
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* background color/gradient/transparent color.
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*
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* @sa
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* vtkRenderPass
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*/
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#ifndef vtkDefaultPass_h
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#define vtkDefaultPass_h
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#include "vtkRenderPass.h"
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#include "vtkRenderingOpenGL2Module.h" // For export macro
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class vtkOpenGLRenderWindow;
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class vtkDefaultPassLayerList; // Pimpl
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class VTKRENDERINGOPENGL2_EXPORT vtkDefaultPass : public vtkRenderPass
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{
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public:
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static vtkDefaultPass* New();
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vtkTypeMacro(vtkDefaultPass, vtkRenderPass);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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/**
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* Perform rendering according to a render state \p s.
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* Call RenderOpaqueGeometry(), RenderTranslucentPolygonalGeometry(),
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* RenderVolumetricGeometry(), RenderOverlay()
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* \pre s_exists: s!=0
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*/
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void Render(const vtkRenderState* s) override;
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protected:
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/**
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* Default constructor.
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*/
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vtkDefaultPass();
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/**
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* Destructor.
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*/
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~vtkDefaultPass() override;
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/**
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* Opaque pass without key checking.
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* \pre s_exists: s!=0
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*/
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virtual void RenderOpaqueGeometry(const vtkRenderState* s);
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/**
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* Opaque pass with key checking.
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* \pre s_exists: s!=0
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*/
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virtual void RenderFilteredOpaqueGeometry(const vtkRenderState* s);
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/**
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* Translucent pass without key checking.
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* \pre s_exists: s!=0
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*/
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virtual void RenderTranslucentPolygonalGeometry(const vtkRenderState* s);
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/**
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* Translucent pass with key checking.
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* \pre s_exists: s!=0
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*/
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virtual void RenderFilteredTranslucentPolygonalGeometry(const vtkRenderState* s);
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/**
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* Volume pass without key checking.
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* \pre s_exists: s!=0
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*/
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virtual void RenderVolumetricGeometry(const vtkRenderState* s);
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/**
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* Translucent pass with key checking.
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* \pre s_exists: s!=0
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*/
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virtual void RenderFilteredVolumetricGeometry(const vtkRenderState* s);
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/**
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* Overlay pass without key checking.
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* \pre s_exists: s!=0
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*/
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virtual void RenderOverlay(const vtkRenderState* s);
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/**
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* Overlay pass with key checking.
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* \pre s_exists: s!=0
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*/
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virtual void RenderFilteredOverlay(const vtkRenderState* s);
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private:
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vtkDefaultPass(const vtkDefaultPass&) = delete;
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void operator=(const vtkDefaultPass&) = delete;
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};
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#endif
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