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/*=========================================================================
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