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95 lines
3.1 KiB
C++
95 lines
3.1 KiB
C++
/*=========================================================================
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Program: ParaView
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Module: vtkDepthImageProcessingPass.h
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Copyright (c) Sandia Corporation, Kitware Inc.
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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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Acknowledgement:
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This algorithm is the result of joint work by Electricité de France,
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CNRS, Collège de France and Université J. Fourier as part of the
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Ph.D. thesis of Christian BOUCHENY.
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------------------------------------------------------------------------*/
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/**
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* @class vtkDepthImageProcessingPass
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* @brief Convenient class for post-processing
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* passes. Based on vtkImageProcessingPass, but writes depth as well
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* in a texture
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*
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* Abstract class with some convenient methods frequently used in subclasses.
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*
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*
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* @sa
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* vtkRenderPass vtkDepthImageProcessingPass vtkEDLShading
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*/
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#ifndef vtkDepthImageProcessingPass_h
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#define vtkDepthImageProcessingPass_h
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#include "vtkImageProcessingPass.h"
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#include "vtkRenderingOpenGL2Module.h" // For export macro
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class vtkOpenGLRenderWindow;
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class vtkDepthPeelingPassLayerList; // Pimpl
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class vtkOpenGLFramebufferObject;
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class vtkTextureObject;
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class VTKRENDERINGOPENGL2_EXPORT vtkDepthImageProcessingPass : public vtkImageProcessingPass
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{
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public:
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vtkTypeMacro(vtkDepthImageProcessingPass, vtkImageProcessingPass);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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protected:
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/**
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* Default constructor. DelegatePass is set to NULL.
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*/
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vtkDepthImageProcessingPass();
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/**
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* Destructor.
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*/
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~vtkDepthImageProcessingPass() override;
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/**
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* Render delegate with a image of different dimensions than the
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* original one.
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* \pre s_exists: s!=0
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* \pre fbo_exists: fbo!=0
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* \pre fbo_has_context: fbo->GetContext()!=0
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* \pre colortarget_exists: colortarget!=0
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* \pre colortarget_has_context: colortarget->GetContext()!=0
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*/
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virtual void RenderDelegate(const vtkRenderState* s, int width, int height, int newWidth,
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int newHeight, vtkOpenGLFramebufferObject* fbo, vtkTextureObject* colortarget,
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vtkTextureObject* depthtarget);
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/**
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* Read parent size - for sake of code clarity
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* This function is generic, can be useful in multiple image-based rendering classes
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* \pre s_exists: s!=0
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*/
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void ReadWindowSize(const vtkRenderState* s);
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int Origin[2]; // Viewport origin
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int Width; // parent window width
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int Height; // parent window height
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int W; // this width
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int H; // this height
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int ExtraPixels; // w(h) = width(height) + 2*extrapixels
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private:
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vtkDepthImageProcessingPass(const vtkDepthImageProcessingPass&) = delete;
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void operator=(const vtkDepthImageProcessingPass&) = delete;
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};
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#endif
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