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237 lines
6.8 KiB
C++
237 lines
6.8 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkOpenGLRenderer.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 vtkOpenGLRenderer
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* @brief OpenGL renderer
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*
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* vtkOpenGLRenderer is a concrete implementation of the abstract class
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* vtkRenderer. vtkOpenGLRenderer interfaces to the OpenGL graphics library.
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*/
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#ifndef vtkOpenGLRenderer_h
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#define vtkOpenGLRenderer_h
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#include "vtkRenderer.h"
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#include "vtkRenderingOpenGL2Module.h" // For export macro
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#include "vtkSmartPointer.h" // For vtkSmartPointer
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#include <string> // Ivars
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#include <vector> // STL Header
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class vtkOpenGLFXAAFilter;
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class vtkRenderPass;
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class vtkOpenGLState;
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class vtkOpenGLTexture;
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class vtkOrderIndependentTranslucentPass;
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class vtkTextureObject;
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class vtkDepthPeelingPass;
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class vtkPBRIrradianceTexture;
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class vtkPBRLUTTexture;
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class vtkPBRPrefilterTexture;
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class vtkShaderProgram;
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class vtkShadowMapPass;
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class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLRenderer : public vtkRenderer
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{
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public:
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static vtkOpenGLRenderer* New();
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vtkTypeMacro(vtkOpenGLRenderer, vtkRenderer);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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/**
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* Concrete open gl render method.
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*/
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void DeviceRender(void) override;
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/**
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* Overridden to support hidden line removal.
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*/
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void DeviceRenderOpaqueGeometry(vtkFrameBufferObjectBase* fbo = nullptr) override;
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/**
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* Render translucent polygonal geometry. Default implementation just call
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* UpdateTranslucentPolygonalGeometry().
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* Subclasses of vtkRenderer that can deal with depth peeling must
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* override this method.
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*/
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void DeviceRenderTranslucentPolygonalGeometry(vtkFrameBufferObjectBase* fbo = nullptr) override;
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void Clear(void) override;
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/**
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* Ask lights to load themselves into graphics pipeline.
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*/
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int UpdateLights(void) override;
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/**
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* Is rendering at translucent geometry stage using depth peeling and
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* rendering a layer other than the first one? (Boolean value)
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* If so, the uniform variables UseTexture and Texture can be set.
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* (Used by vtkOpenGLProperty or vtkOpenGLTexture)
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*/
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int GetDepthPeelingHigherLayer();
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/**
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* Indicate if this system is subject to the Apple/AMD bug
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* of not having a working glPrimitiveId <rdar://20747550>.
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* The bug is fixed on macOS 10.11 and later, and this method
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* will return false when the OS is new enough.
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*/
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bool HaveApplePrimitiveIdBug();
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/**
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* Indicate if this system is subject to the apple/NVIDIA bug that causes
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* crashes in the driver when too many query objects are allocated.
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*/
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static bool HaveAppleQueryAllocationBug();
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/**
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* Dual depth peeling may be disabled for certain runtime configurations.
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* This method returns true if vtkDualDepthPeelingPass will be used in place
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* of vtkDepthPeelingPass.
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*/
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bool IsDualDepthPeelingSupported();
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// Get the state object used to keep track of
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// OpenGL state
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vtkOpenGLState* GetState();
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// get the standard lighting uniform declarations
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// for the current set of lights
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const char* GetLightingUniforms();
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// update the lighting uniforms for this shader if they
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// are out of date
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void UpdateLightingUniforms(vtkShaderProgram* prog);
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// get the complexity of the current lights as a int
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// 0 = no lighting
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// 1 = headlight
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// 2 = directional lights
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// 3 = positional lights
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enum LightingComplexityEnum
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{
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NoLighting = 0,
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Headlight = 1,
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Directional = 2,
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Positional = 3
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};
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vtkGetMacro(LightingComplexity, int);
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// get the number of lights turned on
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vtkGetMacro(LightingCount, int);
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//@{
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/**
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* Set the user light transform applied after the camera transform.
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* Can be null to disable it.
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*/
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void SetUserLightTransform(vtkTransform* transform);
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vtkTransform* GetUserLightTransform();
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//@}
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//@{
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/**
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* Get environment textures used for image based lighting.
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*/
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vtkPBRLUTTexture* GetEnvMapLookupTable();
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vtkPBRIrradianceTexture* GetEnvMapIrradiance();
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vtkPBRPrefilterTexture* GetEnvMapPrefiltered();
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//@}
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/**
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* Overriden in order to connect the texture to the environment map textures.
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*/
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void SetEnvironmentTexture(vtkTexture* texture, bool isSRGB = false) override;
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// Method to release graphics resources
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void ReleaseGraphicsResources(vtkWindow* w) override;
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protected:
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vtkOpenGLRenderer();
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~vtkOpenGLRenderer() override;
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/**
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* Check the compilation status of some fragment shader source.
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*/
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void CheckCompilation(unsigned int fragmentShader);
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/**
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* Ask all props to update and draw any opaque and translucent
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* geometry. This includes both vtkActors and vtkVolumes
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* Returns the number of props that rendered geometry.
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*/
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int UpdateGeometry(vtkFrameBufferObjectBase* fbo = nullptr) override;
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/**
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* Check and return the textured background for the current state
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* If monocular or stereo left eye, check BackgroundTexture
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* If stereo right eye, check RightBackgroundTexture
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*/
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vtkTexture* GetCurrentTexturedBackground();
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friend class vtkOpenGLProperty;
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friend class vtkOpenGLTexture;
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friend class vtkOpenGLImageSliceMapper;
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friend class vtkOpenGLImageResliceMapper;
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/**
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* FXAA is delegated to an instance of vtkOpenGLFXAAFilter
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*/
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vtkOpenGLFXAAFilter* FXAAFilter;
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/**
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* Depth peeling is delegated to an instance of vtkDepthPeelingPass
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*/
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vtkDepthPeelingPass* DepthPeelingPass;
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/**
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* Fallback for transparency
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*/
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vtkOrderIndependentTranslucentPass* TranslucentPass;
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/**
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* Shadows are delegated to an instance of vtkShadowMapPass
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*/
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vtkShadowMapPass* ShadowMapPass;
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// Is rendering at translucent geometry stage using depth peeling and
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// rendering a layer other than the first one? (Boolean value)
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// If so, the uniform variables UseTexture and Texture can be set.
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// (Used by vtkOpenGLProperty or vtkOpenGLTexture)
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int DepthPeelingHigherLayer;
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friend class vtkRenderPass;
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std::string LightingDeclaration;
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int LightingComplexity;
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int LightingCount;
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vtkMTimeType LightingUpdateTime;
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/**
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* Optional user transform for lights
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*/
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vtkSmartPointer<vtkTransform> UserLightTransform;
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vtkPBRLUTTexture* EnvMapLookupTable;
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vtkPBRIrradianceTexture* EnvMapIrradiance;
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vtkPBRPrefilterTexture* EnvMapPrefiltered;
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private:
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vtkOpenGLRenderer(const vtkOpenGLRenderer&) = delete;
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void operator=(const vtkOpenGLRenderer&) = delete;
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};
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#endif
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