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136 lines
3.8 KiB
C++
136 lines
3.8 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkSimpleMotionBlurPass.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 vtkSimpleMotionBlurPass
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* @brief Avergae frames to simulate motion blur.
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*
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* A slow and simple approach that simply renders multiple frames
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* and accumulates them before displaying them. As such it causes the
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* render process to be SubFrames times slower than normal but handles
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* all types of motion correctly as it is actually rendering all the
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* sub frames.
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*
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* @sa
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* vtkRenderPass
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*/
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#ifndef vtkSimpleMotionBlurPass_h
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#define vtkSimpleMotionBlurPass_h
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#include "vtkDepthImageProcessingPass.h"
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#include "vtkRenderingOpenGL2Module.h" // For export macro
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class vtkOpenGLFramebufferObject;
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class vtkOpenGLHelper;
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class vtkOpenGLRenderWindow;
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class vtkTextureObject;
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class VTKRENDERINGOPENGL2_EXPORT vtkSimpleMotionBlurPass : public vtkDepthImageProcessingPass
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{
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public:
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static vtkSimpleMotionBlurPass* New();
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vtkTypeMacro(vtkSimpleMotionBlurPass, vtkDepthImageProcessingPass);
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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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* \pre s_exists: s!=0
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*/
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void Render(const vtkRenderState* s) override;
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/**
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* Release graphics resources and ask components to release their own
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* resources.
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* \pre w_exists: w!=0
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*/
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void ReleaseGraphicsResources(vtkWindow* w) override;
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//@{
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/**
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* Set the number of sub frames for doing motion blur.
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* Once this is set greater than one, you will no longer see a new frame
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* for every Render(). If you set this to five, you will need to do
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* five Render() invocations before seeing the result. This isn't
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* very impressive unless something is changing between the Renders.
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* Changing this value may reset the current subframe count.
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*/
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vtkGetMacro(SubFrames, int);
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virtual void SetSubFrames(int subFrames);
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//@}
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/**
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* Set the format to use for the depth texture
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* e.g. vtkTextureObject::Float32
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*/
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vtkSetMacro(DepthFormat, int);
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/**
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* Set the format to use for the color texture
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* vtkTextureObject::Float16 vtkTextureObject::Float32
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* and vtkTextureObject::Fixed8 are supported. Fixed8
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* is the default.
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*/
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vtkSetMacro(ColorFormat, int);
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// Get the depth texture object
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vtkGetObjectMacro(DepthTexture, vtkTextureObject);
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// Get the Color texture object
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vtkGetObjectMacro(ColorTexture, vtkTextureObject);
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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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vtkSimpleMotionBlurPass();
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/**
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* Destructor.
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*/
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~vtkSimpleMotionBlurPass() override;
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/**
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* Graphics resources.
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*/
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vtkOpenGLFramebufferObject* FrameBufferObject;
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vtkTextureObject* ColorTexture; // render target for the scene
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vtkTextureObject* AccumulationTexture[2]; // where we add the colors
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vtkTextureObject* DepthTexture; // render target for the depth
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//@{
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/**
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* Cache viewport values for depth peeling.
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*/
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int ViewportX;
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int ViewportY;
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int ViewportWidth;
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int ViewportHeight;
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//@}
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int DepthFormat;
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int ColorFormat;
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int SubFrames; // number of sub frames
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int CurrentSubFrame; // what one are we on
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int ActiveAccumulationTexture;
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vtkOpenGLHelper* BlendProgram;
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private:
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vtkSimpleMotionBlurPass(const vtkSimpleMotionBlurPass&) = delete;
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void operator=(const vtkSimpleMotionBlurPass&) = delete;
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};
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#endif
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