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