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68 lines
2.0 KiB
C++
68 lines
2.0 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkOpenGLFXAAPass.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 vtkOpenGLFXAAPass
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* @brief Render pass calling the FXAA filter
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*
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* vtkOpenGLFXAAPass is an image post processing render pass. It is a fast anti aliasing
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* filter.
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*
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* This pass usually takes the camera pass as its delegate pass.
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*
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* @note Currently, this pass wraps the existing FXAA implementation. It copies the pixels
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* from the framebuffer to a texture. A better approach would be to use the usual render pass
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* workflow to create a framebuffer drawing directly on the texture.
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*
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* @sa
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* vtkRenderPass vtkDefaultPass
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*/
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#ifndef vtkOpenGLFXAAPass_h
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#define vtkOpenGLFXAAPass_h
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#include "vtkImageProcessingPass.h"
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#include "vtkNew.h" // For vtkNew
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#include "vtkOpenGLFXAAFilter.h" // For vtkOpenGLFXAAFilter
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#include "vtkRenderingOpenGL2Module.h" // For export macro
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class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLFXAAPass : public vtkImageProcessingPass
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{
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public:
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static vtkOpenGLFXAAPass* New();
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vtkTypeMacro(vtkOpenGLFXAAPass, vtkImageProcessingPass);
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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.
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*/
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void Render(const vtkRenderState* s) override;
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protected:
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vtkOpenGLFXAAPass() = default;
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~vtkOpenGLFXAAPass() override = default;
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/**
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* Graphics resources.
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*/
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vtkNew<vtkOpenGLFXAAFilter> FXAAFilter;
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private:
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vtkOpenGLFXAAPass(const vtkOpenGLFXAAPass&) = delete;
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void operator=(const vtkOpenGLFXAAPass&) = delete;
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};
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#endif
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