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