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/*=========================================================================
Program: Visualization Toolkit
Module: vtkSequencePass.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 vtkSequencePass
* @brief Execute render passes sequentially.
*
* vtkSequencePass executes a list of render passes sequentially.
* This class allows to define a sequence of render passes at run time.
* The other solution to write a sequence of render passes is to write an
* effective subclass of vtkRenderPass.
*
* As vtkSequencePass is a vtkRenderPass itself, it is possible to have a
* hierarchy of render passes built at runtime.
* @sa
* vtkRenderPass
*/
#ifndef vtkSequencePass_h
#define vtkSequencePass_h
#include "vtkRenderPass.h"
#include "vtkRenderingOpenGL2Module.h" // For export macro
class vtkRenderPassCollection;
class VTKRENDERINGOPENGL2_EXPORT vtkSequencePass : public vtkRenderPass
{
public:
static vtkSequencePass* New();
vtkTypeMacro(vtkSequencePass, vtkRenderPass);
void PrintSelf(ostream& os, vtkIndent indent) override;
/**
* Perform rendering according to a render state \p s.
* \pre s_exists: s!=0
*/
void Render(const vtkRenderState* s) override;
/**
* Release graphics resources and ask components to release their own
* resources.
* \pre w_exists: w!=0
*/
void ReleaseGraphicsResources(vtkWindow* w) override;
//@{
/**
* The ordered list of render passes to execute sequentially.
* If the pointer is NULL or the list is empty, it is silently ignored.
* There is no warning.
* Initial value is a NULL pointer.
*/
vtkGetObjectMacro(Passes, vtkRenderPassCollection);
virtual void SetPasses(vtkRenderPassCollection* passes);
//@}
protected:
vtkRenderPassCollection* Passes;
vtkSequencePass();
~vtkSequencePass() override;
private:
vtkSequencePass(const vtkSequencePass&) = delete;
void operator=(const vtkSequencePass&) = delete;
};
#endif