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221 lines
6.7 KiB
C
221 lines
6.7 KiB
C
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3 weeks ago
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/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkDepthPeelingPass.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 vtkDepthPeelingPass
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* @brief Implement an Order Independent Transparency
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* render pass.
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*
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* Render the translucent polygonal geometry of a scene without sorting
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* polygons in the view direction.
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*
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* This pass expects an initialized depth buffer and color buffer.
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* Initialized buffers means they have been cleared with farest z-value and
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* background color/gradient/transparent color.
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* An opaque pass may have been performed right after the initialization.
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*
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* The depth peeling algorithm works by rendering the translucent polygonal
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* geometry multiple times (once for each peel). The actually rendering of
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* the translucent polygonal geometry is performed by its delegate
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* TranslucentPass. This delegate is therefore used multiple times.
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*
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* Its delegate is usually set to a vtkTranslucentPass.
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*
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* @sa
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* vtkRenderPass, vtkTranslucentPass
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*/
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#ifndef vtkDepthPeelingPass_h
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#define vtkDepthPeelingPass_h
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#include "vtkRenderingOpenGLModule.h" // For export macro
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#include "vtkRenderPass.h"
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class vtkOpenGLRenderWindow;
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class vtkDepthPeelingPassLayerList; // Pimpl
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class vtkShaderProgram2;
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class vtkShader2;
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class VTKRENDERINGOPENGL_EXPORT vtkDepthPeelingPass : public vtkRenderPass
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{
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public:
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static vtkDepthPeelingPass *New();
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vtkTypeMacro(vtkDepthPeelingPass,vtkRenderPass);
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void PrintSelf(ostream& os, vtkIndent indent);
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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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virtual void Render(const vtkRenderState *s);
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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);
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//@{
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/**
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* Delegate for rendering the translucent polygonal geometry.
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* If it is NULL, nothing will be rendered and a warning will be emitted.
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* It is usually set to a vtkTranslucentPass.
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* Initial value is a NULL pointer.
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*/
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vtkGetObjectMacro(TranslucentPass,vtkRenderPass);
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virtual void SetTranslucentPass(vtkRenderPass *translucentPass);
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//@}
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//@{
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/**
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* In case of use of depth peeling technique for rendering translucent
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* material, define the threshold under which the algorithm stops to
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* iterate over peel layers. This is the ratio of the number of pixels
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* that have been touched by the last layer over the total number of pixels
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* of the viewport area.
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* Initial value is 0.0, meaning rendering have to be exact. Greater values
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* may speed-up the rendering with small impact on the quality.
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*/
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vtkSetClampMacro(OcclusionRatio,double,0.0,0.5);
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vtkGetMacro(OcclusionRatio,double);
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//@}
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//@{
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/**
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* In case of depth peeling, define the maximum number of peeling layers.
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* Initial value is 4. A special value of 0 means no maximum limit.
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* It has to be a positive value.
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*/
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vtkSetMacro(MaximumNumberOfPeels,int);
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vtkGetMacro(MaximumNumberOfPeels,int);
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//@}
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//@{
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/**
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* Tells if the last time this pass was executed, the depth peeling
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* algorithm was actually used. Initial value is false.
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*/
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vtkGetMacro(LastRenderingUsedDepthPeeling,bool);
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//@}
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/**
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* Is rendering at translucent geometry stage using depth peeling and
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* rendering a layer other than the first one? (Boolean value)
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* If so, the uniform variables UseTexture and Texture can be set.
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* (Used by vtkOpenGLProperty or vtkOpenGLTexture)
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* int GetDepthPeelingHigherLayer();
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*/
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protected:
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/**
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* Default constructor. TranslucentPass is set to NULL.
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*/
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vtkDepthPeelingPass();
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/**
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* Destructor.
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*/
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virtual ~vtkDepthPeelingPass();
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/**
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* Check if depth peeling is supported by the current OpenGL context.
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* \pre w_exists: w!=0
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*/
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void CheckSupport(vtkOpenGLRenderWindow *w);
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/**
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* Check the compilation status of some fragment shader source.
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*/
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void CheckCompilation(unsigned int fragmentShader);
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/**
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* Render a peel layer. If there is no more GPU RAM to save the texture,
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* return false otherwise returns true. Also if layer==0 and no prop have
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* been rendered (there is no translucent geometry), it returns false.
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* \pre s_exists: s!=0
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* \pre positive_layer: layer>=0
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*/
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int RenderPeel(const vtkRenderState *s,
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int layer);
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vtkRenderPass *TranslucentPass;
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vtkTimeStamp CheckTime;
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bool IsChecked;
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bool IsSupported;
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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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/**
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* Actual depth format: vtkgl::DEPTH_COMPONENT16_ARB
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* or vtkgl::DEPTH_COMPONENT24_ARB
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*/
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unsigned int DepthFormat;
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/**
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* In case of use of depth peeling technique for rendering translucent
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* material, define the threshold under which the algorithm stops to
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* iterate over peel layers. This is the ratio of the number of pixels
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* that have been touched by the last layer over the total number of pixels
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* of the viewport area.
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* Initial value is 0.0, meaning rendering have to be exact. Greater values
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* may speed-up the rendering with small impact on the quality.
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*/
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double OcclusionRatio;
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/**
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* In case of depth peeling, define the maximum number of peeling layers.
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* Initial value is 4. A special value of 0 means no maximum limit.
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* It has to be a positive value.
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*/
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int MaximumNumberOfPeels;
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bool LastRenderingUsedDepthPeeling;
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/**
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* Used by the depth peeling technique to store the transparency layers.
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*/
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vtkDepthPeelingPassLayerList *LayerList;
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unsigned int OpaqueLayerZ;
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unsigned int TransparentLayerZ;
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// unsigned int ProgramShader;
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// Is rendering at translucent geometry stage using depth peeling and
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// rendering a layer other than the first one? (Boolean value)
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// If so, the uniform variables UseTexture and Texture can be set.
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// (Used by vtkOpenGLProperty or vtkOpenGLTexture)
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int DepthPeelingHigherLayer;
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vtkShaderProgram2 *Prog;
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vtkShader2 *Shader;
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int ShadowTexUnit; // texture unit allocated for the shadow texture
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int OpaqueShadowTexUnit; // texture unit allocated for the opaque shadow tex.
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private:
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vtkDepthPeelingPass(const vtkDepthPeelingPass&) VTK_DELETE_FUNCTION;
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void operator=(const vtkDepthPeelingPass&) VTK_DELETE_FUNCTION;
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};
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#endif
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