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53 #ifndef vtkDepthPeelingPass_h
54 #define vtkDepthPeelingPass_h
56 #include "vtkRenderingOpenGL2Module.h"
95 virtual void SetTranslucentPass(
vtkRenderPass *translucentPass);
108 vtkSetClampMacro(OcclusionRatio,
double,0.0,0.5);
109 vtkGetMacro(OcclusionRatio,
double);
118 vtkSetMacro(MaximumNumberOfPeels,
int);
119 vtkGetMacro(MaximumNumberOfPeels,
int);
142 vtkSetMacro(DepthFormat,
int);
vtkTextureObject * OpaqueZTexture
Implement Depth Peeling for use within a framebuffer pass.
virtual void ReleaseGraphicsResources(vtkWindow *w)
Release graphics resources and ask components to release their own resources.
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on.
record modification and/or execution time
virtual void Render(const vtkRenderState *s)=0
Perform rendering according to a render state s.
Internal class which encapsulates OpenGL FramebufferObject.
vtkOpenGLFramebufferObject * Framebuffer
Class to make rendering a full screen quad easier.
window superclass for vtkRenderWindow
virtual bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr)
Update the uniforms of the shader program.
The ShaderProgram uses one or more Shader objects.
a simple class to control print indentation
abstracts an OpenGL texture object.
int ViewportX
Cache viewport values for depth peeling.
virtual bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop)
Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources.
vtkRenderPass * TranslucentPass
abstract superclass for all actors, volumes and annotations
vtkOpenGLQuadHelper * IntermediateBlend
vtkOpenGLQuadHelper * FinalBlend
Abstract render pass with shader modifications.
Context in which a vtkRenderPass will render.
vtkTextureObject * OpaqueRGBATexture
bool OwnOpaqueRGBATexture
The VertexArrayObject class uses, or emulates, vertex array objects.
int MaximumNumberOfPeels
In case of depth peeling, define the maximum number of peeling layers.
abstract class specifies interface to map data
double OcclusionRatio
In case of use of depth peeling technique for rendering translucent material, define the threshold un...
Perform part of the rendering of a vtkRenderer.