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vtkEDLShading.h
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1 /*=========================================================================
2 
3  Program: VTK
4  Module: vtkEDLShading.h
5 
6  Copyright (c) 2005-2008 Sandia Corporation, Kitware Inc.
7  All rights reserved.
8 
9  ParaView is a free software; you can redistribute it and/or modify it
10  under the terms of the ParaView license version 1.2.
11 
12  See License_v1.2.txt for the full ParaView license.
13  A copy of this license can be obtained by contacting
14  Kitware Inc.
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19 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
20 ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
21 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
22 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHORS OR
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31 =========================================================================*/
32 /*----------------------------------------------------------------------
33 Acknowledgement:
34 This algorithm is the result of joint work by Electricité de France,
35 CNRS, Collège de France and Université J. Fourier as part of the
36 Ph.D. thesis of Christian BOUCHENY.
37 ------------------------------------------------------------------------*/
59 #ifndef vtkEDLShading_h
60 #define vtkEDLShading_h
61 
62 #define EDL_HIGH_RESOLUTION_ON 1
63 #define EDL_LOW_RESOLUTION_ON 1
64 
66 #include "vtkRenderingOpenGL2Module.h" // For export macro
67 #include "vtkSmartPointer.h" // needed for vtkSmartPointer
68 #include "vtkOpenGLHelper.h" // used for ivars
69 
72 class vtkTextureObject;
73 
74 class VTKRENDERINGOPENGL2_EXPORT vtkEDLShading : public vtkDepthImageProcessingPass
75 {
76 public:
77  static vtkEDLShading *New();
79  void PrintSelf(ostream& os, vtkIndent indent);
80 
85  virtual void Render(const vtkRenderState *s);
86 
93 
94  protected:
99 
103  virtual ~vtkEDLShading();
104 
109 
114 
119 
124 
129 
134 
136 
140  // used to record scene data
142  // color render target for projection pass
144  // depth render target for projection pass
146 
147  // Framebuffer objects and textures for EDL
149  // for EDL full res shading
151  // color render target for EDL full res pass
153  // for EDL low res shading (image size/4)
155  // color render target for EDL low res pass
157  // color render target for EDL low res
158  // bilateral filter pass
159 
160  // Shader prohrams
164 
165  float EDLNeighbours[8][4];
167  int EDLLowResFactor; // basically 4
168 
169  float Zn; // near clipping plane
170  float Zf; // far clipping plane
171 
172  private:
173  vtkEDLShading(const vtkEDLShading&) VTK_DELETE_FUNCTION;
174  void operator=(const vtkEDLShading&) VTK_DELETE_FUNCTION;
175 };
176 
177 #endif
Convenient class for post-processing passes.
Implement an EDL offscreen shading.
Definition: vtkEDLShading.h:75
bool EDLCompose(const vtkRenderState *s, vtkOpenGLRenderWindow *)
Compose color and shaded images.
vtkOpenGLHelper EDLComposeProgram
vtkTextureObject * EDLLowBlurTexture
void EDLInitializeShaders(vtkOpenGLRenderWindow *)
Initialization of required GLSL shaders.
vtkEDLShading()
Default constructor.
void ReleaseGraphicsResources(vtkWindow *w)
Release graphics resources and ask components to release their own resources.
void EDLInitializeFramebuffers(vtkRenderState &s)
Initialization of required framebuffer objects.
bool EDLBlurLow(vtkRenderState &s, vtkOpenGLRenderWindow *)
Render EDL in middle resolution buffer.
vtkOpenGLHelper EDLShadeProgram
vtkTextureObject * ProjectionDepthTexture
vtkFrameBufferObject * EDLHighFBO
bool EDLShadeLow(vtkRenderState &s, vtkOpenGLRenderWindow *)
Render EDL in middle resolution buffer.
virtual ~vtkEDLShading()
Destructor.
vtkTextureObject * EDLLowShadeTexture
virtual void Render(const vtkRenderState *s)
Perform rendering according to a render state s.
vtkTextureObject * EDLHighShadeTexture
bool EDLShadeHigh(vtkRenderState &s, vtkOpenGLRenderWindow *)
Render EDL in full resolution buffer.
static vtkEDLShading * New()
vtkOpenGLHelper BilateralProgram
vtkTextureObject * ProjectionColorTexture
vtkFrameBufferObject * EDLLowFBO
vtkFrameBufferObject * ProjectionFBO
Framebuffer object and textures for initial projection.
void PrintSelf(ostream &os, vtkIndent indent)
Methods invoked by print to print information about the object including superclasses.
internal class which encapsulates OpenGL frame buffer object.
a simple class to control print indentation
Definition: vtkIndent.h:40
OpenGL rendering window.
Context in which a vtkRenderPass will render.
abstracts an OpenGL texture object.
window superclass for vtkRenderWindow
Definition: vtkWindow.h:35