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59 #ifndef vtkEDLShading_h
60 #define vtkEDLShading_h
62 #define EDL_HIGH_RESOLUTION_ON 1
63 #define EDL_LOW_RESOLUTION_ON 1
66 #include "vtkRenderingOpenGL2Module.h"
165 float EDLNeighbours[8][4];
void PrintSelf(ostream &os, vtkIndent indent)
Methods invoked by print to print information about the object including superclasses.
Convenient class for post-processing passes.
bool EDLBlurLow(vtkRenderState &s, vtkOpenGLRenderWindow *)
Render EDL in middle resolution buffer.
vtkOpenGLHelper EDLComposeProgram
internal class which encapsulates OpenGL frame buffer object.
vtkTextureObject * ProjectionColorTexture
vtkFrameBufferObject * EDLHighFBO
vtkEDLShading()
Default constructor.
vtkTextureObject * ProjectionDepthTexture
vtkOpenGLHelper EDLShadeProgram
bool EDLCompose(const vtkRenderState *s, vtkOpenGLRenderWindow *)
Compose color and shaded images.
bool EDLShadeLow(vtkRenderState &s, vtkOpenGLRenderWindow *)
Render EDL in middle resolution buffer.
window superclass for vtkRenderWindow
vtkFrameBufferObject * EDLLowFBO
vtkTextureObject * EDLHighShadeTexture
void ReleaseGraphicsResources(vtkWindow *w)
Release graphics resources and ask components to release their own resources.
bool EDLShadeHigh(vtkRenderState &s, vtkOpenGLRenderWindow *)
Render EDL in full resolution buffer.
a simple class to control print indentation
abstracts an OpenGL texture object.
void EDLInitializeFramebuffers(vtkRenderState &s)
Initialization of required framebuffer objects.
virtual void Render(const vtkRenderState *s)
Perform rendering according to a render state s.
virtual ~vtkEDLShading()
Destructor.
Implement an EDL offscreen shading.
void EDLInitializeShaders(vtkOpenGLRenderWindow *)
Initialization of required GLSL shaders.
vtkOpenGLHelper BilateralProgram
vtkFrameBufferObject * ProjectionFBO
Framebuffer object and textures for initial projection.
static vtkEDLShading * New()
Context in which a vtkRenderPass will render.
vtkTextureObject * EDLLowBlurTexture
vtkTextureObject * EDLLowShadeTexture