comac_desk_app/ThirdpartyLibs/Libs/windows-x86_64/vtk/include/vtkOutlineGlowPass.h

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/*=========================================================================
Program: Visualization Toolkit
Module: vtkOutlineGlowPass.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 vtkOutlineGlowPass
* @brief Renders a glowing outline using a image processing pass
*
* Create a glowing outline of the image rendered by the delegate.
*
* This render pass was designed to highlight parts of a scene by applying the render pass to a
* layered renderer on top of the main scene. For optimal results, actors that form the outline
* should be brightly colored with lighting disabled. The outline will have the color of the actors.
* There is only one outline around all objects rendered by the delegate.
*
* This pass expects an initialized depth buffer and color buffer.
* Initialized buffers means they have been cleared with farthest z-value and
* background color/gradient/transparent color.
* An opaque pass may have been performed right after the initialization.
*
* The delegate is used once.
*
* Its delegate is usually set to a vtkCameraPass or to a post-processing pass.
*
* This pass requires a OpenGL context that supports texture objects (TO),
* framebuffer objects (FBO) and GLSL. If not, it will emit an error message
* and will render its delegate and return.
*
* @par Implementation:
* The image is first rendered to a full size offscreen render target, then blurred twice on a half
* sized render target using Gaussian blur with an offset. The offset and the smaller render target
* increase the size of the outline without incurring the cost of a big Gaussian blur kernel. The
* implementation of the gaussian blur is similar to vtkGaussianBlurPass with the alterations
* described above.
*
* @sa
* vtkRenderPass vtkGaussianBlurPass
*/
#ifndef vtkOutlineGlowPass_h
#define vtkOutlineGlowPass_h
#include "vtkImageProcessingPass.h"
#include "vtkRenderingOpenGL2Module.h" // For export macro
class vtkOpenGLFramebufferObject;
class vtkOpenGLHelper;
class vtkTextureObject;
class VTKRENDERINGOPENGL2_EXPORT vtkOutlineGlowPass : public vtkImageProcessingPass
{
public:
static vtkOutlineGlowPass* New();
vtkTypeMacro(vtkOutlineGlowPass, vtkImageProcessingPass);
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;
/**
* Get/Set the intensity of the outline.
* Default value is 3.0 which gives a bright outline with a fading edge
*/
vtkGetMacro(OutlineIntensity, float);
vtkSetMacro(OutlineIntensity, float);
protected:
/**
* Default constructor. DelegatePass is set to NULL.
*/
vtkOutlineGlowPass();
/**
* Destructor.
*/
~vtkOutlineGlowPass() override;
/**
* Graphics resources.
*/
vtkOpenGLFramebufferObject* FrameBufferObject;
vtkTextureObject* ScenePass; // render target for the original scene
vtkTextureObject* BlurPass1; // render target for vertical blur
vtkTextureObject* BlurPass2; // render target for horizontal blur
// Shader programs
vtkOpenGLHelper* BlurProgram;
vtkOpenGLHelper* UpscaleProgram;
// Default value of 3.0 gives a bright outline with a fading edge
float OutlineIntensity = 3.0f;
private:
vtkOutlineGlowPass(const vtkOutlineGlowPass&) = delete;
void operator=(const vtkOutlineGlowPass&) = delete;
};
#endif /* vtkOutlineGlowPass_h */