136 lines
3.8 KiB
C
136 lines
3.8 KiB
C
|
|
/*=========================================================================
|
||
|
|
|
||
|
|
Program: Visualization Toolkit
|
||
|
|
Module: vtkSimpleMotionBlurPass.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 vtkSimpleMotionBlurPass
|
||
|
|
* @brief Avergae frames to simulate motion blur.
|
||
|
|
*
|
||
|
|
* A slow and simple approach that simply renders multiple frames
|
||
|
|
* and accumulates them before displaying them. As such it causes the
|
||
|
|
* render process to be SubFrames times slower than normal but handles
|
||
|
|
* all types of motion correctly as it is actually rendering all the
|
||
|
|
* sub frames.
|
||
|
|
*
|
||
|
|
* @sa
|
||
|
|
* vtkRenderPass
|
||
|
|
*/
|
||
|
|
|
||
|
|
#ifndef vtkSimpleMotionBlurPass_h
|
||
|
|
#define vtkSimpleMotionBlurPass_h
|
||
|
|
|
||
|
|
#include "vtkDepthImageProcessingPass.h"
|
||
|
|
#include "vtkRenderingOpenGL2Module.h" // For export macro
|
||
|
|
|
||
|
|
class vtkOpenGLFramebufferObject;
|
||
|
|
class vtkOpenGLHelper;
|
||
|
|
class vtkOpenGLRenderWindow;
|
||
|
|
class vtkTextureObject;
|
||
|
|
|
||
|
|
class VTKRENDERINGOPENGL2_EXPORT vtkSimpleMotionBlurPass : public vtkDepthImageProcessingPass
|
||
|
|
{
|
||
|
|
public:
|
||
|
|
static vtkSimpleMotionBlurPass* New();
|
||
|
|
vtkTypeMacro(vtkSimpleMotionBlurPass, vtkDepthImageProcessingPass);
|
||
|
|
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;
|
||
|
|
|
||
|
|
///@{
|
||
|
|
/**
|
||
|
|
* Set the number of sub frames for doing motion blur.
|
||
|
|
* Once this is set greater than one, you will no longer see a new frame
|
||
|
|
* for every Render(). If you set this to five, you will need to do
|
||
|
|
* five Render() invocations before seeing the result. This isn't
|
||
|
|
* very impressive unless something is changing between the Renders.
|
||
|
|
* Changing this value may reset the current subframe count.
|
||
|
|
*/
|
||
|
|
vtkGetMacro(SubFrames, int);
|
||
|
|
virtual void SetSubFrames(int subFrames);
|
||
|
|
///@}
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Set the format to use for the depth texture
|
||
|
|
* e.g. vtkTextureObject::Float32
|
||
|
|
*/
|
||
|
|
vtkSetMacro(DepthFormat, int);
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Set the format to use for the color texture
|
||
|
|
* vtkTextureObject::Float16 vtkTextureObject::Float32
|
||
|
|
* and vtkTextureObject::Fixed8 are supported. Fixed8
|
||
|
|
* is the default.
|
||
|
|
*/
|
||
|
|
vtkSetMacro(ColorFormat, int);
|
||
|
|
|
||
|
|
// Get the depth texture object
|
||
|
|
vtkGetObjectMacro(DepthTexture, vtkTextureObject);
|
||
|
|
|
||
|
|
// Get the Color texture object
|
||
|
|
vtkGetObjectMacro(ColorTexture, vtkTextureObject);
|
||
|
|
|
||
|
|
protected:
|
||
|
|
/**
|
||
|
|
* Default constructor. DelegatePass is set to NULL.
|
||
|
|
*/
|
||
|
|
vtkSimpleMotionBlurPass();
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Destructor.
|
||
|
|
*/
|
||
|
|
~vtkSimpleMotionBlurPass() override;
|
||
|
|
|
||
|
|
/**
|
||
|
|
* Graphics resources.
|
||
|
|
*/
|
||
|
|
vtkOpenGLFramebufferObject* FrameBufferObject;
|
||
|
|
vtkTextureObject* ColorTexture; // render target for the scene
|
||
|
|
vtkTextureObject* AccumulationTexture[2]; // where we add the colors
|
||
|
|
vtkTextureObject* DepthTexture; // render target for the depth
|
||
|
|
|
||
|
|
///@{
|
||
|
|
/**
|
||
|
|
* Cache viewport values for depth peeling.
|
||
|
|
*/
|
||
|
|
int ViewportX;
|
||
|
|
int ViewportY;
|
||
|
|
int ViewportWidth;
|
||
|
|
int ViewportHeight;
|
||
|
|
///@}
|
||
|
|
|
||
|
|
int DepthFormat;
|
||
|
|
int ColorFormat;
|
||
|
|
|
||
|
|
int SubFrames; // number of sub frames
|
||
|
|
int CurrentSubFrame; // what one are we on
|
||
|
|
int ActiveAccumulationTexture;
|
||
|
|
vtkOpenGLHelper* BlendProgram;
|
||
|
|
|
||
|
|
private:
|
||
|
|
vtkSimpleMotionBlurPass(const vtkSimpleMotionBlurPass&) = delete;
|
||
|
|
void operator=(const vtkSimpleMotionBlurPass&) = delete;
|
||
|
|
};
|
||
|
|
|
||
|
|
#endif
|