119 lines
3.9 KiB
C++
119 lines
3.9 KiB
C++
/*=========================================================================
|
|
|
|
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 */
|