50 #ifndef vtkDepthPeelingPass_h 51 #define vtkDepthPeelingPass_h 53 #include "vtkRenderingOpenGL2Module.h" 91 virtual void SetTranslucentPass(
vtkRenderPass *translucentPass);
104 vtkSetClampMacro(OcclusionRatio,
double,0.0,0.5);
105 vtkGetMacro(OcclusionRatio,
double);
115 vtkGetMacro(MaximumNumberOfPeels,
int);
173 double OcclusionRatio;
180 int MaximumNumberOfPeels;
abstract superclass for all actors, volumes and annotations
Implement an Order Independent Transparency render pass.
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
record modification and/or execution time
bool OwnOpaqueRGBATexture
vtkOpenGLHelper * IntermediateBlendProgram
window superclass for vtkRenderWindow
Context in which a vtkRenderPass will render.
vtkTextureObject * OpaqueZTexture
vtkOpenGLFramebufferObject * Framebuffer
a simple class to control print indentation
The VertexArrayObject class uses, or emulates, vertex array objects.
Internal class which encapsulates OpenGL FramebufferObject.
vtkSetMacro(IgnoreDriverBugs, bool)
When set known driver bugs are ignored during driver feature detection.
abstract class specifies interface to map data
abstracts an OpenGL texture object.
virtual void Render(const vtkRenderState *s)=0
Perform rendering according to a render state s.
vtkTextureObject * OpaqueRGBATexture
virtual void ReleaseGraphicsResources(vtkWindow *w)
Release graphics resources and ask components to release their own resources.
vtkOpenGLHelper * FinalBlendProgram
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on...
Perform part of the rendering of a vtkRenderer.
virtual bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr)
Update the uniforms of the shader program.
Abstract render pass with shader modifications.
virtual bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop)
Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources...
The ShaderProgram uses one or more Shader objects.