24 #include "vtkRenderingOpenGL2Module.h"
28 VTK_ABI_NAMESPACE_BEGIN
74 vtkGetMacro(Radius,
double);
75 vtkSetMacro(Radius,
double);
83 vtkGetMacro(KernelSize,
unsigned int);
84 vtkSetClampMacro(KernelSize,
unsigned int, 1, 1000);
92 vtkGetMacro(Bias,
double);
93 vtkSetMacro(Bias,
double);
102 vtkGetMacro(Blur,
bool);
103 vtkSetMacro(Blur,
bool);
104 vtkBooleanMacro(Blur,
bool);
111 void ComputeKernel();
130 unsigned int KernelSize = 32;
140 VTK_ABI_NAMESPACE_END
abstract superclass for all actors, volumes and annotations
Implement a screen-space ambient occlusion pass.
represent and manipulate 4x4 transformation matrices
void ReleaseGraphicsResources(vtkWindow *w) override
Release graphics resources and ask components to release their own resources.
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
Convenient class for post-processing passes.
window superclass for vtkRenderWindow
Context in which a vtkRenderPass will render.
void RenderDelegate(const vtkRenderState *s, int width, int height, int newWidth, int newHeight, vtkOpenGLFramebufferObject *fbo, vtkTextureObject *target)
Render delegate with a image of different dimensions than the original one.
a simple class to control print indentation
The VertexArrayObject class uses, or emulates, vertex array objects.
std::vector< float > Kernel
Internal class which encapsulates OpenGL FramebufferObject.
abstract class specifies interface to map data
virtual bool PreReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop)
Use vtkShaderProgram::Substitute to replace.
abstracts an OpenGL texture object.
virtual void Render(const vtkRenderState *s)=0
Perform rendering according to a render state s.
Class to make rendering a full screen quad easier.
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on...
virtual bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr)
Update the uniforms of the shader program.
virtual bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop)
Use vtkShaderProgram::Substitute to replace.
The ShaderProgram uses one or more Shader objects.