59 #ifndef vtkEDLShading_h
60 #define vtkEDLShading_h
62 #define EDL_HIGH_RESOLUTION_ON 1
63 #define EDL_LOW_RESOLUTION_ON 1
66 #include "vtkRenderingOpenGL2Module.h"
165 float EDLNeighbours[8][4];
Convenient class for post-processing passes.
Implement an EDL offscreen shading.
bool EDLCompose(const vtkRenderState *s, vtkOpenGLRenderWindow *)
Compose color and shaded images.
vtkOpenGLHelper EDLComposeProgram
vtkTextureObject * EDLLowBlurTexture
void EDLInitializeShaders(vtkOpenGLRenderWindow *)
Initialization of required GLSL shaders.
vtkEDLShading()
Default constructor.
void ReleaseGraphicsResources(vtkWindow *w)
Release graphics resources and ask components to release their own resources.
void EDLInitializeFramebuffers(vtkRenderState &s)
Initialization of required framebuffer objects.
bool EDLBlurLow(vtkRenderState &s, vtkOpenGLRenderWindow *)
Render EDL in middle resolution buffer.
vtkOpenGLHelper EDLShadeProgram
vtkTextureObject * ProjectionDepthTexture
vtkFrameBufferObject * EDLHighFBO
bool EDLShadeLow(vtkRenderState &s, vtkOpenGLRenderWindow *)
Render EDL in middle resolution buffer.
virtual ~vtkEDLShading()
Destructor.
vtkTextureObject * EDLLowShadeTexture
virtual void Render(const vtkRenderState *s)
Perform rendering according to a render state s.
vtkTextureObject * EDLHighShadeTexture
bool EDLShadeHigh(vtkRenderState &s, vtkOpenGLRenderWindow *)
Render EDL in full resolution buffer.
static vtkEDLShading * New()
vtkOpenGLHelper BilateralProgram
vtkTextureObject * ProjectionColorTexture
vtkFrameBufferObject * EDLLowFBO
vtkFrameBufferObject * ProjectionFBO
Framebuffer object and textures for initial projection.
void PrintSelf(ostream &os, vtkIndent indent)
Methods invoked by print to print information about the object including superclasses.
internal class which encapsulates OpenGL frame buffer object.
a simple class to control print indentation
Context in which a vtkRenderPass will render.
abstracts an OpenGL texture object.
window superclass for vtkRenderWindow