VTK  9.3.0
vtkDualDepthPeelingPass.h
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1// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
2// SPDX-License-Identifier: BSD-3-Clause
3
39#ifndef vtkDualDepthPeelingPass_h
40#define vtkDualDepthPeelingPass_h
41
42#include "vtkDepthPeelingPass.h"
43#include "vtkRenderingOpenGL2Module.h" // For export macro
44
45#include <array> // For std::array!
46
47VTK_ABI_NAMESPACE_BEGIN
54
55class VTKRENDERINGOPENGL2_EXPORT vtkDualDepthPeelingPass : public vtkDepthPeelingPass
56{
57public:
60 void PrintSelf(ostream& os, vtkIndent indent) override;
61
62 void Render(const vtkRenderState* s) override;
64
66
71 vtkGetObjectMacro(VolumetricPass, vtkRenderPass) virtual void SetVolumetricPass(
72 vtkRenderPass* volumetricPass);
74
75 // vtkOpenGLRenderPass virtuals:
76 bool PreReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
77 std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop) override;
78 bool PostReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
79 std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop) override;
81 vtkOpenGLVertexArrayObject* VAO = nullptr) override;
83
84protected:
85 bool PostReplaceTranslucentShaderValues(std::string& vertexShader, std::string& geometryShader,
86 std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop);
87 bool PreReplaceVolumetricShaderValues(std::string& vertexShader, std::string& geometryShader,
88 std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop);
93
94 // Name the textures used by this render pass. These are indexes into
95 // this->Textures
97 {
98 BackTemp = 0, // RGBA8 back-to-front peeling buffer
99 Back, // RGBA8 back-to-front accumulation buffer
100 FrontA, // RGBA8 front-to-back accumulation buffer
101 FrontB, // RGBA8 front-to-back accumulation buffer
102 DepthA, // RG32F min-max depth buffer
103 DepthB, // RG32F min-max depth buffer
104 OpaqueDepth, // Stores the depth map from the opaque passes
105
106 NumberOfTextures
107 };
108
109 // The stages of this multipass render pass:
111 {
115
117 Inactive = -1,
118 };
119
121 {
123 VolumetricPeel
124 };
125
128
130 vtkSetMacro(CurrentPeelType, PeelType);
131
136
141
146
148
152 void Initialize(const vtkRenderState* state);
153
155
163
168 void ActivateDrawBuffer(TextureName id) { this->ActivateDrawBuffers(&id, 1); }
169 template <size_t NumTextures>
170 void ActivateDrawBuffers(const std::array<TextureName, NumTextures>& a)
171 {
172 this->ActivateDrawBuffers(a.data(), a.size());
173 }
174 void ActivateDrawBuffers(const TextureName* ids, size_t numTextures);
180 void Prepare();
181
185
187
189
193 void Peel();
194
195 // Depending on whether we're handling volumes or not, we'll initialize the
196 // front destination buffer by either clearing it or copying the last peel's
197 // output into it.
201
204
207
209
212
215
221
222 void Finalize();
223
225
228
232
237
238 vtkTextureObject* Textures[NumberOfTextures];
239
240 TextureName FrontSource; // The current front source buffer
241 TextureName FrontDestination; // The current front destination buffer
242 TextureName DepthSource; // The current depth source buffer
243 TextureName DepthDestination; // The current depth destination buffer
244
248
255 unsigned int OcclusionThreshold;
256
257 int TranslucentRenderCount; // Debug info, counts number of geometry passes.
258 int VolumetricRenderCount; // Debug info, counts number of volumetric passes.
259
260 // Cached state:
265
266private:
268 void operator=(const vtkDualDepthPeelingPass&) = delete;
269};
270
271VTK_ABI_NAMESPACE_END
272#endif // vtkDualDepthPeelingPass_h
abstract class specifies interface to map data
Implement Depth Peeling for use within a framebuffer pass.
Implements the dual depth peeling algorithm.
static vtkDualDepthPeelingPass * New()
void ActivateDrawBuffers(const std::array< TextureName, NumTextures > &a)
Bind and activate draw buffers.
bool PreReplaceVolumetricShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop)
void InitDepthTexture(vtkTextureObject *tex, const vtkRenderState *s)
Initialize helpers.
void PeelVolumesOutsideTranslucentRange()
void ReleaseGraphicsResources(vtkWindow *w) override
Release graphics resources and ask components to release their own resources.
void RenderVolumetricPass()
Render any volumetric geometry.
void Prepare()
Fill textures with initial values, bind the framebuffer.
void ActivateDrawBuffer(TextureName id)
Bind and activate draw buffers.
void StartTranslucentOcclusionQuery()
~vtkDualDepthPeelingPass() override
void InitializeTargetsForVolumetricPass()
void Initialize(const vtkRenderState *state)
Allocate and configure FBOs and textures.
vtkOpenGLQuadHelper * BlendHelper
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
void SetCurrentStage(ShaderStage stage)
void SwapFrontBufferSourceDest()
Swap the src/dest render targets:
vtkMTimeType GetShaderStageMTime() override
For multi-stage render passes that need to change shader code during a single pass,...
bool SetTranslucentShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO)
vtkOpenGLQuadHelper * CopyDepthHelper
void InitializeTargetsForTranslucentPass()
bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr) override
Update the uniforms of the shader program.
void FreeGLObjects()
Release all FBOs and textures.
void Peel()
Render the scene to produce the next set of peels.
vtkOpenGLQuadHelper * BackBlendHelper
bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override
Use vtkShaderProgram::Substitute to replace.
void RenderTranslucentPass()
Render the translucent pass geometry, counting number of render calls.
bool PreReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override
Use vtkShaderProgram::Substitute to replace.
void Render(const vtkRenderState *s) override
Perform rendering according to a render state s.
void ActivateDrawBuffers(const TextureName *ids, size_t numTextures)
Bind and activate draw buffers.
bool PostReplaceTranslucentShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop)
void StartVolumetricOcclusionQuery()
void CopyFrontSourceToFrontDestination()
vtkOpenGLQuadHelper * CopyColorHelper
const vtkRenderState * RenderState
void InitOpaqueDepthTexture(vtkTextureObject *tex, const vtkRenderState *s)
Initialize helpers.
void InitColorTexture(vtkTextureObject *tex, const vtkRenderState *s)
Initialize helpers.
void InitFramebuffer(const vtkRenderState *s)
Initialize helpers.
bool SetVolumetricShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO)
a simple class to control print indentation
Definition vtkIndent.h:29
Internal class which encapsulates OpenGL FramebufferObject.
Class to make rendering a full screen quad easier.
The VertexArrayObject class uses, or emulates, vertex array objects.
abstract superclass for all actors, volumes and annotations
Definition vtkProp.h:43
Perform part of the rendering of a vtkRenderer.
Context in which a vtkRenderPass will render.
Asynchronously measures GPU execution times for a series of events.
The ShaderProgram uses one or more Shader objects.
abstracts an OpenGL texture object.
record modification and/or execution time
window superclass for vtkRenderWindow
Definition vtkWindow.h:25
vtkTypeUInt32 vtkMTimeType
Definition vtkType.h:270