37#include "vtkRenderingOpenGL2Module.h"  
   40VTK_ABI_NAMESPACE_BEGIN
 
  190  class vtkInternalsFloat;
 
  193  class vtkInternalsInvertible;
 
Abstract superclass for all arrays.
 
abstract class specifies interface to map data
 
represents an object (geometry & properties) in a rendered scene
 
abstract superclass for arrays of numeric data
 
general representation of visualization data
 
dynamic, self-adjusting array of float
 
a simple class to control print indentation
 
abstract class specifies interface to map data to graphics primitives
 
Abstract render pass with shader modifications.
 
The VertexArrayObject class uses, or emulates, vertex array objects.
 
abstract superclass for all actors, volumes and annotations
 
represent surface properties of a geometric object
 
Context in which a vtkRenderPass will render.
 
create a window for renderers to draw into
 
abstract specification for renderers
 
The ShaderProgram uses one or more Shader objects.
 
Hold a reference to a vtkObjectBase instance.
 
Renders geometry using the values of a field array as fragment colors.
 
void ReleaseGraphicsResources(vtkWindow *win) override
Release graphics resources and ask components to release their own resources.
 
void BindUniforms(vtkShaderProgram *prog)
 
void ReleaseFBO(vtkWindow *win)
Methods managing graphics resources required during FLOATING_POINT mode.
 
void RenderOpaqueGeometry(const vtkRenderState *s)
Opaque pass with key checking.
 
bool InitializeFBO(vtkRenderer *ren)
Methods managing graphics resources required during FLOATING_POINT mode.
 
void RenderPieceFinish()
Unbind textures, etc.
 
void BindAttributes(vtkShaderProgram *prog, vtkOpenGLVertexArrayObject *VAO)
Bind shader variables.
 
bool HasWindowSizeChanged(vtkRenderer *ren)
Methods managing graphics resources required during FLOATING_POINT mode.
 
static vtkValuePass * New()
 
void RenderPieceStart(vtkDataArray *dataArr, vtkMapper *m)
Upload new data if necessary, bind textures, etc.
 
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
 
void InitializeBuffers(vtkRenderer *ren)
 
void EndPass()
Unbinds internal FBO when FLOATING_POINT mode is enabled.
 
bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override
vtkOpenGLRenderPass API.
 
void Render(const vtkRenderState *s) override
Perform rendering according to a render state s.
 
void GetFloatImageData(int format, int width, int height, void *data)
Interface to get the rendered image in FLOATING_POINT mode.
 
int * GetFloatImageExtents()
Interface to get the rendered image in FLOATING_POINT mode.
 
bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr) override
Update the uniforms of the shader program.
 
vtkInternalsFloat * ImplFloat
 
void EndMapperRender(vtkMapper *mapper, vtkProperty *property)
Revert any changes made in BeginMapperRender.
 
vtkFloatArray * GetFloatImageDataArray(vtkRenderer *ren)
Interface to get the rendered image in FLOATING_POINT mode.
 
bool UpdateShaders(std::string &VSSource, std::string &FSSource)
Add necessary shader definitions.
 
void SetInputArrayToProcess(int fieldAssociation, int fieldId)
 
void SetInputArrayToProcess(int fieldAssociation, const char *name)
 
void BeginPass(vtkRenderer *ren)
Manages graphics resources depending on the rendering mode.
 
vtkInternalsInvertible * ImplInv
 
void BeginMapperRender(vtkMapper *mapper, vtkDataArray *dataArray, vtkProperty *property)
Setup the mapper state, buffer objects or property variables necessary to render the active rendering...
 
vtkMTimeType GetShaderStageMTime() override
For multi-stage render passes that need to change shader code during a single pass,...
 
void SetInputComponentToProcess(int component)
 
window superclass for vtkRenderWindow
 
vtkTypeUInt32 vtkMTimeType