/usr/include/vtk-6.3/vtkDepthPeelingPass.h is in libvtk6-dev 6.3.0+dfsg1-5.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkDepthPeelingPass.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
// .NAME vtkDepthPeelingPass - Implement an Order Independent Transparency
// render pass.
// .SECTION Description
// Render the translucent polygonal geometry of a scene without sorting
// polygons in the view direction.
//
// This pass expects an initialized depth buffer and color buffer.
// Initialized buffers means they have been cleared with farest z-value and
// background color/gradient/transparent color.
// An opaque pass may have been performed right after the initialization.
//
// The depth peeling algorithm works by rendering the translucent polygonal
// geometry multiple times (once for each peel). The actually rendering of
// the translucent polygonal geometry is performed by its delegate
// TranslucentPass. This delegate is therefore used multiple times.
//
// Its delegate is usually set to a vtkTranslucentPass.
//
// .SECTION See Also
// vtkRenderPass, vtkTranslucentPass
#ifndef vtkDepthPeelingPass_h
#define vtkDepthPeelingPass_h
#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkRenderPass.h"
class vtkOpenGLRenderWindow;
class vtkDepthPeelingPassLayerList; // Pimpl
class vtkShaderProgram2;
class vtkShader2;
class VTKRENDERINGOPENGL_EXPORT vtkDepthPeelingPass : public vtkRenderPass
{
public:
static vtkDepthPeelingPass *New();
vtkTypeMacro(vtkDepthPeelingPass,vtkRenderPass);
void PrintSelf(ostream& os, vtkIndent indent);
//BTX
// Description:
// Perform rendering according to a render state \p s.
// \pre s_exists: s!=0
virtual void Render(const vtkRenderState *s);
//ETX
// Description:
// Release graphics resources and ask components to release their own
// resources.
// \pre w_exists: w!=0
void ReleaseGraphicsResources(vtkWindow *w);
// Description:
// Delegate for rendering the translucent polygonal geometry.
// If it is NULL, nothing will be rendered and a warning will be emitted.
// It is usually set to a vtkTranslucentPass.
// Initial value is a NULL pointer.
vtkGetObjectMacro(TranslucentPass,vtkRenderPass);
virtual void SetTranslucentPass(vtkRenderPass *translucentPass);
// Description:
// In case of use of depth peeling technique for rendering translucent
// material, define the threshold under which the algorithm stops to
// iterate over peel layers. This is the ratio of the number of pixels
// that have been touched by the last layer over the total number of pixels
// of the viewport area.
// Initial value is 0.0, meaning rendering have to be exact. Greater values
// may speed-up the rendering with small impact on the quality.
vtkSetClampMacro(OcclusionRatio,double,0.0,0.5);
vtkGetMacro(OcclusionRatio,double);
// Description:
// In case of depth peeling, define the maximum number of peeling layers.
// Initial value is 4. A special value of 0 means no maximum limit.
// It has to be a positive value.
vtkSetMacro(MaximumNumberOfPeels,int);
vtkGetMacro(MaximumNumberOfPeels,int);
// Description:
// Tells if the last time this pass was executed, the depth peeling
// algorithm was actually used. Initial value is false.
vtkGetMacro(LastRenderingUsedDepthPeeling,bool);
// Description:
// Is rendering at translucent geometry stage using depth peeling and
// rendering a layer other than the first one? (Boolean value)
// If so, the uniform variables UseTexture and Texture can be set.
// (Used by vtkOpenGLProperty or vtkOpenGLTexture)
// int GetDepthPeelingHigherLayer();
protected:
// Description:
// Default constructor. TranslucentPass is set to NULL.
vtkDepthPeelingPass();
// Description:
// Destructor.
virtual ~vtkDepthPeelingPass();
// Description:
// Check if depth peeling is supported by the current OpenGL context.
// \pre w_exists: w!=0
void CheckSupport(vtkOpenGLRenderWindow *w);
// Description:
// Check the compilation status of some fragment shader source.
void CheckCompilation(unsigned int fragmentShader);
// Description:
// Render a peel layer. If there is no more GPU RAM to save the texture,
// return false otherwise returns true. Also if layer==0 and no prop have
// been rendered (there is no translucent geometry), it returns false.
// \pre s_exists: s!=0
// \pre positive_layer: layer>=0
int RenderPeel(const vtkRenderState *s,
int layer);
vtkRenderPass *TranslucentPass;
vtkTimeStamp CheckTime;
bool IsChecked;
bool IsSupported;
// Description:
// Cache viewport values for depth peeling.
int ViewportX;
int ViewportY;
int ViewportWidth;
int ViewportHeight;
// Description:
// Actual depth format: vtkgl::DEPTH_COMPONENT16_ARB
// or vtkgl::DEPTH_COMPONENT24_ARB
unsigned int DepthFormat;
// Description:
// In case of use of depth peeling technique for rendering translucent
// material, define the threshold under which the algorithm stops to
// iterate over peel layers. This is the ratio of the number of pixels
// that have been touched by the last layer over the total number of pixels
// of the viewport area.
// Initial value is 0.0, meaning rendering have to be exact. Greater values
// may speed-up the rendering with small impact on the quality.
double OcclusionRatio;
// Description:
// In case of depth peeling, define the maximum number of peeling layers.
// Initial value is 4. A special value of 0 means no maximum limit.
// It has to be a positive value.
int MaximumNumberOfPeels;
bool LastRenderingUsedDepthPeeling;
// Description:
// Used by the depth peeling technique to store the transparency layers.
vtkDepthPeelingPassLayerList *LayerList;
unsigned int OpaqueLayerZ;
unsigned int TransparentLayerZ;
// unsigned int ProgramShader;
// Is rendering at translucent geometry stage using depth peeling and
// rendering a layer other than the first one? (Boolean value)
// If so, the uniform variables UseTexture and Texture can be set.
// (Used by vtkOpenGLProperty or vtkOpenGLTexture)
int DepthPeelingHigherLayer;
vtkShaderProgram2 *Prog;
vtkShader2 *Shader;
int ShadowTexUnit; // texture unit allocated for the shadow texture
int OpaqueShadowTexUnit; // texture unit allocated for the opaque shadow tex.
private:
vtkDepthPeelingPass(const vtkDepthPeelingPass&); // Not implemented.
void operator=(const vtkDepthPeelingPass&); // Not implemented.
};
#endif
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