/usr/include/vtk-7.1/vtkDepthPeelingPass.h is in libvtk7-dev 7.1.1+dfsg1-2.
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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.
=========================================================================*/
/**
* @class vtkDepthPeelingPass
* @brief Implement an Order Independent Transparency
* render pass.
*
*
* Note that this implementation is only used as a fallback for drivers that
* don't support floating point textures. Most renderings will use the subclass
* vtkDualDepthPeelingPass instead.
*
* 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.
*
* @sa
* vtkRenderPass, vtkTranslucentPass
*/
#ifndef vtkDepthPeelingPass_h
#define vtkDepthPeelingPass_h
#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkOpenGLRenderPass.h"
#include <vector> // STL Header
class vtkTextureObject;
class vtkOpenGLRenderWindow;
class vtkOpenGLHelper;
class VTKRENDERINGOPENGL2_EXPORT vtkDepthPeelingPass
: public vtkOpenGLRenderPass
{
public:
static vtkDepthPeelingPass *New();
vtkTypeMacro(vtkDepthPeelingPass,vtkOpenGLRenderPass);
void PrintSelf(ostream& os, vtkIndent indent);
/**
* Perform rendering according to a render state \p s.
* \pre s_exists: s!=0
*/
virtual void Render(const vtkRenderState *s);
/**
* Release graphics resources and ask components to release their own
* resources.
* \pre w_exists: w!=0
*/
void ReleaseGraphicsResources(vtkWindow *w);
//@{
/**
* 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);
//@}
//@{
/**
* 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);
//@}
//@{
/**
* 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);
//@}
/**
* 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();
*/
// vtkOpenGLRenderPass virtuals:
virtual bool ReplaceShaderValues(std::string &vertexShader,
std::string &geometryShader,
std::string &fragmentShader,
vtkAbstractMapper *mapper,
vtkProp *prop);
virtual bool SetShaderParameters(vtkShaderProgram *program,
vtkAbstractMapper *mapper, vtkProp *prop);
protected:
/**
* Default constructor. TranslucentPass is set to NULL.
*/
vtkDepthPeelingPass();
/**
* Destructor.
*/
virtual ~vtkDepthPeelingPass();
vtkRenderPass *TranslucentPass;
vtkTimeStamp CheckTime;
bool IsSupported;
//@{
/**
* Cache viewport values for depth peeling.
*/
int ViewportX;
int ViewportY;
int ViewportWidth;
int ViewportHeight;
//@}
/**
* 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;
/**
* 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;
// 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;
vtkOpenGLHelper *FinalBlendProgram;
vtkOpenGLHelper *IntermediateBlendProgram;
vtkTextureObject *OpaqueZTexture;
vtkTextureObject *OpaqueRGBATexture;
vtkTextureObject *TranslucentRGBATexture;
vtkTextureObject *TranslucentZTexture;
vtkTextureObject *CurrentRGBATexture;
std::vector<float> *DepthZData;
void BlendIntermediatePeels(vtkOpenGLRenderWindow *renWin, bool);
void BlendFinalPeel(vtkOpenGLRenderWindow *renWin);
private:
vtkDepthPeelingPass(const vtkDepthPeelingPass&) VTK_DELETE_FUNCTION;
void operator=(const vtkDepthPeelingPass&) VTK_DELETE_FUNCTION;
};
#endif
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