/usr/include/vtk-5.10/vtkGaussianBlurPass.h is in libvtk5-dev 5.10.1+dfsg-2.1build1.
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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 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkGaussianBlurPass.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 vtkGaussianBlurPass - Implement a post-processing Gaussian blur
// render pass.
// .SECTION Description
// Blur the image renderered by its delegate. Blurring uses a Gaussian low-pass
// filter with a 5x5 kernel.
//
// 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 delegate is used once.
//
// Its delegate is usually set to a vtkCameraPass or to a post-processing pass.
//
// This pass requires a OpenGL context that supports texture objects (TO),
// framebuffer objects (FBO) and GLSL. If not, it will emit an error message
// and will render its delegate and return.
//
// .SECTION Implementation
// As the filter is separable, it first blurs the image horizontally and then
// vertically. This reduces the number of texture sampling to 5 per pass.
// In addition, as texture sampling can already blend texel values in linear
// mode, by adjusting the texture coordinate accordingly, only 3 texture
// sampling are actually necessary.
// Reference: OpenGL Bloom Toturial by Philip Rideout, section
// Exploit Hardware Filtering http://prideout.net/bloom/index.php#Sneaky
// .SECTION See Also
// vtkRenderPass
#ifndef __vtkGaussianBlurPass_h
#define __vtkGaussianBlurPass_h
#include "vtkImageProcessingPass.h"
class vtkOpenGLRenderWindow;
class vtkDepthPeelingPassLayerList; // Pimpl
class vtkShaderProgram2;
class vtkShader2;
class vtkFrameBufferObject;
class vtkTextureObject;
class VTK_RENDERING_EXPORT vtkGaussianBlurPass : public vtkImageProcessingPass
{
public:
static vtkGaussianBlurPass *New();
vtkTypeMacro(vtkGaussianBlurPass,vtkImageProcessingPass);
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);
protected:
// Description:
// Default constructor. DelegatePass is set to NULL.
vtkGaussianBlurPass();
// Description:
// Destructor.
virtual ~vtkGaussianBlurPass();
// Description:
// Graphics resources.
vtkFrameBufferObject *FrameBufferObject;
vtkTextureObject *Pass1; // render target for the scene
vtkTextureObject *Pass2; // render target for the horizontal pass
vtkShaderProgram2 *BlurProgram; // blur shader
bool Supported;
bool SupportProbed;
private:
vtkGaussianBlurPass(const vtkGaussianBlurPass&); // Not implemented.
void operator=(const vtkGaussianBlurPass&); // Not implemented.
};
#endif
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