24#ifndef vtkOpenGLRenderPass_h
25#define vtkOpenGLRenderPass_h
28#include "vtkRenderingOpenGL2Module.h"
abstract class specifies interface to map data
a simple class to control print indentation
virtual bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop)
Use vtkShaderProgram::Substitute to replace.
void PostRender(const vtkRenderState *s)
Call after rendering to clean up the actors' information keys.
void PreRender(const vtkRenderState *s)
Call before rendering to update the actors' information keys.
virtual bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr)
Update the uniforms of the shader program.
virtual bool PreReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop)
Use vtkShaderProgram::Substitute to replace.
unsigned int ActiveDrawBuffers
static vtkInformationObjectBaseVectorKey * RenderPasses()
Key containing information about the current pass.
~vtkOpenGLRenderPass() override
virtual vtkMTimeType GetShaderStageMTime()
For multi-stage render passes that need to change shader code during a single pass,...
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
The VertexArrayObject class uses, or emulates, vertex array objects.
abstract superclass for all actors, volumes and annotations
vtkRenderPass()
Default constructor.
Context in which a vtkRenderPass will render.
The ShaderProgram uses one or more Shader objects.
vtkTypeUInt32 vtkMTimeType