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