VTK
9.5.20251210
Rendering
OpenGL2
vtkDepthOfFieldPass.h
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// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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// SPDX-License-Identifier: BSD-3-Clause
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#ifndef vtkDepthOfFieldPass_h
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#define vtkDepthOfFieldPass_h
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#include "
vtkDepthImageProcessingPass.h
"
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#include "vtkRenderingOpenGL2Module.h"
// For export macro
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#include "
vtkWrappingHints.h
"
// For VTK_MARSHALAUTO
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VTK_ABI_NAMESPACE_BEGIN
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class
vtkDepthPeelingPassLayerList;
// Pimpl
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class
vtkOpenGLFramebufferObject
;
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class
vtkOpenGLHelper
;
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class
vtkOpenGLRenderWindow
;
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class
vtkTextureObject
;
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class
VTKRENDERINGOPENGL2_EXPORT
VTK_MARSHALAUTO
vtkDepthOfFieldPass
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:
public
vtkDepthImageProcessingPass
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{
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public
:
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static
vtkDepthOfFieldPass
*
New
();
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vtkTypeMacro(
vtkDepthOfFieldPass
,
vtkDepthImageProcessingPass
);
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void
PrintSelf
(ostream& os,
vtkIndent
indent)
override
;
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vtkSetMacro(
AutomaticFocalDistance
,
bool
);
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vtkGetMacro(
AutomaticFocalDistance
,
bool
);
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vtkBooleanMacro(
AutomaticFocalDistance
,
bool
);
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void
Render
(
const
vtkRenderState
* s)
override
;
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void
ReleaseGraphicsResources
(
vtkWindow
* w)
override
;
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protected
:
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vtkDepthOfFieldPass
();
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~vtkDepthOfFieldPass
()
override
;
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vtkOpenGLFramebufferObject
*
FrameBufferObject
;
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vtkTextureObject
*
Pass1
;
// render target for the scene
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vtkTextureObject
*
Pass1Depth
;
// render target for the depth
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// Structures for the various cell types we render.
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vtkOpenGLHelper
*
BlurProgram
;
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bool
AutomaticFocalDistance
;
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private
:
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vtkDepthOfFieldPass
(
const
vtkDepthOfFieldPass
&) =
delete
;
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void
operator=(
const
vtkDepthOfFieldPass
&) =
delete
;
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};
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VTK_ABI_NAMESPACE_END
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#endif
vtkDepthImageProcessingPass::vtkDepthImageProcessingPass
vtkDepthImageProcessingPass()
Default constructor.
vtkDepthOfFieldPass::Pass1
vtkTextureObject * Pass1
Definition
vtkDepthOfFieldPass.h:89
vtkDepthOfFieldPass::BlurProgram
vtkOpenGLHelper * BlurProgram
Definition
vtkDepthOfFieldPass.h:93
vtkDepthOfFieldPass::New
static vtkDepthOfFieldPass * New()
vtkDepthOfFieldPass::vtkDepthOfFieldPass
vtkDepthOfFieldPass()
Default constructor.
vtkDepthOfFieldPass::Pass1Depth
vtkTextureObject * Pass1Depth
Definition
vtkDepthOfFieldPass.h:90
vtkDepthOfFieldPass::AutomaticFocalDistance
bool AutomaticFocalDistance
Definition
vtkDepthOfFieldPass.h:95
vtkDepthOfFieldPass::ReleaseGraphicsResources
void ReleaseGraphicsResources(vtkWindow *w) override
Release graphics resources and ask components to release their own resources.
vtkDepthOfFieldPass::FrameBufferObject
vtkOpenGLFramebufferObject * FrameBufferObject
Graphics resources.
Definition
vtkDepthOfFieldPass.h:88
vtkDepthOfFieldPass::~vtkDepthOfFieldPass
~vtkDepthOfFieldPass() override
Destructor.
vtkDepthOfFieldPass::PrintSelf
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
vtkDepthOfFieldPass::Render
void Render(const vtkRenderState *s) override
Perform rendering according to a render state s.
vtkIndent
a simple class to control print indentation
Definition
vtkIndent.h:108
vtkOpenGLFramebufferObject
Internal class which encapsulates OpenGL FramebufferObject.
Definition
vtkOpenGLFramebufferObject.h:175
vtkOpenGLHelper
Definition
vtkOpenGLHelper.h:21
vtkOpenGLRenderWindow
OpenGL rendering window.
Definition
vtkOpenGLRenderWindow.h:64
vtkRenderState
Context in which a vtkRenderPass will render.
Definition
vtkRenderState.h:30
vtkTextureObject
abstracts an OpenGL texture object.
Definition
vtkTextureObject.h:34
vtkWindow
window superclass for vtkRenderWindow
Definition
vtkWindow.h:48
vtkDepthImageProcessingPass.h
vtkWrappingHints.h
VTK_MARSHALAUTO
#define VTK_MARSHALAUTO
Definition
vtkWrappingHints.h:60
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