VTK  9.4.20241223
vtkValuePass.h
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1// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
2// SPDX-License-Identifier: BSD-3-Clause
52#ifndef vtkValuePass_h
53#define vtkValuePass_h
54
55#include "vtkOpenGLRenderPass.h"
56#include "vtkRenderingOpenGL2Module.h" // For export macro
57#include "vtkSmartPointer.h" //for ivar
58#include "vtkWrappingHints.h" // For VTK_MARSHALAUTO
59
60VTK_ABI_NAMESPACE_BEGIN
62class vtkActor;
63class vtkDataArray;
64class vtkDataObject;
65class vtkFloatArray;
66class vtkMapper;
68class vtkProperty;
69class vtkRenderer;
70class vtkRenderWindow;
72
73class VTKRENDERINGOPENGL2_EXPORT VTK_MARSHALAUTO vtkValuePass : public vtkOpenGLRenderPass
74{
75public:
76 enum Mode
77 {
78 INVERTIBLE_LUT = 1,
79 FLOATING_POINT = 2
80 };
81
82 static vtkValuePass* New();
84 void PrintSelf(ostream& os, vtkIndent indent) override;
85
86 void SetInputArrayToProcess(int fieldAssociation, const char* name);
87 void SetInputArrayToProcess(int fieldAssociation, int fieldId);
88 void SetInputComponentToProcess(int component);
89
94 void Render(const vtkRenderState* s) override;
95
102
108 void GetFloatImageData(int format, int width, int height, void* data);
109
115
117
118protected:
120 ~vtkValuePass() override;
121
123
132 bool PostReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
133 std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop) override;
139 vtkOpenGLVertexArrayObject* VAO = nullptr) override;
149
155
159 void EndPass();
160
166
171
176
181 void BeginMapperRender(vtkMapper* mapper, vtkDataArray* dataArray, vtkProperty* property);
182
186 void EndMapperRender(vtkMapper* mapper, vtkProperty* property);
187
189
193 bool UpdateShaders(std::string& VSSource, std::string& FSSource);
194
200
202
209
210 class vtkInternalsFloat;
211 vtkInternalsFloat* ImplFloat;
212
213 class vtkInternalsInvertible;
214 vtkInternalsInvertible* ImplInv;
215
216 struct Parameters;
217 Parameters* PassState;
218
220
221private:
222 vtkDataArray* GetCurrentArray(vtkMapper* mapper, Parameters* arrayPar);
223
224 vtkAbstractArray* GetArrayFromCompositeData(vtkMapper* mapper, Parameters* arrayPar);
225
226 vtkSmartPointer<vtkAbstractArray> MultiBlocksArray;
227
228 void PopulateCellCellMap(const vtkRenderState* s);
229
230 vtkValuePass(const vtkValuePass&) = delete;
231 void operator=(const vtkValuePass&) = delete;
232};
233
234VTK_ABI_NAMESPACE_END
235#endif
Abstract superclass for all arrays.
abstract class specifies interface to map data
represents an object (geometry & properties) in a rendered scene
Definition vtkActor.h:151
abstract superclass for arrays of numeric data
general representation of visualization data
dynamic, self-adjusting array of float
a simple class to control print indentation
Definition vtkIndent.h:108
abstract class specifies interface to map data to graphics primitives
Definition vtkMapper.h:137
Abstract render pass with shader modifications.
The VertexArrayObject class uses, or emulates, vertex array objects.
abstract superclass for all actors, volumes and annotations
Definition vtkProp.h:66
represent surface properties of a geometric object
Context in which a vtkRenderPass will render.
create a window for renderers to draw into
abstract specification for renderers
The ShaderProgram uses one or more Shader objects.
Hold a reference to a vtkObjectBase instance.
Renders geometry using the values of a field array as fragment colors.
void ReleaseGraphicsResources(vtkWindow *win) override
Release graphics resources and ask components to release their own resources.
void BindUniforms(vtkShaderProgram *prog)
void ReleaseFBO(vtkWindow *win)
Methods managing graphics resources required during FLOATING_POINT mode.
void RenderOpaqueGeometry(const vtkRenderState *s)
Opaque pass with key checking.
bool InitializeFBO(vtkRenderer *ren)
Methods managing graphics resources required during FLOATING_POINT mode.
void RenderPieceFinish()
Unbind textures, etc.
void BindAttributes(vtkShaderProgram *prog, vtkOpenGLVertexArrayObject *VAO)
Bind shader variables.
bool HasWindowSizeChanged(vtkRenderer *ren)
Methods managing graphics resources required during FLOATING_POINT mode.
static vtkValuePass * New()
void RenderPieceStart(vtkDataArray *dataArr, vtkMapper *m)
Upload new data if necessary, bind textures, etc.
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
void InitializeBuffers(vtkRenderer *ren)
void EndPass()
Unbinds internal FBO when FLOATING_POINT mode is enabled.
bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override
vtkOpenGLRenderPass API.
void Render(const vtkRenderState *s) override
Perform rendering according to a render state s.
void GetFloatImageData(int format, int width, int height, void *data)
Interface to get the rendered image in FLOATING_POINT mode.
int * GetFloatImageExtents()
Interface to get the rendered image in FLOATING_POINT mode.
bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr) override
Update the uniforms of the shader program.
vtkInternalsFloat * ImplFloat
void EndMapperRender(vtkMapper *mapper, vtkProperty *property)
Revert any changes made in BeginMapperRender.
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.
void SetInputArrayToProcess(int fieldAssociation, int fieldId)
~vtkValuePass() override
void SetInputArrayToProcess(int fieldAssociation, const char *name)
void BeginPass(vtkRenderer *ren)
Manages graphics resources depending on the rendering mode.
vtkInternalsInvertible * ImplInv
Parameters * PassState
void BeginMapperRender(vtkMapper *mapper, vtkDataArray *dataArray, vtkProperty *property)
Setup the mapper state, buffer objects or property variables necessary to render the active rendering...
vtkMTimeType GetShaderStageMTime() override
For multi-stage render passes that need to change shader code during a single pass,...
void SetInputComponentToProcess(int component)
window superclass for vtkRenderWindow
Definition vtkWindow.h:48
vtkTypeUInt32 vtkMTimeType
Definition vtkType.h:270
#define VTK_MARSHALAUTO