VTK
vtkDepthOfFieldPass.h
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1 /*=========================================================================
2 
3  Program: Visualization Toolkit
4  Module: vtkDepthOfFieldPass.h
5 
6  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
7  All rights reserved.
8  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
9 
10  This software is distributed WITHOUT ANY WARRANTY; without even
11  the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
12  PURPOSE. See the above copyright notice for more information.
13 
14 =========================================================================*/
39 #ifndef vtkDepthOfFieldPass_h
40 #define vtkDepthOfFieldPass_h
41 
42 #include "vtkRenderingOpenGL2Module.h" // For export macro
44 
45 class vtkDepthPeelingPassLayerList; // Pimpl
47 class vtkOpenGLHelper;
49 class vtkTextureObject;
50 
52 {
53 public:
54  static vtkDepthOfFieldPass *New();
56  void PrintSelf(ostream& os, vtkIndent indent);
57 
59 
62  vtkSetMacro(AutomaticFocalDistance,bool);
63  vtkGetMacro(AutomaticFocalDistance,bool);
64  vtkBooleanMacro(AutomaticFocalDistance,bool);
66 
67  //BTX
69 
71  virtual void Render(const vtkRenderState *s);
72  //ETX
74 
78 
79  protected:
82 
84  virtual ~vtkDepthOfFieldPass();
85 
87 
89  vtkTextureObject *Pass1; // render target for the scene
90  vtkTextureObject *Pass1Depth; // render target for the depth
92 
93  // Structures for the various cell types we render.
95 
96  bool Supported;
98 
100 
101  private:
102  vtkDepthOfFieldPass(const vtkDepthOfFieldPass&); // Not implemented.
103  void operator=(const vtkDepthOfFieldPass&); // Not implemented.
104 };
105 
106 #endif
OpenGL rendering window.
#define VTKRENDERINGOPENGL2_EXPORT
window superclass for vtkRenderWindow
Definition: vtkWindow.h:36
Context in which a vtkRenderPass will render.
a simple class to control print indentation
Definition: vtkIndent.h:38
vtkOpenGLHelper * BlurProgram
internal class which encapsulates OpenGL frame buffer object. Not to be used directly.
abstracts an OpenGL texture object.
void PrintSelf(ostream &os, vtkIndent indent)
virtual void Render(const vtkRenderState *s)=0
vtkTextureObject * Pass1Depth
static vtkObject * New()
Convenient class for post-processing passes. Based on vtkImageProcessingPass, but writes depth as wel...
Implement a post-processing DOF blur pass.
vtkTextureObject * Pass1
void ReleaseGraphicsResources(vtkWindow *w)
vtkFrameBufferObject * FrameBufferObject