47 #ifndef vtkDepthPeelingPass_h
48 #define vtkDepthPeelingPass_h
50 #include "vtkRenderingOpenGL2Module.h"
87 virtual void SetTranslucentPass(
vtkRenderPass *translucentPass);
100 vtkSetClampMacro(OcclusionRatio,
double,0.0,0.5);
101 vtkGetMacro(OcclusionRatio,
double);
111 vtkGetMacro(MaximumNumberOfPeels,
int);
165 double OcclusionRatio;
172 int MaximumNumberOfPeels;
178 int DepthPeelingHigherLayer;
vtkTextureObject * TranslucentZTexture
abstract superclass for all actors, volumes and annotations
Implement an Order Independent Transparency render pass.
virtual bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop)
Update the uniforms of the shader program.
record modification and/or execution time
vtkOpenGLHelper * IntermediateBlendProgram
std::vector< float > * DepthZData
window superclass for vtkRenderWindow
Context in which a vtkRenderPass will render.
vtkTextureObject * OpaqueZTexture
a simple class to control print indentation
virtual void PrintSelf(ostream &os, vtkIndent indent)
Methods invoked by print to print information about the object including superclasses.
vtkSetMacro(IgnoreDriverBugs, bool)
When set known driver bugs are ignored during driver feature detection.
abstract class specifies interface to map data
abstracts an OpenGL texture object.
virtual void Render(const vtkRenderState *s)=0
Perform rendering according to a render state s.
vtkTextureObject * OpaqueRGBATexture
virtual bool ReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop)
Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources...
vtkTextureObject * TranslucentRGBATexture
virtual void ReleaseGraphicsResources(vtkWindow *w)
Release graphics resources and ask components to release their own resources.
vtkOpenGLHelper * FinalBlendProgram
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on...
Perform part of the rendering of a vtkRenderer.
Abstract render pass with shader modifications.
The ShaderProgram uses one or more Shader objects.
vtkTextureObject * CurrentRGBATexture