VTK  9.7.1
vtkDepthOfFieldPass.h
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1 // SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
2 // SPDX-License-Identifier: BSD-3-Clause
28 #ifndef vtkDepthOfFieldPass_h
29 #define vtkDepthOfFieldPass_h
30 
32 #include "vtkRenderingOpenGL2Module.h" // For export macro
33 #include "vtkWrappingHints.h" // For VTK_MARSHALAUTO
34 
35 VTK_ABI_NAMESPACE_BEGIN
36 class vtkDepthPeelingPassLayerList; // Pimpl
38 class vtkOpenGLHelper;
40 class vtkTextureObject;
41 
42 class VTKRENDERINGOPENGL2_EXPORT VTK_MARSHALAUTO vtkDepthOfFieldPass
44 {
45 public:
46  static vtkDepthOfFieldPass* New();
48  void PrintSelf(ostream& os, vtkIndent indent) override;
49 
51 
56  vtkSetMacro(AutomaticFocalDistance, bool);
57  vtkGetMacro(AutomaticFocalDistance, bool);
58  vtkBooleanMacro(AutomaticFocalDistance, bool);
60 
65  void Render(const vtkRenderState* s) override;
66 
72  void ReleaseGraphicsResources(vtkWindow* w) override;
73 
74 protected:
79 
83  ~vtkDepthOfFieldPass() override;
84 
89  vtkTextureObject* Pass1; // render target for the scene
90  vtkTextureObject* Pass1Depth; // render target for the depth
91 
92  // Structures for the various cell types we render.
94 
96 
97 private:
99  void operator=(const vtkDepthOfFieldPass&) = delete;
100 };
101 
102 VTK_ABI_NAMESPACE_END
103 #endif
OpenGL rendering window.
vtkOpenGLFramebufferObject * FrameBufferObject
Graphics resources.
void ReleaseGraphicsResources(vtkWindow *w) override
Release graphics resources and ask components to release their own resources.
window superclass for vtkRenderWindow
Definition: vtkWindow.h:41
Context in which a vtkRenderPass will render.
a simple class to control print indentation
Definition: vtkIndent.h:28
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
vtkOpenGLHelper * BlurProgram
Internal class which encapsulates OpenGL FramebufferObject.
abstracts an OpenGL texture object.
virtual void Render(const vtkRenderState *s)=0
Perform rendering according to a render state s.
vtkTextureObject * Pass1Depth
#define VTK_MARSHALAUTO
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on...
Convenient class for post-processing passes.
Implement a post-processing DOF blur pass.
vtkTextureObject * Pass1