VTK  9.7.1
vtkGaussianBlurPass.h
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1 // SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
2 // SPDX-License-Identifier: BSD-3-Clause
40 #ifndef vtkGaussianBlurPass_h
41 #define vtkGaussianBlurPass_h
42 
43 #include "vtkImageProcessingPass.h"
44 #include "vtkRenderingOpenGL2Module.h" // For export macro
45 #include "vtkWrappingHints.h" // For VTK_MARSHALAUTO
46 
47 VTK_ABI_NAMESPACE_BEGIN
48 class vtkDepthPeelingPassLayerList; // Pimpl
50 class vtkOpenGLHelper;
52 class vtkTextureObject;
53 
54 class VTKRENDERINGOPENGL2_EXPORT VTK_MARSHALAUTO vtkGaussianBlurPass : public vtkImageProcessingPass
55 {
56 public:
57  static vtkGaussianBlurPass* New();
59  void PrintSelf(ostream& os, vtkIndent indent) override;
60 
65  void Render(const vtkRenderState* s) override;
66 
72  void ReleaseGraphicsResources(vtkWindow* w) override;
73 
74 protected:
79 
83  ~vtkGaussianBlurPass() override;
84 
89  vtkTextureObject* Pass1; // render target for the scene
90  vtkTextureObject* Pass2; // render target for the horizontal pass
91 
92  // Structures for the various cell types we render.
94 
95 private:
97  void operator=(const vtkGaussianBlurPass&) = delete;
98 };
99 
100 VTK_ABI_NAMESPACE_END
101 #endif
OpenGL rendering window.
vtkOpenGLFramebufferObject * FrameBufferObject
Graphics resources.
vtkOpenGLHelper * BlurProgram
void ReleaseGraphicsResources(vtkWindow *w) override
Release graphics resources and ask components to release their own resources.
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
Convenient class for post-processing passes.
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
vtkTextureObject * Pass2
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 * Pass1
#define VTK_MARSHALAUTO
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on...
Implement a post-processing Gaussian blur render pass.