40 #ifndef vtkOpenGLFXAAFilter_h 41 #define vtkOpenGLFXAAFilter_h 43 #include "vtkRenderingOpenGL2Module.h" 63 void PrintSelf(ostream &os,
vtkIndent indent) override;
73 void ReleaseGraphicsResources();
87 vtkSetClampMacro(RelativeContrastThreshold,
float, 0.f, 1.f)
88 vtkGetMacro(RelativeContrastThreshold,
float)
89 vtkSetClampMacro(HardContrastThreshold,
float, 0.f, 1.f)
90 vtkGetMacro(HardContrastThreshold,
float)
91 vtkSetClampMacro(SubpixelBlendLimit,
float, 0.f, 1.f)
92 vtkGetMacro(SubpixelBlendLimit,
float)
93 vtkSetClampMacro(SubpixelContrastThreshold,
float, 0.f, 1.f)
94 vtkGetMacro(SubpixelContrastThreshold,
float)
95 virtual
void SetUseHighQualityEndpoints(
bool val);
96 vtkGetMacro(UseHighQualityEndpoints,
bool)
97 vtkBooleanMacro(UseHighQualityEndpoints,
bool)
98 vtkSetClampMacro(EndpointSearchIterations,
int, 0,
VTK_INT_MAX)
99 vtkGetMacro(EndpointSearchIterations,
int)
100 virtual
void SetDebugOptionValue(
vtkFXAAOptions::DebugOption opt);
106 ~vtkOpenGLFXAAFilter() override;
109 void FreeGLObjects();
110 void CreateGLObjects();
113 void SubstituteFragmentShader(std::
string &fragShader);
118 void PrintBenchmark();
131 float RelativeContrastThreshold;
132 float HardContrastThreshold;
133 float SubpixelBlendLimit;
134 float SubpixelContrastThreshold;
135 int EndpointSearchIterations;
137 bool UseHighQualityEndpoints;
141 bool NeedToRebuildShader;
149 vtkOpenGLFXAAFilter(const vtkOpenGLFXAAFilter&) = delete;
150 void operator=(const vtkOpenGLFXAAFilter&) = delete;
153 #endif // vtkOpenGLFXAAFilter_h abstract base class for most VTK objects
a simple class to control print indentation
The VertexArrayObject class uses, or emulates, vertex array objects.
abstracts an OpenGL texture object.
Class to make rendering a full screen quad easier.
Perform FXAA antialiasing on the current framebuffer.
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on...
Asynchronously measures GPU execution time for a single event.
Configuration for FXAA implementations.
The ShaderProgram uses one or more Shader objects.