24 #ifndef vtkOpenGLRenderPass_h 25 #define vtkOpenGLRenderPass_h 27 #include "vtkRenderingOpenGL2Module.h" 42 void PrintSelf(ostream &os,
vtkIndent indent) override;
49 virtual
bool PreReplaceShaderValues(std::
string &vertexShader,
50 std::
string &geometryShader,
51 std::
string &fragmentShader,
60 virtual
bool PostReplaceShaderValues(std::
string &vertexShader,
61 std::
string &geometryShader,
62 std::
string &fragmentShader,
91 vtkSetMacro(ActiveDrawBuffers,
unsigned int);
92 vtkGetMacro(ActiveDrawBuffers,
unsigned int);
96 ~vtkOpenGLRenderPass() override;
108 unsigned int ActiveDrawBuffers = 0;
111 vtkOpenGLRenderPass(const vtkOpenGLRenderPass&) = delete;
112 void operator=(const vtkOpenGLRenderPass&) = delete;
115 #endif // vtkOpenGLRenderPass_h abstract superclass for all actors, volumes and annotations
vtkTypeUInt32 vtkMTimeType
Context in which a vtkRenderPass will render.
a simple class to control print indentation
The VertexArrayObject class uses, or emulates, vertex array objects.
abstract class specifies interface to map data
Perform part of the rendering of a vtkRenderer.
Abstract render pass with shader modifications.
The ShaderProgram uses one or more Shader objects.