26 #ifndef vtkOpenGLRenderer_h 27 #define vtkOpenGLRenderer_h 29 #include "vtkRenderingOpenGL2Module.h" 70 void Clear(
void)
override;
83 int GetDepthPeelingHigherLayer();
91 bool HaveApplePrimitiveIdBug();
97 static bool HaveAppleQueryAllocationBug();
104 bool IsDualDepthPeelingSupported();
112 const char *GetLightingUniforms();
129 vtkGetMacro(LightingComplexity,
int);
132 vtkGetMacro(LightingCount,
int);
147 void CheckCompilation(
unsigned int fragmentShader);
169 friend class vtkOpenGLImageResliceMapper;
Implement Depth Peeling for use within a framebuffer pass.
virtual void ReleaseGraphicsResources(vtkWindow *)
vtkShadowMapPass * ShadowMapPass
Shadows are delegated to an instance of vtkShadowMapPass.
vtkTypeUInt32 vtkMTimeType
std::string LightingDeclaration
virtual int UpdateGeometry()
Ask all props to update and draw any opaque and translucent geometry.
virtual int UpdateLights(void)
Ask all lights to load themselves into rendering pipeline.
abstract specification for renderers
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
OpenGL mapper for image slice display.
window superclass for vtkRenderWindow
vtkOpenGLFXAAFilter * FXAAFilter
FXAA is delegated to an instance of vtkOpenGLFXAAFilter.
int DepthPeelingHigherLayer
virtual void DeviceRender()=0
Create an image.
a simple class to control print indentation
virtual void DeviceRenderTranslucentPolygonalGeometry()
Render translucent polygonal geometry.
bool HaveApplePrimitiveIdBugValue
vtkSmartPointer< vtkTransform > UserLightTransform
Optional user transform for lights.
handles properties associated with a texture map
virtual void DeviceRenderOpaqueGeometry()
Render opaque polygonal geometry.
vtkDepthPeelingPass * DepthPeelingPass
Depth peeling is delegated to an instance of vtkDepthPeelingPass.
vtkMTimeType LightingUpdateTime
abstracts an OpenGL texture object.
vtkOrderIndependentTranslucentPass * TranslucentPass
Fallback for transparency.
static vtkRenderer * New()
Create a vtkRenderer with a black background, a white ambient light, two-sided lighting turned on...
Implement a shadow mapping render pass.
Perform FXAA antialiasing on the current framebuffer.
Perform part of the rendering of a vtkRenderer.
bool HaveApplePrimitiveIdBugChecked
Implement OIT rendering using average color.
virtual void Clear()
Clear the image to the background color.
The ShaderProgram uses one or more Shader objects.