43 #ifndef vtkValuePass_h 44 #define vtkValuePass_h 47 #include "vtkRenderingOpenGL2Module.h" 76 vtkSetMacro(RenderingMode,
int);
77 vtkGetMacro(RenderingMode,
int);
78 void SetInputArrayToProcess(
int fieldAssociation,
const char *
name);
79 void SetInputArrayToProcess(
int fieldAssociation,
int fieldId);
80 void SetInputComponentToProcess(
int component);
81 void SetScalarRange(
double min,
double max);
101 void GetFloatImageData(
int const format,
int const width,
int const height,
108 int* GetFloatImageExtents();
113 bool IsFloatingPointModeSupported();
121 void ColorToValue(
unsigned char const*
color,
double const min,
double const scale,
180 void RenderPieceFinish();
221 class vtkInternalsFloat;
224 class vtkInternalsInvertible;
225 vtkInternalsInvertible*
ImplInv;
236 Parameters* arrayPar);
abstract superclass for all actors, volumes and annotations
represents an object (geometry & properties) in a rendered scene
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
vtkTypeUInt32 vtkMTimeType
represent surface properties of a geometric object
Abstract superclass for all arrays.
dynamic, self-adjusting array of float
abstract specification for renderers
vtkInternalsFloat * ImplFloat
window superclass for vtkRenderWindow
Context in which a vtkRenderPass will render.
a simple class to control print indentation
The VertexArrayObject class uses, or emulates, vertex array objects.
abstract superclass for arrays of numeric data
Renders geometry using the values of a field array as fragment colors.
abstract class specifies interface to map data to graphics primitives
abstract class specifies interface to map data
create a window for renderers to draw into
virtual void Render(const vtkRenderState *s)=0
Perform rendering according to a render state s.
virtual vtkMTimeType GetShaderStageMTime()
For multi-stage render passes that need to change shader code during a single pass, use this method to notify a mapper that the shader needs to be rebuilt (rather than reuse the last cached shader.
vtkInternalsInvertible * ImplInv
virtual void ReleaseGraphicsResources(vtkWindow *w)
Release graphics resources and ask components to release their own resources.
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on...
virtual bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr)
Update the uniforms of the shader program.
Abstract render pass with shader modifications.
virtual bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop)
Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources...
general representation of visualization data
The ShaderProgram uses one or more Shader objects.