VTK  9.3.0
vtkValuePass.h
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1 // SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
2 // SPDX-License-Identifier: BSD-3-Clause
33 #ifndef vtkValuePass_h
34 #define vtkValuePass_h
35 
36 #include "vtkOpenGLRenderPass.h"
37 #include "vtkRenderingOpenGL2Module.h" // For export macro
38 #include "vtkSmartPointer.h" //for ivar
39 
40 VTK_ABI_NAMESPACE_BEGIN
41 class vtkAbstractArray;
42 class vtkActor;
43 class vtkDataArray;
44 class vtkDataObject;
45 class vtkFloatArray;
46 class vtkMapper;
48 class vtkProperty;
49 class vtkRenderer;
50 class vtkRenderWindow;
51 class vtkShaderProgram;
52 
53 class VTKRENDERINGOPENGL2_EXPORT vtkValuePass : public vtkOpenGLRenderPass
54 {
55 public:
56  enum Mode
57  {
58  INVERTIBLE_LUT = 1,
59  FLOATING_POINT = 2
60  };
61 
62  static vtkValuePass* New();
64  void PrintSelf(ostream& os, vtkIndent indent) override;
65 
66  void SetInputArrayToProcess(int fieldAssociation, const char* name);
67  void SetInputArrayToProcess(int fieldAssociation, int fieldId);
69 
74  void Render(const vtkRenderState* s) override;
75 
82 
88  void GetFloatImageData(int format, int width, int height, void* data);
89 
95 
96  void ReleaseGraphicsResources(vtkWindow* win) override;
97 
98 protected:
100  ~vtkValuePass() override;
101 
103 
112  bool PostReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
113  std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop) override;
119  vtkOpenGLVertexArrayObject* VAO = nullptr) override;
129 
134  void BeginPass(vtkRenderer* ren);
135 
139  void EndPass();
140 
146 
151 
156 
161  void BeginMapperRender(vtkMapper* mapper, vtkDataArray* dataArray, vtkProperty* property);
162 
166  void EndMapperRender(vtkMapper* mapper, vtkProperty* property);
167 
169 
173  bool UpdateShaders(std::string& VSSource, std::string& FSSource);
174 
180 
182 
187  void ReleaseFBO(vtkWindow* win);
189 
190  class vtkInternalsFloat;
191  vtkInternalsFloat* ImplFloat;
192 
193  class vtkInternalsInvertible;
194  vtkInternalsInvertible* ImplInv;
195 
196  struct Parameters;
197  Parameters* PassState;
198 
200 
201 private:
202  vtkDataArray* GetCurrentArray(vtkMapper* mapper, Parameters* arrayPar);
203 
204  vtkAbstractArray* GetArrayFromCompositeData(vtkMapper* mapper, Parameters* arrayPar);
205 
206  vtkSmartPointer<vtkAbstractArray> MultiBlocksArray;
207 
208  void PopulateCellCellMap(const vtkRenderState* s);
209 
210  vtkValuePass(const vtkValuePass&) = delete;
211  void operator=(const vtkValuePass&) = delete;
212 };
213 
214 VTK_ABI_NAMESPACE_END
215 #endif
Abstract superclass for all arrays.
abstract class specifies interface to map data
represents an object (geometry & properties) in a rendered scene
Definition: vtkActor.h:41
abstract superclass for arrays of numeric data
Definition: vtkDataArray.h:45
general representation of visualization data
Definition: vtkDataObject.h:55
dynamic, self-adjusting array of float
Definition: vtkFloatArray.h:31
a simple class to control print indentation
Definition: vtkIndent.h:29
abstract class specifies interface to map data to graphics primitives
Definition: vtkMapper.h:77
Abstract render pass with shader modifications.
The VertexArrayObject class uses, or emulates, vertex array objects.
abstract superclass for all actors, volumes and annotations
Definition: vtkProp.h:46
represent surface properties of a geometric object
Definition: vtkProperty.h:57
Context in which a vtkRenderPass will render.
create a window for renderers to draw into
abstract specification for renderers
Definition: vtkRenderer.h:62
The ShaderProgram uses one or more Shader objects.
Renders geometry using the values of a field array as fragment colors.
Definition: vtkValuePass.h:54
void ReleaseGraphicsResources(vtkWindow *win) override
Release graphics resources and ask components to release their own resources.
void BindUniforms(vtkShaderProgram *prog)
void ReleaseFBO(vtkWindow *win)
Methods managing graphics resources required during FLOATING_POINT mode.
void RenderOpaqueGeometry(const vtkRenderState *s)
Opaque pass with key checking.
bool InitializeFBO(vtkRenderer *ren)
Methods managing graphics resources required during FLOATING_POINT mode.
void RenderPieceFinish()
Unbind textures, etc.
void BindAttributes(vtkShaderProgram *prog, vtkOpenGLVertexArrayObject *VAO)
Bind shader variables.
bool HasWindowSizeChanged(vtkRenderer *ren)
Methods managing graphics resources required during FLOATING_POINT mode.
static vtkValuePass * New()
void RenderPieceStart(vtkDataArray *dataArr, vtkMapper *m)
Upload new data if necessary, bind textures, etc.
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
void InitializeBuffers(vtkRenderer *ren)
int * GetFloatImageExtents()
Interface to get the rendered image in FLOATING_POINT mode.
void EndPass()
Unbinds internal FBO when FLOATING_POINT mode is enabled.
bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override
vtkOpenGLRenderPass API.
void Render(const vtkRenderState *s) override
Perform rendering according to a render state s.
void GetFloatImageData(int format, int width, int height, void *data)
Interface to get the rendered image in FLOATING_POINT mode.
bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr) override
Update the uniforms of the shader program.
vtkInternalsFloat * ImplFloat
Definition: vtkValuePass.h:190
void EndMapperRender(vtkMapper *mapper, vtkProperty *property)
Revert any changes made in BeginMapperRender.
bool UpdateShaders(std::string &VSSource, std::string &FSSource)
Add necessary shader definitions.
void SetInputArrayToProcess(int fieldAssociation, int fieldId)
~vtkValuePass() override
void SetInputArrayToProcess(int fieldAssociation, const char *name)
void BeginPass(vtkRenderer *ren)
Manages graphics resources depending on the rendering mode.
vtkFloatArray * GetFloatImageDataArray(vtkRenderer *ren)
Interface to get the rendered image in FLOATING_POINT mode.
vtkInternalsInvertible * ImplInv
Definition: vtkValuePass.h:193
Parameters * PassState
Definition: vtkValuePass.h:196
void BeginMapperRender(vtkMapper *mapper, vtkDataArray *dataArray, vtkProperty *property)
Setup the mapper state, buffer objects or property variables necessary to render the active rendering...
vtkMTimeType GetShaderStageMTime() override
For multi-stage render passes that need to change shader code during a single pass,...
void SetInputComponentToProcess(int component)
window superclass for vtkRenderWindow
Definition: vtkWindow.h:28
@ component
Definition: vtkX3D.h:175
@ height
Definition: vtkX3D.h:254
@ name
Definition: vtkX3D.h:219
@ data
Definition: vtkX3D.h:315
@ string
Definition: vtkX3D.h:490
vtkTypeUInt32 vtkMTimeType
Definition: vtkType.h:270