40 #ifndef vtkValuePass_h 41 #define vtkValuePass_h 44 #include "vtkRenderingOpenGL2Module.h" 74 vtkGetMacro(RenderingMode,
int);
75 void SetInputArrayToProcess(
int fieldAssociation,
const char *
name);
76 void SetInputArrayToProcess(
int fieldAssociation,
int fieldId);
77 void SetInputComponentToProcess(
int component);
78 void SetScalarRange(
double min,
double max);
98 void GetFloatImageData(
int const format,
int const width,
int const height,
105 int* GetFloatImageExtents();
110 bool IsFloatingPointModeSupported();
118 void ColorToValue(
unsigned char const*
color,
double const min,
double const scale,
177 void RenderPieceFinish();
218 class vtkInternalsFloat;
221 class vtkInternalsInvertible;
222 vtkInternalsInvertible*
ImplInv;
233 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
Render opaque objects with the vtkValuePainter.
abstract class specifies interface to map data to graphics primitives
vtkSetMacro(IgnoreDriverBugs, bool)
When set known driver bugs are ignored during driver feature detection.
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.