Go to the documentation of this file.
16 #ifndef vtkOpenGLGPUVolumeRayCastMapper_h
17 #define vtkOpenGLGPUVolumeRayCastMapper_h
19 #include "vtkRenderingVolumeOpenGL2Module.h"
75 vtkGetMacro(CurrentPass,
int);
85 vtkSetVector2Macro(NoiseTextureSize,
int);
102 int independentComponents);
112 double vtkNotUsed(datasetBounds)[6],
113 double vtkNotUsed(scalarRange)[2],
114 int vtkNotUsed(noOfComponents),
115 unsigned int vtkNotUsed(numberOfLevels)) {};
120 unsigned int vtkNotUsed(
level)) {}
123 int vtkNotUsed(noOfComponents)) {}
137 int independentComponents);
154 ratio[0] = ratio[1] = ratio[2] = 1.0;
174 int NoiseTextureSize[2];
181 #endif // vtkOpenGLGPUVolumeRayCastMapper_h
vtkGenericOpenGLResourceFreeCallback * ResourceCallback
void BuildShader(vtkRenderer *ren, vtkVolume *vol, int noOfCmponents)
void PrintSelf(ostream &os, vtkIndent indent)
Methods invoked by print to print information about the object including superclasses.
void DoGPURender(vtkRenderer *ren, vtkVolume *vol, vtkImageData *input, vtkOpenGLCamera *cam, vtkShaderProgram *shaderProgram, int noOfComponents, int independentComponents)
represents a volume (data & properties) in a rendered scene
virtual void RenderBlock(vtkRenderer *vtkNotUsed(ren), vtkVolume *vtkNotUsed(vol), unsigned int vtkNotUsed(level))
void GetDepthImage(vtkImageData *im)
Low level API to export the depth texture as vtkImageData in RenderToImage mode.
void GetColorImage(vtkImageData *im)
Low level API to export the color texture as vtkImageData in RenderToImage mode.
vtkOpenGLGPUVolumeRayCastMapper()
virtual void PreRender(vtkRenderer *vtkNotUsed(ren), vtkVolume *vtkNotUsed(vol), double vtkNotUsed(datasetBounds)[6], double vtkNotUsed(scalarRange)[2], int vtkNotUsed(noOfComponents), unsigned int vtkNotUsed(numberOfLevels))
virtual void ReleaseGraphicsResources(vtkWindow *window)
Release any graphics resources that are being consumed by this mapper.
void BuildDepthPassShader(vtkRenderer *ren, vtkVolume *vol, int noOfComponents, int independentComponents)
window superclass for vtkRenderWindow
abstract interface for implicit functions
The ShaderProgram uses one or more Shader objects.
~vtkOpenGLGPUVolumeRayCastMapper()
topologically and geometrically regular array of data
a simple class to control print indentation
abstracts an OpenGL texture object.
Ray casting performed on the GPU.
virtual int IsRenderSupported(vtkRenderWindow *vtkNotUsed(window), vtkVolumeProperty *vtkNotUsed(property))
Based on hardware and properties, we may or may not be able to render using 3D texture mapping.
void ComputeReductionFactor(double allocatedTime)
vtkTextureObject * GetColorTexture()
vtkTextureObject * GetDepthTexture()
void GetReductionRatio(double *ratio)
abstract specification for renderers
void SetNoiseGenerator(vtkImplicitFunction *generator)
Sets a user defined function to generate the ray jittering noise.
create a window for renderers to draw into
void GPURender(vtkRenderer *ren, vtkVolume *vol)
Handled in the subclass - the actual render method.
virtual void PostRender(vtkRenderer *vtkNotUsed(ren), int vtkNotUsed(noOfComponents))
represents the common properties for rendering a volume.
static vtkOpenGLGPUVolumeRayCastMapper * New()