/*========================================================================= Program: Visualization Toolkit Module: vtkOutlineGlowPass.h Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen All rights reserved. See Copyright.txt or http://www.kitware.com/Copyright.htm for details. This software is distributed WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the above copyright notice for more information. =========================================================================*/ /** * @class vtkOutlineGlowPass * @brief Renders a glowing outline using a image processing pass * * Create a glowing outline of the image rendered by the delegate. * * This render pass was designed to highlight parts of a scene by applying the render pass to a * layered renderer on top of the main scene. For optimal results, actors that form the outline * should be brightly colored with lighting disabled. The outline will have the color of the actors. * There is only one outline around all objects rendered by the delegate. * * This pass expects an initialized depth buffer and color buffer. * Initialized buffers means they have been cleared with farthest z-value and * background color/gradient/transparent color. * An opaque pass may have been performed right after the initialization. * * The delegate is used once. * * Its delegate is usually set to a vtkCameraPass or to a post-processing pass. * * This pass requires a OpenGL context that supports texture objects (TO), * framebuffer objects (FBO) and GLSL. If not, it will emit an error message * and will render its delegate and return. * * @par Implementation: * The image is first rendered to a full size offscreen render target, then blurred twice on a half * sized render target using Gaussian blur with an offset. The offset and the smaller render target * increase the size of the outline without incurring the cost of a big Gaussian blur kernel. The * implementation of the gaussian blur is similar to vtkGaussianBlurPass with the alterations * described above. * * @sa * vtkRenderPass vtkGaussianBlurPass */ #ifndef vtkOutlineGlowPass_h #define vtkOutlineGlowPass_h #include "vtkImageProcessingPass.h" #include "vtkRenderingOpenGL2Module.h" // For export macro class vtkOpenGLFramebufferObject; class vtkOpenGLHelper; class vtkTextureObject; class VTKRENDERINGOPENGL2_EXPORT vtkOutlineGlowPass : public vtkImageProcessingPass { public: static vtkOutlineGlowPass* New(); vtkTypeMacro(vtkOutlineGlowPass, vtkImageProcessingPass); void PrintSelf(ostream& os, vtkIndent indent) override; /** * Perform rendering according to a render state \p s. * \pre s_exists: s!=0 */ void Render(const vtkRenderState* s) override; /** * Release graphics resources and ask components to release their own * resources. * \pre w_exists: w!=0 */ void ReleaseGraphicsResources(vtkWindow* w) override; /** * Get/Set the intensity of the outline. * Default value is 3.0 which gives a bright outline with a fading edge */ vtkGetMacro(OutlineIntensity, float); vtkSetMacro(OutlineIntensity, float); protected: /** * Default constructor. DelegatePass is set to NULL. */ vtkOutlineGlowPass(); /** * Destructor. */ ~vtkOutlineGlowPass() override; /** * Graphics resources. */ vtkOpenGLFramebufferObject* FrameBufferObject; vtkTextureObject* ScenePass; // render target for the original scene vtkTextureObject* BlurPass1; // render target for vertical blur vtkTextureObject* BlurPass2; // render target for horizontal blur // Shader programs vtkOpenGLHelper* BlurProgram; vtkOpenGLHelper* UpscaleProgram; // Default value of 3.0 gives a bright outline with a fading edge float OutlineIntensity = 3.0f; private: vtkOutlineGlowPass(const vtkOutlineGlowPass&) = delete; void operator=(const vtkOutlineGlowPass&) = delete; }; #endif /* vtkOutlineGlowPass_h */