44 #ifndef vtkDepthPeelingPass_h 45 #define vtkDepthPeelingPass_h 47 #include "vtkRenderingOpenGL2Module.h" 84 virtual void SetTranslucentPass(
vtkRenderPass *translucentPass);
97 vtkSetClampMacro(OcclusionRatio,
double,0.0,0.5);
98 vtkGetMacro(OcclusionRatio,
double);
108 vtkGetMacro(MaximumNumberOfPeels,
int);
162 double OcclusionRatio;
169 int MaximumNumberOfPeels;
175 int DepthPeelingHigherLayer;
abstract superclass for all actors, volumes and annotations
Implement an Order Independent Transparency render pass.
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
record modification and/or execution time
virtual bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=NULL)
Update the uniforms of the shader program.
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.
vtkSetMacro(IgnoreDriverBugs, bool)
When set known driver bugs are ignored during driver feature detection.
abstract class specifies interface to map data
abstracts an OpenGL texture object.
virtual void Render(const vtkRenderState *s)=0
Perform rendering according to a render state s.
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...
Perform part of the rendering of a vtkRenderer.
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...
The ShaderProgram uses one or more Shader objects.