|  | VTK
    9.0.1
    | 
 
 
 
Go to the documentation of this file.
   42 #ifndef vtkValuePass_h 
   43 #define vtkValuePass_h 
   46 #include "vtkRenderingOpenGL2Module.h"  
   75   VTK_LEGACY(vtkSetMacro(RenderingMode, 
int));
 
   76   VTK_LEGACY(vtkGetMacro(RenderingMode, 
int));
 
   77   void SetInputArrayToProcess(
int fieldAssociation, 
const char* 
name);
 
   78   void SetInputArrayToProcess(
int fieldAssociation, 
int fieldId);
 
   79   void SetInputComponentToProcess(
int component);
 
   81   VTK_LEGACY(
void SetScalarRange(
double min, 
double max));
 
  101   void GetFloatImageData(
int const format, 
int const width, 
int const height, 
void* 
data);
 
  107   int* GetFloatImageExtents();
 
  113   VTK_LEGACY(
bool IsFloatingPointModeSupported());
 
  122   VTK_LEGACY(
void ColorToValue(
 
  123     unsigned char const* 
color, 
double const min, 
double const scale, 
double& 
value));
 
  177   void RenderPieceFinish();
 
  217   class vtkInternalsFloat;
 
  220   class vtkInternalsInvertible;
 
  221   vtkInternalsInvertible* 
ImplInv;
 
  
virtual vtkMTimeType GetShaderStageMTime()
For multi-stage render passes that need to change shader code during a single pass,...
virtual void ReleaseGraphicsResources(vtkWindow *w)
Release graphics resources and ask components to release their own resources.
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
dynamic, self-adjusting array of float
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on.
virtual void Render(const vtkRenderState *s)=0
Perform rendering according to a render state s.
abstract superclass for arrays of numeric data
window superclass for vtkRenderWindow
virtual bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr)
Update the uniforms of the shader program.
abstract class specifies interface to map data to graphics primitives
The ShaderProgram uses one or more Shader objects.
represents an object (geometry & properties) in a rendered scene
a simple class to control print indentation
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.
vtkInternalsInvertible * ImplInv
Abstract superclass for all arrays.
abstract superclass for all actors, volumes and annotations
abstract specification for renderers
Abstract render pass with shader modifications.
represent surface properties of a geometric object
create a window for renderers to draw into
Context in which a vtkRenderPass will render.
general representation of visualization data
vtkInternalsFloat * ImplFloat
The VertexArrayObject class uses, or emulates, vertex array objects.
abstract class specifies interface to map data
vtkTypeUInt32 vtkMTimeType