|  | VTK
    9.0.1
    | 
 
 
 
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   23 #ifndef vtkOpenGLRenderer_h 
   24 #define vtkOpenGLRenderer_h 
   27 #include "vtkRenderingOpenGL2Module.h"  
   70   void Clear(
void) 
override;
 
   83   int GetDepthPeelingHigherLayer();
 
   91   bool HaveApplePrimitiveIdBug();
 
   97   static bool HaveAppleQueryAllocationBug();
 
  104   bool IsDualDepthPeelingSupported();
 
  112   const char* GetLightingUniforms();
 
  130   vtkGetMacro(LightingComplexity, 
int);
 
  133   vtkGetMacro(LightingCount, 
int);
 
  168   void CheckCompilation(
unsigned int fragmentShader);
 
  187   friend class vtkOpenGLImageResliceMapper;
 
  
std::string LightingDeclaration
precompute prefilter texture used in physically based rendering
virtual void DeviceRenderOpaqueGeometry(vtkFrameBufferObjectBase *fbo=nullptr)
Render opaque polygonal geometry.
Implement Depth Peeling for use within a framebuffer pass.
virtual void Clear()
Clear the image to the background color.
vtkPBRLUTTexture * EnvMapLookupTable
virtual int UpdateLights(void)
Ask all lights to load themselves into rendering pipeline.
vtkOpenGLFXAAFilter * FXAAFilter
FXAA is delegated to an instance of vtkOpenGLFXAAFilter.
virtual void ReleaseGraphicsResources(vtkWindow *)
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
abstract interface to OpenGL FBOs
vtkDepthPeelingPass * DepthPeelingPass
Depth peeling is delegated to an instance of vtkDepthPeelingPass.
Implement a shadow mapping render pass.
window superclass for vtkRenderWindow
vtkMTimeType LightingUpdateTime
handles properties associated with a texture map
virtual void SetEnvironmentTexture(vtkTexture *texture, bool isSRGB=false)
precompute irradiance texture used in physically based rendering
Implement OIT rendering using average color.
The ShaderProgram uses one or more Shader objects.
a simple class to control print indentation
abstracts an OpenGL texture object.
virtual int UpdateGeometry(vtkFrameBufferObjectBase *fbo=nullptr)
Ask all props to update and draw any opaque and translucent geometry.
Perform FXAA antialiasing on the current framebuffer.
OpenGL mapper for image slice display.
vtkPBRPrefilterTexture * EnvMapPrefiltered
int DepthPeelingHigherLayer
vtkSmartPointer< vtkTransform > UserLightTransform
Optional user transform for lights.
abstract specification for renderers
precompute BRDF look-up table texture used in physically based rendering
virtual void DeviceRenderTranslucentPolygonalGeometry(vtkFrameBufferObjectBase *fbo=nullptr)
Render translucent polygonal geometry.
static vtkRenderer * New()
Create a vtkRenderer with a black background, a white ambient light, two-sided lighting turned on,...
vtkOrderIndependentTranslucentPass * TranslucentPass
Fallback for transparency.
virtual void DeviceRender()
Create an image.
vtkPBRIrradianceTexture * EnvMapIrradiance
vtkShadowMapPass * ShadowMapPass
Shadows are delegated to an instance of vtkShadowMapPass.
vtkTypeUInt32 vtkMTimeType
Perform part of the rendering of a vtkRenderer.