/*========================================================================= Program: Visualization Toolkit Module: vtkOpenGLRenderer.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 vtkOpenGLRenderer * @brief OpenGL renderer * * vtkOpenGLRenderer is a concrete implementation of the abstract class * vtkRenderer. vtkOpenGLRenderer interfaces to the OpenGL graphics library. */ #ifndef vtkOpenGLRenderer_h #define vtkOpenGLRenderer_h #include "vtkRenderingOpenGL2Module.h" // For export macro #include "vtkRenderer.h" #include "vtkSmartPointer.h" // For vtkSmartPointer #include // STL Header #include // Ivars class vtkOpenGLFXAAFilter; class vtkRenderPass; class vtkOpenGLState; class vtkOpenGLTexture; class vtkOrderIndependentTranslucentPass; class vtkTextureObject; class vtkDepthPeelingPass; class vtkShaderProgram; class vtkShadowMapPass; class VTKRENDERINGOPENGL2_EXPORT vtkOpenGLRenderer : public vtkRenderer { public: static vtkOpenGLRenderer *New(); vtkTypeMacro(vtkOpenGLRenderer, vtkRenderer); void PrintSelf(ostream& os, vtkIndent indent) override; /** * Concrete open gl render method. */ void DeviceRender(void) override; /** * Overridden to support hidden line removal. */ void DeviceRenderOpaqueGeometry() override; /** * Render translucent polygonal geometry. Default implementation just call * UpdateTranslucentPolygonalGeometry(). * Subclasses of vtkRenderer that can deal with depth peeling must * override this method. */ void DeviceRenderTranslucentPolygonalGeometry() override; void Clear(void) override; /** * Ask lights to load themselves into graphics pipeline. */ int UpdateLights(void) override; /** * Is rendering at translucent geometry stage using depth peeling and * rendering a layer other than the first one? (Boolean value) * If so, the uniform variables UseTexture and Texture can be set. * (Used by vtkOpenGLProperty or vtkOpenGLTexture) */ int GetDepthPeelingHigherLayer(); /** * Indicate if this system is subject to the Apple/AMD bug * of not having a working glPrimitiveId . * The bug is fixed on macOS 10.11 and later, and this method * will return false when the OS is new enough. */ bool HaveApplePrimitiveIdBug(); /** * Indicate if this system is subject to the apple/NVIDIA bug that causes * crashes in the driver when too many query objects are allocated. */ static bool HaveAppleQueryAllocationBug(); /** * Dual depth peeling may be disabled for certain runtime configurations. * This method returns true if vtkDualDepthPeelingPass will be used in place * of vtkDepthPeelingPass. */ bool IsDualDepthPeelingSupported(); // Get the state object used to keep track of // OpenGL state vtkOpenGLState *GetState(); // get the standard lighting uniform declarations // for the current set of lights const char *GetLightingUniforms(); // update the lighting uniforms for this shader if they // are out of date void UpdateLightingUniforms(vtkShaderProgram *prog); // get the complexity of the current lights as a int // 0 = no lighting // 1 = headlight // 2 = directional lights // 3 = positional lights enum LightingComplexityEnum { NoLighting = 0, Headlight = 1, Directional = 2, Positional = 3 }; vtkGetMacro(LightingComplexity, int); // get the number of lights turned on vtkGetMacro(LightingCount, int); /** * Set the user light transform applied after the camera transform. * Can be null to disable it. */ void SetUserLightTransform(vtkTransform* transform); protected: vtkOpenGLRenderer(); ~vtkOpenGLRenderer() override; /** * Check the compilation status of some fragment shader source. */ void CheckCompilation(unsigned int fragmentShader); // Internal method to release graphics resources in any derived renderers. void ReleaseGraphicsResources(vtkWindow *w) override; /** * Ask all props to update and draw any opaque and translucent * geometry. This includes both vtkActors and vtkVolumes * Returns the number of props that rendered geometry. */ int UpdateGeometry() override; /** * Check and return the textured background for the current state * If monocular or stereo left eye, check BackgroundTexture * If stereo right eye, check RightBackgroundTexture */ vtkTexture* GetCurrentTexturedBackground(); friend class vtkOpenGLProperty; friend class vtkOpenGLTexture; friend class vtkOpenGLImageSliceMapper; friend class vtkOpenGLImageResliceMapper; /** * FXAA is delegated to an instance of vtkOpenGLFXAAFilter */ vtkOpenGLFXAAFilter *FXAAFilter; /** * Depth peeling is delegated to an instance of vtkDepthPeelingPass */ vtkDepthPeelingPass *DepthPeelingPass; /** * Fallback for transparency */ vtkOrderIndependentTranslucentPass *TranslucentPass; /** * Shadows are delegated to an instance of vtkShadowMapPass */ vtkShadowMapPass *ShadowMapPass; // Is rendering at translucent geometry stage using depth peeling and // rendering a layer other than the first one? (Boolean value) // If so, the uniform variables UseTexture and Texture can be set. // (Used by vtkOpenGLProperty or vtkOpenGLTexture) int DepthPeelingHigherLayer; friend class vtkRenderPass; bool HaveApplePrimitiveIdBugValue; bool HaveApplePrimitiveIdBugChecked; std::string LightingDeclaration; int LightingComplexity; int LightingCount; vtkMTimeType LightingUpdateTime; /** * Optional user transform for lights */ vtkSmartPointer UserLightTransform; private: vtkOpenGLRenderer(const vtkOpenGLRenderer&) = delete; void operator=(const vtkOpenGLRenderer&) = delete; }; #endif