58 #ifndef __vtkEDLShading_h
59 #define __vtkEDLShading_h
61 #define EDL_HIGH_RESOLUTION_ON 1
62 #define EDL_LOW_RESOLUTION_ON 1
70 class vtkOpenGLRenderWindow;
71 class vtkDepthPeelingPassLayerList;
72 class vtkShaderProgram2;
74 class vtkFrameBufferObject;
75 class vtkTextureObject;
82 void PrintSelf(ostream& os, vtkIndent indent);
88 virtual void Render(
const vtkRenderState *s);
108 void EDLInitializeFramebuffers(vtkRenderState &s);
112 void EDLInitializeShaders();
116 bool EDLShadeHigh(vtkRenderState &s);
120 bool EDLShadeLow(vtkRenderState &s);
124 bool EDLBlurLow(vtkRenderState &s);
128 bool EDLCompose(
const vtkRenderState *s);
157 float EDLNeighbours[32];
vtkShaderProgram2 * BilateralProgram
vtkTextureObject * ProjectionDepthTexture
vtkTextureObject * EDLLowShadeTexture
vtkTextureObject * EDLHighShadeTexture
vtkFrameBufferObject * EDLHighFBO
vtkTypeRevisionMacro(vtkDepthImageProcessingPass, vtkRenderPass)
vtkTextureObject * ProjectionColorTexture
vtkFrameBufferObject * ProjectionFBO
vtkShaderProgram2 * EDLComposeProgram
vtkShaderProgram2 * EDLShadeProgram
void PrintSelf(ostream &os, vtkIndent indent)
vtkTextureObject * EDLLowBlurTexture
vtkFrameBufferObject * EDLLowFBO
#define VTKDRCFILTERS_EXPORT
void ReleaseGraphicsResources(vtkWindow *w)