40 #ifndef vtkOpenGLFXAAFilter_h 41 #define vtkOpenGLFXAAFilter_h 45 #include "vtkRenderingOpenGL2Module.h" 71 void ReleaseGraphicsResources();
85 vtkSetClampMacro(RelativeContrastThreshold,
float, 0.f, 1.f);
86 vtkGetMacro(RelativeContrastThreshold,
float);
87 vtkSetClampMacro(HardContrastThreshold,
float, 0.f, 1.f);
88 vtkGetMacro(HardContrastThreshold,
float);
89 vtkSetClampMacro(SubpixelBlendLimit,
float, 0.f, 1.f);
90 vtkGetMacro(SubpixelBlendLimit,
float);
91 vtkSetClampMacro(SubpixelContrastThreshold,
float, 0.f, 1.f);
92 vtkGetMacro(SubpixelContrastThreshold,
float);
93 virtual void SetUseHighQualityEndpoints(
bool val);
94 vtkGetMacro(UseHighQualityEndpoints,
bool);
95 vtkBooleanMacro(UseHighQualityEndpoints,
bool);
96 vtkSetClampMacro(EndpointSearchIterations,
int, 0,
VTK_INT_MAX);
97 vtkGetMacro(EndpointSearchIterations,
int);
107 void FreeGLObjects();
108 void CreateGLObjects();
111 void SubstituteFragmentShader(
std::string& fragShader);
116 void PrintBenchmark();
151 #endif // vtkOpenGLFXAAFilter_h abstract base class for most VTK objects
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
float RelativeContrastThreshold
float HardContrastThreshold
bool UseHighQualityEndpoints
vtkOpenGLQuadHelper * QHelper
DebugOption
Debugging options that affect the output color buffer.
a simple class to control print indentation
vtkOpenGLRenderer * Renderer
float SubpixelContrastThreshold
vtkFXAAOptions::DebugOption DebugOptionValue
abstracts an OpenGL texture object.
vtkOpenGLRenderTimer * FXAATimer
Class to make rendering a full screen quad easier.
vtkOpenGLRenderTimer * PreparationTimer
Perform FXAA antialiasing on the current framebuffer.
int EndpointSearchIterations
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on...
Asynchronously measures GPU execution time for a single event.
Configuration for FXAA implementations.
The ShaderProgram uses one or more Shader objects.