40 #ifndef vtkOpenGLFXAAFilter_h 41 #define vtkOpenGLFXAAFilter_h 72 void ReleaseGraphicsResources();
86 vtkSetClampMacro(RelativeContrastThreshold,
float, 0.f, 1.f)
87 vtkGetMacro(RelativeContrastThreshold,
float)
88 vtkSetClampMacro(HardContrastThreshold,
float, 0.f, 1.f)
89 vtkGetMacro(HardContrastThreshold,
float)
90 vtkSetClampMacro(SubpixelBlendLimit,
float, 0.f, 1.f)
91 vtkGetMacro(SubpixelBlendLimit,
float)
92 vtkSetClampMacro(SubpixelContrastThreshold,
float, 0.f, 1.f)
93 vtkGetMacro(SubpixelContrastThreshold,
float)
94 virtual void SetUseHighQualityEndpoints(
bool val);
95 vtkGetMacro(UseHighQualityEndpoints,
bool)
97 vtkSetClampMacro(EndpointSearchIterations,
int, 0,
VTK_INT_MAX)
98 vtkGetMacro(EndpointSearchIterations,
int)
108 void FreeGLObjects();
109 void CreateGLObjects();
112 void SubstituteFragmentShader(
std::string &fragShader);
117 void PrintBenchmark();
154 #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
#define VTKRENDERINGOPENGL2_EXPORT
DebugOption
Debugging options that affect the output color buffer.
vtkOpenGLBufferObject * VBO
vtkOpenGLVertexArrayObject * VAO
a simple class to control print indentation
vtkOpenGLRenderer * Renderer
The VertexArrayObject class uses, or emulates, vertex array objects.
float SubpixelContrastThreshold
vtkShaderProgram * Program
vtkFXAAOptions::DebugOption DebugOptionValue
abstracts an OpenGL texture object.
vtkOpenGLRenderTimer * FXAATimer
vtkOpenGLRenderTimer * PreparationTimer
Perform FXAA antialiasing on the current framebuffer.
vtkBooleanMacro(IgnoreDriverBugs, bool)
When set known driver bugs are ignored during driver feature detection.
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.