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91 #ifndef vtkLineIntegralConvolution2D_h
92 #define vtkLineIntegralConvolution2D_h
96 #include "vtkRenderingLICOpenGL2Module.h"
149 ENHANCE_CONTRAST_OFF=0,
150 ENHANCE_CONTRAST_ON=1};
291 const std::deque<vtkPixelExtent> &vectorExtent,
292 const std::deque<vtkPixelExtent> &licExtent,
352 float computeBounds[4],
374 int ShadersNeedBuild;
390 double LowContrastEnhancementFactor;
391 double HighContrastEnhancementFactor;
393 int NoiseTextureLookupCompatibilityMode;
394 double MaskThreshold;
395 int TransformVectors;
396 int NormalizeVectors;
398 double MaxNoiseValue;
static void SetVectorTexParameters(vtkTextureObject *vectors)
vtkOpenGLHelper * LICNShader
virtual vtkPainterCommunicator * GetCommunicator()
vtkOpenGLHelper * FinalBlendProgram
vtkOpenGLHelper * LIC0Shader
virtual void EndTimerEvent(const char *)
#define vtkGetVector2Macro(name, type)
vtkTextureObject * Execute(vtkTextureObject *vectorTex, vtkTextureObject *noiseTex)
void SetNoise2TexParameters(vtkTextureObject *noise)
#define vtkTypeMacro(thisClass, superclass)
vtkTextureObject * Execute(const vtkPixelExtent &inputTexExtent, const std::deque< vtkPixelExtent > &vectorExtent, const std::deque< vtkPixelExtent > &licExtent, vtkTextureObject *vectorTex, vtkTextureObject *maskVectorTex, vtkTextureObject *noiseTex)
abstract base class for most VTK objects
void SetComponentIds(int c[2])
vtkLineIntegralConvolution2D()
virtual void StartTimerEvent(const char *)
void SetEEShader(vtkShaderProgram *prog)
void SetVTShader(vtkShaderProgram *prog)
vtkTextureObject * Execute(const int extent[4], vtkTextureObject *vectorTex, vtkTextureObject *noiseTex)
void SetNormalizeVectors(int val)
#define vtkSetClampMacro(name, type, min, max)
vtkWeakPointer< vtkOpenGLRenderWindow > Context
The ShaderProgram uses one or more Shader objects.
a simple class to control print indentation
abstracts an OpenGL texture object.
void SetLICNShader(vtkShaderProgram *prog)
void SetComponentIds(int c0, int c1)
void SetAAVShader(vtkShaderProgram *prog)
void SetTransformVectors(int val)
#define vtkGetMacro(name, type)
void SetContext(vtkOpenGLRenderWindow *context)
void SetLIC0Shader(vtkShaderProgram *prog)
vtkOpenGLRenderWindow * GetContext()
vtkBooleanMacro(IgnoreDriverBugs, bool)
void SetCEShader(vtkShaderProgram *prog)
vtkOpenGLHelper * EEShader
vtkOpenGLHelper * AAVShader
GPU-based implementation of Line Integral Convolution (LIC)
virtual ~vtkLineIntegralConvolution2D()
void SetAAHShader(vtkShaderProgram *prog)
vtkTextureObject * AllocateBuffer(unsigned int texSize[2])
vtkOpenGLHelper * IntermediateBlendProgram
vtkOpenGLHelper * LICIShader
void PrintSelf(ostream &os, vtkIndent indent)
void SetLICIShader(vtkShaderProgram *prog)
static bool IsSupported(vtkRenderWindow *renWin)
virtual void SetCommunicator(vtkPainterCommunicator *)
static vtkLineIntegralConvolution2D * New()
create a window for renderers to draw into
void RenderQuad(float computeBounds[4], vtkPixelExtent computeExtent)
Interface to OpenGL framebuffer object.
vtkOpenGLHelper * CEShader
virtual void WriteTimerLog(const char *)
virtual void GetGlobalMinMax(vtkPainterCommunicator *, float &, float &)
vtkOpenGLHelper * VTShader
static void SetNoiseTexParameters(vtkTextureObject *noise)
vtkOpenGLHelper * AAHShader