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91 #ifndef vtkLineIntegralConvolution2D_h
92 #define vtkLineIntegralConvolution2D_h
147 ENHANCE_CONTRAST_OFF=0,
148 ENHANCE_CONTRAST_ON=1};
289 const std::deque<vtkPixelExtent> &vectorExtent,
290 const std::deque<vtkPixelExtent> &licExtent,
348 float computeBounds[4],
static void SetVectorTexParameters(vtkTextureObject *vectors)
virtual vtkPainterCommunicator * GetCommunicator()
vtkShaderProgram2 * CEShader
virtual void EndTimerEvent(const char *)
#define vtkGetVector2Macro(name, type)
vtkTextureObject * Execute(vtkTextureObject *vectorTex, vtkTextureObject *noiseTex)
void SetCEShader(vtkShaderProgram2 *prog)
void SetLICIShader(vtkShaderProgram2 *prog)
void SetAAVShader(vtkShaderProgram2 *prog)
void SetEEShader(vtkShaderProgram2 *prog)
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
int NoiseTextureLookupCompatibilityMode
vtkWeakPointer< vtkRenderWindow > Context
void SetComponentIds(int c[2])
vtkLineIntegralConvolution2D()
void SetContext(vtkRenderWindow *context)
double HighContrastEnhancementFactor
void SetVTShader(vtkShaderProgram2 *prog)
void SetLIC0Shader(vtkShaderProgram2 *prog)
virtual void StartTimerEvent(const char *)
vtkTextureObject * Execute(const int extent[4], vtkTextureObject *vectorTex, vtkTextureObject *noiseTex)
vtkShaderProgram2 * AAHShader
void SetNormalizeVectors(int val)
#define vtkSetClampMacro(name, type, min, max)
vtkShaderProgram2 * AAVShader
vtkRenderWindow * GetContext()
void SetLICNShader(vtkShaderProgram2 *prog)
a simple class to control print indentation
abstracts an OpenGL texture object.
void SetComponentIds(int c0, int c1)
void SetTransformVectors(int val)
#define vtkGetMacro(name, type)
#define VTKRENDERINGLIC_EXPORT
double LowContrastEnhancementFactor
vtkShaderProgram2 * LICNShader
vtkBooleanMacro(IgnoreDriverBugs, bool)
vtkShaderProgram2 * EEShader
GPU-based implementation of Line Integral Convolution (LIC)
virtual ~vtkLineIntegralConvolution2D()
vtkShaderProgram2 * LICIShader
vtkTextureObject * AllocateBuffer(unsigned int texSize[2])
void PrintSelf(ostream &os, vtkIndent indent)
static bool IsSupported(vtkRenderWindow *renWin)
virtual void SetCommunicator(vtkPainterCommunicator *)
static vtkLineIntegralConvolution2D * New()
create a window for renderers to draw into
vtkShaderProgram2 * LIC0Shader
void RenderQuad(float computeBounds[4], vtkPixelExtent computeExtent)
Interface to OpenGL framebuffer object.
virtual void WriteTimerLog(const char *)
virtual void GetGlobalMinMax(vtkPainterCommunicator *, float &, float &)
static void SetNoiseTexParameters(vtkTextureObject *noise)
vtkFrameBufferObject2 * FBO
void SetAAHShader(vtkShaderProgram2 *prog)
vtkShaderProgram2 * VTShader
vtkPainterCommunicator * Comm