91 #ifndef vtkLineIntegralConvolution2D_h 92 #define vtkLineIntegralConvolution2D_h 96 #include "vtkRenderingLICOpenGL2Module.h" 149 ENHANCE_CONTRAST_OFF=0,
150 ENHANCE_CONTRAST_ON=1};
173 vtkGetMacro(HighContrastEnhancementFactor,
double);
208 void SetComponentIds(
int c0,
int c1);
226 void SetTransformVectors(
int val);
249 void SetNormalizeVectors(
int val);
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;
void SetComponentIds(int c[2])
vtkOpenGLHelper * EEShader
abstract base class for most VTK objects
vtkOpenGLHelper * AAVShader
virtual void SetCommunicator(vtkPainterCommunicator *)
vtkOpenGLHelper * IntermediateBlendProgram
vtkOpenGLHelper * CEShader
#define vtkGetMacro(name, type)
#define vtkSetClampMacro(name, type, min, max)
GPU-based implementation of Line Integral Convolution (LIC)
virtual void GetGlobalMinMax(vtkPainterCommunicator *, float &, float &)
virtual void WriteTimerLog(const char *)
vtkOpenGLHelper * AAHShader
#define vtkTypeMacro(thisClass, superclass)
vtkOpenGLHelper * FinalBlendProgram
vtkOpenGLHelper * LICIShader
virtual void PrintSelf(ostream &os, vtkIndent indent)
a simple class to control print indentation
vtkOpenGLHelper * VTShader
virtual void StartTimerEvent(const char *)
vtkOpenGLHelper * LICNShader
abstracts an OpenGL texture object.
#define vtkGetVector2Macro(name, type)
create a window for renderers to draw into
vtkWeakPointer< vtkOpenGLRenderWindow > Context
#define vtkBooleanMacro(name, type)
vtkOpenGLHelper * LIC0Shader
virtual void EndTimerEvent(const char *)
Interface to OpenGL framebuffer object.
The ShaderProgram uses one or more Shader objects.