91 #ifndef vtkLineIntegralConvolution2D_h 92 #define vtkLineIntegralConvolution2D_h 147 ENHANCE_CONTRAST_OFF=0,
148 ENHANCE_CONTRAST_ON=1};
171 vtkGetMacro(HighContrastEnhancementFactor,
double);
206 void SetComponentIds(
int c0,
int c1);
224 void SetTransformVectors(
int val);
247 void SetNormalizeVectors(
int val);
289 const std::deque<vtkPixelExtent> &vectorExtent,
290 const std::deque<vtkPixelExtent> &licExtent,
348 float computeBounds[4],
double LowContrastEnhancementFactor
vtkWeakPointer< vtkRenderWindow > Context
void SetComponentIds(int c[2])
vtkShaderProgram2 * EEShader
abstract base class for most VTK objects
virtual void SetCommunicator(vtkPainterCommunicator *)
vtkShaderProgram2 * LICIShader
#define vtkGetMacro(name, type)
vtkShaderProgram2 * LIC0Shader
#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 *)
vtkShaderProgram2 * VTShader
#define vtkTypeMacro(thisClass, superclass)
vtkShaderProgram2 * CEShader
vtkShaderProgram2 * LICNShader
virtual void PrintSelf(ostream &os, vtkIndent indent)
#define VTKRENDERINGLIC_EXPORT
a simple class to control print indentation
vtkFrameBufferObject2 * FBO
virtual void StartTimerEvent(const char *)
vtkPainterCommunicator * Comm
vtkShaderProgram2 * AAHShader
abstracts an OpenGL texture object.
#define vtkGetVector2Macro(name, type)
create a window for renderers to draw into
vtkShaderProgram2 * AAVShader
#define vtkBooleanMacro(name, type)
virtual void EndTimerEvent(const char *)
int NoiseTextureLookupCompatibilityMode
Interface to OpenGL framebuffer object.
double HighContrastEnhancementFactor