vtkEDLShading.cxx 25.6 KB
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/*=========================================================================

   Program: ParaView
   Module:    vtkEDLShading.cxx

   Copyright (c) 2005-2008 Sandia Corporation, Kitware Inc.
   All rights reserved.

   ParaView is a free software; you can redistribute it and/or modify it
   under the terms of the ParaView license version 1.2.

   See License_v1.2.txt for the full ParaView license.
   A copy of this license can be obtained by contacting
   Kitware Inc.
   28 Corporate Drive
   Clifton Park, NY 12065
   USA

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHORS OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

=========================================================================*/
/*----------------------------------------------------------------------
Acknowledgement:
This algorithm is the result of joint work by Electricité de France,
CNRS, Collège de France and Université J. Fourier as part of the
Ph.D. thesis of Christian BOUCHENY.
------------------------------------------------------------------------*/

#include "vtkEDLShading.h"

#include "vtkCamera.h"
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#include "vtkOpenGLFramebufferObject.h"
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#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkOpenGLError.h"
#include "vtkOpenGLRenderWindow.h"
#include "vtkOpenGLShaderCache.h"
#include "vtkPropCollection.h"
#include "vtkRenderState.h"
#include "vtkRenderer.h"
#include "vtkShaderProgram.h"
#include "vtkTextureObject.h"
#include "vtk_glew.h"
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#include <cassert>
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#include <sstream>
#include <string>


#include "vtkTextureObjectVS.h"
#include "vtkEDLShadeFS.h"
#include "vtkEDLComposeFS.h"
#include "vtkEDLBilateralFilterFS.h"

//#define VTK_EDL_SHADING_DEBUG

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// Define to print debug statements to the OpenGL CS stream (useful for e.g.
// apitrace debugging):
// #define ANNOTATE_STREAM
namespace
{
void annotate(const std::string &str)
{
#ifdef ANNOTATE_STREAM
  vtkOpenGLStaticCheckErrorMacro("Error before glDebug.")
  glDebugMessageInsert(GL_DEBUG_SOURCE_APPLICATION, GL_DEBUG_TYPE_OTHER,
                       GL_DEBUG_SEVERITY_NOTIFICATION,
                       0, str.size(), str.c_str());
  vtkOpenGLClearErrorMacro();
#else // ANNOTATE_STREAM
  (void)str;
#endif // ANNOTATE_STREAM
}
}


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vtkStandardNewMacro(vtkEDLShading);

// ----------------------------------------------------------------------------
vtkEDLShading::vtkEDLShading()
{

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  this->ProjectionFBO = nullptr;
  this->ProjectionColorTexture = nullptr;
  this->ProjectionDepthTexture = nullptr;
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  this->EDLHighFBO = nullptr;
  this->EDLHighShadeTexture = nullptr;
  this->EDLLowFBO = nullptr;
  this->EDLLowShadeTexture = nullptr;
  this->EDLLowBlurTexture = nullptr;
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  this->EDLIsFiltered = true;
  // init neighbours in image space
  for (int c = 0; c < 8; c++)
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  {
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    float x, y;
    x = cos(2* 3.14159 * float (c)/8.);
    y = sin(2*3.14159*float(c)/8.);
    this->EDLNeighbours[c][0] = x / sqrt(x*x+y*y);
    this->EDLNeighbours[c][1] = y / sqrt(x*x+y*y);
    this->EDLNeighbours[c][2] = 0.;
    this->EDLNeighbours[c][3] = 0.;
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  }
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  this->EDLLowResFactor = 2;
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  this->Zn = 0.1;
  this->Zf = 1.0;
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}

// ----------------------------------------------------------------------------
vtkEDLShading::~vtkEDLShading()
{
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  if (this->ProjectionFBO != nullptr)
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  {
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    vtkErrorMacro(<<"FrameBufferObject should have been deleted in "
      <<"ReleaseGraphicsResources().");
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  }
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  if (this->ProjectionColorTexture != nullptr)
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  {
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    vtkErrorMacro(<<"ColorTexture should have been deleted in "
      <<"ReleaseGraphicsResources().");
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  }
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  if (this->ProjectionDepthTexture != nullptr)
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  {
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    vtkErrorMacro(<<"DepthTexture should have been deleted in "
      <<"ReleaseGraphicsResources().");
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  }
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  if (this->EDLHighFBO != nullptr)
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  {
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    vtkErrorMacro(<<"FrameBufferObject should have been deleted in "
      <<"ReleaseGraphicsResources().");
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  }
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  if (this->EDLHighShadeTexture != nullptr)
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  {
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    vtkErrorMacro(<<"ColorTexture should have been deleted in "
      <<"ReleaseGraphicsResources().");
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  }
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  if (this->EDLLowFBO != nullptr)
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  {
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    vtkErrorMacro(<<"FrameBufferObject should have been deleted in "
      <<"ReleaseGraphicsResources().");
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  }
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  if (this->EDLLowShadeTexture != nullptr)
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  {
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    vtkErrorMacro(<<"ColorTexture should have been deleted in "
      <<"ReleaseGraphicsResources().");
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  }
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  if (this->EDLLowBlurTexture != nullptr)
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  {
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    vtkErrorMacro(<<"ColorTexture should have been deleted in "
      <<"ReleaseGraphicsResources().");
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  }
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}

// ----------------------------------------------------------------------------
void vtkEDLShading::PrintSelf(ostream& os, vtkIndent indent)
{
  this->Superclass::PrintSelf(os, indent);

  os << indent << "DelegatePass:";
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  if (this->DelegatePass != nullptr)
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  {
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    this->DelegatePass->PrintSelf(os, indent);
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  }
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  else
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  {
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    os << "(none)" << endl;
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  }
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}

// ----------------------------------------------------------------------------
// Description:
// Initialize framebuffers and associated texture objects,
// with link to render state s
void vtkEDLShading::EDLInitializeFramebuffers(vtkRenderState &s)
{
  vtkRenderer *r = s.GetRenderer();

  vtkOpenGLCheckErrorMacro("failed before Initialize");

  vtkOpenGLRenderWindow *renWin =
    vtkOpenGLRenderWindow::SafeDownCast(r->GetRenderWindow());

  //  PROJECTION FBO and TEXTURES
  //
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  if (this->ProjectionFBO == nullptr)
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  {
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    this->ProjectionFBO = vtkOpenGLFramebufferObject::New();
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    this->ProjectionFBO->SetContext(renWin);
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  }
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  s.SetFrameBuffer(this->ProjectionFBO);
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  this->ProjectionFBO->SaveCurrentBindingsAndBuffers();
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  this->ProjectionFBO->Bind();
  // Color texture
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  if (this->ProjectionColorTexture == nullptr)
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  {
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    this->ProjectionColorTexture = vtkTextureObject::New();
    this->ProjectionColorTexture->SetContext(this->ProjectionFBO->GetContext());
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  }
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  if (this->ProjectionColorTexture->GetWidth() != static_cast<unsigned int>
    (this->W)
      || this->ProjectionColorTexture->GetHeight()
          != static_cast<unsigned int> (this->H))
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  {
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    this->ProjectionColorTexture->Create2D(this->W, this->H, 4, VTK_FLOAT, false);
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  }
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  // Depth texture
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  if (this->ProjectionDepthTexture == nullptr)
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  {
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    this->ProjectionDepthTexture = vtkTextureObject::New();
    this->ProjectionDepthTexture->SetContext(this->ProjectionFBO->GetContext());
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  }
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  if (this->ProjectionDepthTexture->GetWidth() != static_cast<unsigned int> (this->W)
      || this->ProjectionDepthTexture->GetHeight()
          != static_cast<unsigned int> (this->H))
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  {
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    this->ProjectionDepthTexture->AllocateDepth(
      this->W, this->H, vtkTextureObject::Float32);
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  }
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  // Apply textures
  // to make things clear, we write all
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  this->ProjectionFBO->AddColorAttachment(
    this->ProjectionFBO->GetBothMode(), 0, this->ProjectionColorTexture);
  this->ProjectionFBO->ActivateDrawBuffer(0);
  this->ProjectionFBO->AddDepthAttachment(
    this->ProjectionFBO->GetBothMode(), this->ProjectionDepthTexture);
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  this->ProjectionDepthTexture->SetWrapS(vtkTextureObject::ClampToEdge);
  this->ProjectionDepthTexture->SetWrapT(vtkTextureObject::ClampToEdge);
  this->ProjectionDepthTexture->SetMinificationFilter(vtkTextureObject::Linear);
  this->ProjectionDepthTexture->SetLinearMagnification(true);
  this->ProjectionDepthTexture->Bind();
  this->ProjectionDepthTexture->SendParameters();

  this->ProjectionFBO->UnBind();
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  this->ProjectionFBO->RestorePreviousBindingsAndBuffers();
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  //  EDL-RES1 FBO and TEXTURE
  //
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  if (this->EDLHighFBO == nullptr)
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  {
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    this->EDLHighFBO = vtkOpenGLFramebufferObject::New();
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    this->EDLHighFBO->SetContext(renWin);
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  }
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  s.SetFrameBuffer(EDLHighFBO);
  // Color texture
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  if (this->EDLHighShadeTexture == nullptr)
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  {
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    this->EDLHighShadeTexture = vtkTextureObject::New();
    this->EDLHighShadeTexture->SetContext(this->EDLHighFBO->GetContext());
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  }
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  if (this->EDLHighShadeTexture->GetWidth() != static_cast<unsigned int> (this->W)
      || this->EDLHighShadeTexture->GetHeight()
          != static_cast<unsigned int> (this->H))
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  {
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    this->EDLHighShadeTexture->Create2D(this->W, this->H, 4, VTK_FLOAT, false);
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  }
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  this->EDLHighFBO->SaveCurrentBindingsAndBuffers();
  this->EDLHighFBO->Bind();
  this->EDLHighFBO->AddColorAttachment(
    GL_DRAW_FRAMEBUFFER, 0, this->EDLHighShadeTexture);
  this->EDLHighFBO->ActivateDrawBuffer(0);
  this->EDLHighFBO->AddDepthAttachment(GL_DRAW_FRAMEBUFFER);
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  this->EDLHighFBO->UnBind();
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  this->EDLHighFBO->RestorePreviousBindingsAndBuffers();
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  //  EDL-RES2 FBO and TEXTURE
  //
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  if (this->EDLLowFBO == nullptr)
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  {
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    this->EDLLowFBO = vtkOpenGLFramebufferObject::New();
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    this->EDLLowFBO->SetContext(renWin);
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  }
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  s.SetFrameBuffer(EDLLowFBO);
  // Color texture
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  if (this->EDLLowShadeTexture == nullptr)
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  {
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    this->EDLLowShadeTexture = vtkTextureObject::New();
    this->EDLLowShadeTexture->SetContext(this->EDLLowFBO->GetContext());
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  }
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  if (this->EDLLowShadeTexture->GetWidth() != static_cast<unsigned int> (this->W
      / EDLLowResFactor) || this->EDLLowShadeTexture->GetHeight()
      != static_cast<unsigned int> (this->H / EDLLowResFactor))
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  {
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    this->EDLLowShadeTexture->Create2D(this->W / EDLLowResFactor,
        this->H / EDLLowResFactor, 4, VTK_FLOAT, false);
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  }
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  // Blur texture
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  if (this->EDLLowBlurTexture == nullptr)
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  {
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    this->EDLLowBlurTexture = vtkTextureObject::New();
    this->EDLLowBlurTexture->SetContext(this->EDLLowFBO->GetContext());
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  }
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  if (this->EDLLowBlurTexture->GetWidth() != static_cast<unsigned int> (this->W
      / EDLLowResFactor) || this->EDLLowBlurTexture->GetHeight()
      != static_cast<unsigned int> (this->H / EDLLowResFactor))
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  {
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    this->EDLLowBlurTexture->Create2D(this->W / EDLLowResFactor, this->H / EDLLowResFactor,
        4, VTK_FLOAT, false);
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  }
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  this->EDLLowFBO->SaveCurrentBindingsAndBuffers();
  this->EDLLowFBO->Bind();
  this->EDLLowFBO->AddColorAttachment(
    GL_DRAW_FRAMEBUFFER, 0, this->EDLLowShadeTexture);
  this->EDLLowFBO->ActivateDrawBuffer(0);
  this->EDLLowFBO->AddDepthAttachment(GL_DRAW_FRAMEBUFFER);
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  this->EDLLowShadeTexture->SetWrapS(vtkTextureObject::ClampToEdge);
  this->EDLLowShadeTexture->SetWrapT(vtkTextureObject::ClampToEdge);
  this->EDLLowShadeTexture->SetMinificationFilter(vtkTextureObject::Linear);
  this->EDLLowShadeTexture->SetLinearMagnification(true);
  this->EDLLowShadeTexture->Bind();
  this->EDLLowShadeTexture->SendParameters();

  this->EDLLowBlurTexture->SetWrapS(vtkTextureObject::ClampToEdge);
  this->EDLLowBlurTexture->SetWrapT(vtkTextureObject::ClampToEdge);
  this->EDLLowBlurTexture->SetMinificationFilter(vtkTextureObject::Linear);
  this->EDLLowBlurTexture->SetLinearMagnification(true);
  this->EDLLowBlurTexture->Bind();
  this->EDLLowBlurTexture->SendParameters();

  this->EDLLowFBO->UnBind();
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  this->EDLLowFBO->RestorePreviousBindingsAndBuffers();
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  vtkOpenGLCheckErrorMacro("failed after Initialize");
}
// ----------------------------------------------------------------------------
// Description:
// Initialize shaders
//
void vtkEDLShading::EDLInitializeShaders(vtkOpenGLRenderWindow *renWin)
{
#ifdef VTK_EDL_SHADING_DEBUG
  cout << "EDL: INITIALIZE SHADERS" << endl;
#endif

  //  EDL SHADE
  //
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  if (this->EDLShadeProgram.Program == nullptr)
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  {
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    this->EDLShadeProgram.Program =
      renWin->GetShaderCache()->ReadyShaderProgram(
        vtkTextureObjectVS,
        vtkEDLShadeFS,
        "");
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  }
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  //  EDL COMPOSE
  //
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  if (this->EDLComposeProgram.Program == nullptr)
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  {
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    this->EDLComposeProgram.Program =
      renWin->GetShaderCache()->ReadyShaderProgram(
        vtkTextureObjectVS,
        vtkEDLComposeFS,
        "");
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  }
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  //  BILATERAL FILTER
  //
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  if (this->BilateralProgram.Program == nullptr)
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  {
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    this->BilateralProgram.Program =
      renWin->GetShaderCache()->ReadyShaderProgram(
        vtkTextureObjectVS,
        vtkEDLBilateralFilterFS,
        "");
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  }
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#ifdef VTK_EDL_SHADING_DEBUG
  cout << "... done" << endl;
#endif
}

// ----------------------------------------------------------------------------
// Description:
// Render EDL in full resolution
//
bool vtkEDLShading::EDLShadeHigh(
  vtkRenderState &s,
  vtkOpenGLRenderWindow *renWin)
{
  //  VARIABLES
  //
  float d = 1.0;
  float F_scale = 5.0;
  float SX = 1. / float(this->W);
  float SY = 1. / float(this->H);
  float L[3] =
    { 0., 0., -1. };

  // ACTIVATE SHADER
  //
  renWin->GetShaderCache()->ReadyShaderProgram(this->EDLShadeProgram.Program);

  // ACTIVATE FBO
  //
  s.SetFrameBuffer(this->EDLHighFBO);
  this->EDLHighShadeTexture->Activate();
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  this->EDLHighFBO->SaveCurrentBindingsAndBuffers();
  this->EDLHighFBO->AddColorAttachment(
    GL_DRAW_FRAMEBUFFER, 0, this->EDLHighShadeTexture);
  this->EDLHighFBO->ActivateDrawBuffer(0);
  this->EDLHighFBO->Start(this->W, this->H);
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  // DEPTH TEXTURE PARAMETERS
  this->ProjectionDepthTexture->Activate();
  vtkShaderProgram *prog = this->EDLShadeProgram.Program;

  // shader parameters
  prog->SetUniformi("s2_depth", this->ProjectionDepthTexture->GetTextureUnit());
  prog->SetUniformf("d", d);
  prog->SetUniformf("F_scale", F_scale);
  prog->SetUniformf("SX", SX);
  prog->SetUniformf("SY", SY);
  prog->SetUniform3f("L", L);
  prog->SetUniform4fv("N", 8, this->EDLNeighbours);
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  prog->SetUniformf("Znear", this->Zn);
  prog->SetUniformf("Zfar", this->Zf);
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  // compute the scene bounding box, and set the scene size to the diagonal of it.
  double bb[6];
  vtkMath::UninitializeBounds(bb);
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  bool boundsSet = false;
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  for(int i=0; i<s.GetPropArrayCount(); i++)
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  {
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    const double* bounds = s.GetPropArray()[i]->GetBounds();
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    if (bounds)
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    {
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      if(!boundsSet)
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      {
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        bb[0] = bounds[0];
        bb[1] = bounds[1];
        bb[2] = bounds[2];
        bb[3] = bounds[3];
        bb[4] = bounds[4];
        bb[5] = bounds[5];
        boundsSet = true;
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      }
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      else
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      {
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        bb[0] = (bb[0] < bounds[0] ? bb[0] : bounds[0]);
        bb[1] = (bb[1] > bounds[1] ? bb[1] : bounds[1]);
        bb[2] = (bb[2] < bounds[2] ? bb[2] : bounds[2]);
        bb[3] = (bb[3] > bounds[3] ? bb[3] : bounds[3]);
        bb[4] = (bb[4] < bounds[4] ? bb[4] : bounds[4]);
        bb[5] = (bb[5] > bounds[5] ? bb[5] : bounds[5]);
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      }
    }
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  }
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  float diag = (bb[1]-bb[0])*(bb[1]-bb[0]) + (bb[3]-bb[2])*(bb[3]-bb[2])
               + (bb[5]-bb[4])*(bb[5]-bb[4]);
  diag = sqrt(diag);
  prog->SetUniformf("SceneSize", diag);

  // RENDER AND FREE ALL
  this->EDLHighFBO->RenderQuad(0, this->W - 1, 0, this->H - 1,
    prog, this->EDLShadeProgram.VAO);

  //
  this->ProjectionDepthTexture->Deactivate();
  this->EDLHighShadeTexture->Deactivate();
  this->EDLHighFBO->UnBind();
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  this->EDLHighFBO->RestorePreviousBindingsAndBuffers();
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  return true; // succeeded
}

// ----------------------------------------------------------------------------
// Description:
// Render EDL in low resolution
//
bool vtkEDLShading::EDLShadeLow(
  vtkRenderState &s,
  vtkOpenGLRenderWindow *renWin)
{
  //  VARIABLES
  //
  float d = 2.0;
  float F_scale = 5.0;
  float SX = 1. / float(this->W / this->EDLLowResFactor);
  float SY = 1. / float(this->H / this->EDLLowResFactor);
  float L[3] =
    { 0., 0., -1. };

  // ACTIVATE FBO
  //
  s.SetFrameBuffer(this->EDLLowFBO);
  this->EDLLowShadeTexture->Activate();
  this->EDLLowShadeTexture->SetLinearMagnification(true);
  this->EDLLowShadeTexture->SendParameters();
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  this->EDLLowFBO->SaveCurrentBindingsAndBuffers();
  this->EDLLowFBO->AddColorAttachment(
    GL_DRAW_FRAMEBUFFER, 0, this->EDLLowShadeTexture);
  this->EDLLowFBO->ActivateDrawBuffer(0);
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  this->EDLLowFBO->Start(this->W / this->EDLLowResFactor,
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    this->H / this->EDLLowResFactor);
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  // ACTIVATE SHADER
  //
  renWin->GetShaderCache()->ReadyShaderProgram(this->EDLShadeProgram.Program);
  // DEPTH TEXTURE PARAMETERS
  vtkShaderProgram *prog = this->EDLShadeProgram.Program;
  this->ProjectionDepthTexture->Activate();
  // shader parameters
  prog->SetUniformi("s2_depth", this->ProjectionDepthTexture->GetTextureUnit());
  prog->SetUniformf("d", d);
  prog->SetUniformf("F_scale", F_scale);
  prog->SetUniformf("SX", SX);
  prog->SetUniformf("SY", SY);
  prog->SetUniform3f("L", L);
  prog->SetUniform4fv("N", 8, this->EDLNeighbours); // USELESS, ALREADY DEFINED IN FULL RES
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  prog->SetUniformf("Znear", this->Zn);
  prog->SetUniformf("Zfar", this->Zf);
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  // RENDER AND FREE ALL
  //
  this->EDLLowFBO->RenderQuad(0, this->W / this->EDLLowResFactor - 1,
    0, this->H / this->EDLLowResFactor - 1,
    prog, this->EDLShadeProgram.VAO);

  this->ProjectionDepthTexture->Deactivate();
  this->EDLLowShadeTexture->Deactivate();
  this->EDLLowFBO->UnBind();
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  this->EDLLowFBO->RestorePreviousBindingsAndBuffers();
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  return true; // succeeded
}

// ----------------------------------------------------------------------------
// Description:
// Bilateral Filter low resolution shaded image
//
bool vtkEDLShading::EDLBlurLow(vtkRenderState &s,
  vtkOpenGLRenderWindow *renWin)
{
  // shader parameters
  float SX = 1. / float(this->W / this->EDLLowResFactor);
  float SY = 1. / float(this->H / this->EDLLowResFactor);
  int EDL_Bilateral_N = 5;
  float EDL_Bilateral_Sigma = 2.5;

  // ACTIVATE SHADER
  //
  renWin->GetShaderCache()->ReadyShaderProgram(this->BilateralProgram.Program);

  // ACTIVATE FBO
  //
  s.SetFrameBuffer(this->EDLLowFBO);
  this->EDLLowBlurTexture->Activate();
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  this->EDLLowFBO->SaveCurrentBindingsAndBuffers();
  this->EDLLowFBO->AddColorAttachment(
    GL_DRAW_FRAMEBUFFER, 0, this->EDLLowBlurTexture);
  this->EDLLowFBO->ActivateDrawBuffer(0);
  this->EDLLowFBO->Start(this->W / EDLLowResFactor, this->H / EDLLowResFactor);
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  // DEPTH TEXTURE PARAMETERS
  vtkShaderProgram *prog = this->BilateralProgram.Program;

  // DEPTH TEXTURE PARAMETERS
  this->EDLLowShadeTexture->Activate();
  this->ProjectionDepthTexture->Activate();

  // shader parameters
  prog->SetUniformi("s2_I", this->EDLLowShadeTexture->GetTextureUnit());
  prog->SetUniformi("s2_D", this->ProjectionDepthTexture->GetTextureUnit());
  prog->SetUniformf("SX", SX);
  prog->SetUniformf("SY", SY);
  prog->SetUniformi("N", EDL_Bilateral_N);
  prog->SetUniformf("sigma", EDL_Bilateral_Sigma);

  this->EDLLowFBO->RenderQuad(
    0, this->W / this->EDLLowResFactor - 1,
    0, this->H / this->EDLLowResFactor - 1,
    prog, this->BilateralProgram.VAO);

  this->EDLLowBlurTexture->Deactivate();
  this->EDLLowShadeTexture->Deactivate();
  this->ProjectionDepthTexture->Deactivate();

  this->EDLLowFBO->UnBind();
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  this->EDLLowFBO->RestorePreviousBindingsAndBuffers();
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  return EDLIsFiltered;
}

// ----------------------------------------------------------------------------
// Description:
// Compose color and shaded images
//
bool vtkEDLShading::EDLCompose(const vtkRenderState *,
  vtkOpenGLRenderWindow *renWin)
{
  //  this->EDLIsFiltered = true;

  // ACTIVATE SHADER
  //
  renWin->GetShaderCache()->ReadyShaderProgram(this->EDLComposeProgram.Program);
  // DEPTH TEXTURE PARAMETERS
  vtkShaderProgram *prog = this->EDLComposeProgram.Program;

  //  EDL shaded texture - full res
  this->EDLHighShadeTexture->Activate();
  prog->SetUniformi("s2_S1", this->EDLHighShadeTexture->GetTextureUnit());

  //  EDL shaded texture - low res
  //this->EDLLowBlurTexture->SetLinearMagnification(true);
  //this->EDLLowBlurTexture->SendParameters();
  if (this->EDLIsFiltered)
620
  {
621 622
    this->EDLLowBlurTexture->Activate();
    prog->SetUniformi("s2_S2", this->EDLLowBlurTexture->GetTextureUnit());
623
  }
624
  else
625
  {
626 627
    this->EDLLowShadeTexture->Activate();
    prog->SetUniformi("s2_S2", this->EDLLowShadeTexture->GetTextureUnit());
628
  }
629 630 631 632 633 634 635 636 637

  //  initial color texture
  this->ProjectionColorTexture->Activate();
  prog->SetUniformi("s2_C", this->ProjectionColorTexture->GetTextureUnit());

  //  DRAW CONTEXT - prepare blitting
  //
  // Prepare blitting
  glClearColor(1., 1., 1., 1.);
638
#if GL_ES_VERSION_3_0 == 1
639 640 641 642
  glClearDepthf(static_cast<GLclampf>(1.0));
#else
  glClearDepth(static_cast<GLclampf>(1.0));
#endif
643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  // IMPORTANT since we enable depth writing hereafter
  glDisable(GL_BLEND);
  glEnable(GL_DEPTH_TEST);
  // IMPORTANT : so that depth information is propagated
  glDisable(GL_SCISSOR_TEST);

  this->EDLHighShadeTexture->CopyToFrameBuffer( 0,  0,
      this->W - 1 - 2 * this->ExtraPixels,
      this->H - 1 - 2 * this->ExtraPixels, 0, 0,
      this->Width, this->Height,
      prog, this->EDLComposeProgram.VAO );

  //  FREE ALL
  //
  if (this->EDLIsFiltered)
659
  {
660
    this->EDLLowBlurTexture->Deactivate();
661
  }
662
  else
663
  {
664
    this->EDLLowShadeTexture->Deactivate();
665
  }
666 667 668 669 670 671 672 673 674 675 676 677
  this->EDLHighShadeTexture->Deactivate();
  this->ProjectionColorTexture->Deactivate();

  return true;
}

// ----------------------------------------------------------------------------
// Description:
// Perform rendering according to a render state \p s.
// \pre s_exists: s!=0
void vtkEDLShading::Render(const vtkRenderState *s)
{
678
  assert("pre: s_exists" && s!=nullptr);
679
  annotate("Start vtkEDLShading::Render");
680 681 682 683 684 685

  this->NumberOfRenderedProps = 0;
  vtkRenderer *r = s->GetRenderer();
  vtkOpenGLRenderWindow *renWin =
    vtkOpenGLRenderWindow::SafeDownCast(r->GetRenderWindow());

686
  if (this->DelegatePass != nullptr)
687
  {
688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711

    //////////////////////////////////////////////////////
    //
    //  2. DEFINE SIZE and ACCORDING RENDER STATE
    //
    this->ReadWindowSize(s);
    // this->extraPixels = 20; Obsolete
    this->ExtraPixels = 0; // extra pixels to zero in the new system
    this->W = this->Width + 2* this ->ExtraPixels;
    this->H=this->Height+2*this->ExtraPixels;
    vtkRenderState s2(r);
    s2.SetPropArrayAndCount(s->GetPropArray(),s->GetPropArrayCount());

    //////////////////////////////////////////////////////
    //
    // 3. INITIALIZE FBOs and SHADERS
    //
    //  FBOs
    //
    this->EDLInitializeFramebuffers(s2);
    //  Shaders
    //
    this->EDLInitializeShaders(renWin);

712 713 714
    if (this->EDLShadeProgram.Program == nullptr ||
        this->EDLComposeProgram.Program == nullptr ||
        this->BilateralProgram.Program == nullptr)
715 716 717 718
    {
      return;
    }

719 720 721 722 723 724 725 726 727 728
    //////////////////////////////////////////////////////
    //
    // 4. DELEGATE RENDER IN PROJECTION FBO
    //
    //
    double znear,zfar;
    r->GetActiveCamera()->GetClippingRange(znear,zfar);
    this->Zf = zfar;
    this->Zn = znear;
    //cout << " -- ZNEAR/ZFAR : " << Zn << " || " << Zf << endl;
729
    this->ProjectionFBO->SaveCurrentBindingsAndBuffers();
730
    this->ProjectionFBO->Bind();
731
    annotate("Start vtkEDLShading::RenderDelegate");
732 733 734
    this->RenderDelegate(s,this->Width,this->Height,
         this->W,this->H,this->ProjectionFBO,
         this->ProjectionColorTexture,this->ProjectionDepthTexture);
735
    annotate("End vtkEDLShading::RenderDelegate");
736 737 738 739 740 741 742 743 744 745 746

    this->ProjectionFBO->UnBind();

    //system("PAUSE");

    //////////////////////////////////////////////////////
    //
    // 5. EDL SHADING PASS - FULL RESOLUTION
    //
#if EDL_HIGH_RESOLUTION_ON
    if(! this->EDLShadeHigh(s2,renWin) )
747
    {
748
      this->ProjectionFBO->RestorePreviousBindingsAndBuffers();
749
    }
750 751 752 753 754 755 756 757
#endif // EDL_HIGH_RESOLUTION_ON

    //////////////////////////////////////////////////////
    //
    // 6. EDL SHADING PASS - LOW RESOLUTION + blur pass
    //
#if EDL_LOW_RESOLUTION_ON
    if(! this->EDLShadeLow(s2, renWin) )
758
    {
759
      this->ProjectionFBO->RestorePreviousBindingsAndBuffers();
760
    }
761
    if (this->EDLIsFiltered)
762
    {
763
      this->EDLBlurLow(s2, renWin);
764
    }
765 766 767 768 769 770
#endif // EDL_LOW_RESOLUTION_ON

    //////////////////////////////////////////////////////
    //
    // 7. COMPOSITING PASS (in original framebuffer)
    //
771
    if(s->GetFrameBuffer() != nullptr)
772
    {
773
      vtkOpenGLFramebufferObject::SafeDownCast(s->GetFrameBuffer())->Bind();
774
    }
775
    this->ProjectionFBO->RestorePreviousBindingsAndBuffers();
776 777

    if( ! this->EDLCompose(s, renWin))
778
    {
779 780
      return;
    }
781
  }
782
  else
783
  {
784
    vtkWarningMacro(<<" no delegate.");
785
  }
786 787

  annotate("END vtkEDLShading::Render");
788 789 790 791 792 793 794 795 796
}

// --------------------------------------------------------------------------
// Description:
// Release graphics resources and ask components to release their own
// resources.
// \pre w_exists: w!=0
void vtkEDLShading::ReleaseGraphicsResources(vtkWindow *w)
{
797
  assert("pre: w_exists" && w!=nullptr);
798 799 800 801 802 803 804 805

  //  SHADERS
  this->EDLShadeProgram.ReleaseGraphicsResources(w);
  this->EDLComposeProgram.ReleaseGraphicsResources(w);
  this->BilateralProgram.ReleaseGraphicsResources(w);

  // FBOs and TOs
  //
806
  if (this->ProjectionFBO != nullptr)
807
  {
808
    this->ProjectionFBO->Delete();
809
    this->ProjectionFBO = nullptr;
810
  }
811
  if (this->ProjectionColorTexture != nullptr)
812
  {
813
    this->ProjectionColorTexture->Delete();
814
    this->ProjectionColorTexture = nullptr;
815
  }
816
  if (this->ProjectionDepthTexture != nullptr)
817
  {
818
    this->ProjectionDepthTexture->Delete();
819
    this->ProjectionDepthTexture = nullptr;
820
  }
821
  if (this->EDLHighFBO != nullptr)
822
  {
823
    this->EDLHighFBO->Delete();
824
    this->EDLHighFBO = nullptr;
825
  }
826
  if (this->EDLHighShadeTexture != nullptr)
827
  {
828
    this->EDLHighShadeTexture->Delete();
829
    this->EDLHighShadeTexture = nullptr;
830
  }
831
  if (this->EDLLowFBO != nullptr)
832
  {
833
    this->EDLLowFBO->Delete();
834
    this->EDLLowFBO = nullptr;
835
  }
836
  if (this->EDLLowShadeTexture != nullptr)
837
  {
838
    this->EDLLowShadeTexture->Delete();
839
    this->EDLLowShadeTexture = nullptr;
840
  }
841
  if (this->EDLLowBlurTexture != nullptr)
842
  {
843
    this->EDLLowBlurTexture->Delete();
844
    this->EDLLowBlurTexture = nullptr;
845
  }
846 847 848

  this->Superclass::ReleaseGraphicsResources(w);
}