/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkDefaultPass.h

  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
  All rights reserved.
  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.

     This software is distributed WITHOUT ANY WARRANTY; without even
     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
     PURPOSE.  See the above copyright notice for more information.

=========================================================================*/
// .NAME vtkDefaultPass - Implement the basic render passes.
// .SECTION Description
// vtkDefaultPass implements the basic standard render passes of VTK.
// Subclasses can easily be implemented by reusing some parts of the basic
// implementation.
//
// It implements classic Render operations as well as versions with property
// key checking.
//
// This pass expects an initialized depth buffer and color buffer.
// Initialized buffers means they have been cleared with farest z-value and
// background color/gradient/transparent color.
//
// .SECTION See Also
// vtkRenderPass

#ifndef __vtkDefaultPass_h
#define __vtkDefaultPass_h

#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkRenderPass.h"

class vtkOpenGLRenderWindow;
class vtkDefaultPassLayerList; // Pimpl

class VTKRENDERINGOPENGL_EXPORT vtkDefaultPass : public vtkRenderPass
{
public:
  static vtkDefaultPass *New();
  vtkTypeMacro(vtkDefaultPass,vtkRenderPass);
  void PrintSelf(ostream& os, vtkIndent indent);

  //BTX
  // Description:
  // Perform rendering according to a render state \p s.
  // Call RenderOpaqueGeometry(), RenderTranslucentPolygonalGeometry(),
  // RenderVolumetricGeometry(), RenderOverlay()
  // \pre s_exists: s!=0
  virtual void Render(const vtkRenderState *s);
  //ETX

 protected:
  // Description:
  // Default constructor.
  vtkDefaultPass();

  // Description:
  // Destructor.
  virtual ~vtkDefaultPass();

  // Description:
  // Opaque pass without key checking.
  // \pre s_exists: s!=0
  virtual void RenderOpaqueGeometry(const vtkRenderState *s);

  // Description:
  // Opaque pass with key checking.
  // \pre s_exists: s!=0
  virtual void RenderFilteredOpaqueGeometry(const vtkRenderState *s);

  // Description:
  // Translucent pass without key checking.
  // \pre s_exists: s!=0
  virtual void RenderTranslucentPolygonalGeometry(const vtkRenderState *s);

  // Description:
  // Translucent pass with key checking.
  // \pre s_exists: s!=0
  virtual void RenderFilteredTranslucentPolygonalGeometry(
    const vtkRenderState *s);

  // Description:
  // Volume pass without key checking.
  // \pre s_exists: s!=0
  virtual void RenderVolumetricGeometry(const vtkRenderState *s);

  // Description:
  // Translucent pass with key checking.
  // \pre s_exists: s!=0
  virtual void RenderFilteredVolumetricGeometry(const vtkRenderState *s);

  // Description:
  // Overlay pass without key checking.
  // \pre s_exists: s!=0
  virtual void RenderOverlay(const vtkRenderState *s);

  // Description:
  // Overlay pass with key checking.
  // \pre s_exists: s!=0
  virtual void RenderFilteredOverlay(const vtkRenderState *s);

 private:
  vtkDefaultPass(const vtkDefaultPass&);  // Not implemented.
  void operator=(const vtkDefaultPass&);  // Not implemented.
};

#endif
