# encoding: utf-8
# module vtkmodules.vtkRenderingOpenGL2
# from C:\Users\xukai\Downloads\发票2\venv\Lib\site-packages\vtkmodules\vtkRenderingOpenGL2.cp311-win_amd64.pyd
# by generator 1.147
# no doc

# imports
import vtkmodules.vtkCommonCore as __vtkmodules_vtkCommonCore
import vtkmodules.vtkRenderingCore as __vtkmodules_vtkRenderingCore
import vtkmodules.vtkRenderingHyperTreeGrid as __vtkmodules_vtkRenderingHyperTreeGrid


from .vtkDepthPeelingPass import vtkDepthPeelingPass

class vtkDualDepthPeelingPass(vtkDepthPeelingPass):
    """
    vtkDualDepthPeelingPass - Implements the dual depth peeling algorithm.
    
    Superclass: vtkDepthPeelingPass
    
    Dual depth peeling is an augmentatation of the standard depth peeling
    algorithm that peels two layers (front and back) for each render
    pass. The technique is described in "Order independent transparency
    with dual depth peeling" (February 2008) by L. Bavoil, K. Myers.
    
    This algorithm has been extended to also peel volumetric data along
    with translucent geometry. To use this feature, set VolumetricPass to
    an appropriate RenderPass (usually vtkVolumetricPass).
    
    The pass occurs in several stages:
    
    1. Copy the current (opaque geometry) depth buffer into a texture.
    2. Initialize the min-max depth buffer from the opaque depth texture
       and the translucent geometry.
    3. Peel the nearest and farthest fragments: 3a. Blend fragments that
       match the nearest depth of the min-max depth buffer into the front
    buffer. 3b. Write the far depth fragments into a temporary buffer.
       3c. Extract the next set of min/max depth values for the next
       peel. 3d. Blend the temporary far fragment texture (3b) into an
       accumulation texture. 3e. Go back to 3a and repeat until the
       maximum number of peels is met, or the desired occlusion ratio is
       satisfied.
    4. If the occlusion ratio != 0 (i.e. we hit the maximum number of
       peels before finishing), alpha blend the remaining fragments
       in-between the near and far accumulation textures.
    5. Blend all accumulation buffers over the opaque color buffer to
       produce the final image.
    """
    def GetNumberOfGenerationsFromBase(self, type): # real signature unknown; restored from __doc__
        """
        GetNumberOfGenerationsFromBase(self, type:str) -> int
        C++: vtkIdType GetNumberOfGenerationsFromBase(const char *type)
            override;
        
        Given the name of a base class of this class type, return the
        distance of inheritance between this class type and the named
        class (how many generations of inheritance are there between this
        class and the named class). If the named class is not in this
        class's inheritance tree, return a negative value. Valid
        responses will always be nonnegative. This method works in
        combination with vtkTypeMacro found in vtkSetGet.h.
        """
        return 0

    def GetNumberOfGenerationsFromBaseType(self, type): # real signature unknown; restored from __doc__
        """
        GetNumberOfGenerationsFromBaseType(type:str) -> int
        C++: static vtkIdType GetNumberOfGenerationsFromBaseType(
            const char *type)
        
        Given a the name of a base class of this class type, return the
        distance of inheritance between this class type and the named
        class (how many generations of inheritance are there between this
        class and the named class). If the named class is not in this
        class's inheritance tree, return a negative value. Valid
        responses will always be nonnegative. This method works in
        combination with vtkTypeMacro found in vtkSetGet.h.
        """
        return 0

    def GetShaderStageMTime(self): # real signature unknown; restored from __doc__
        """
        GetShaderStageMTime(self) -> int
        C++: vtkMTimeType GetShaderStageMTime() override;
        
        For multi-stage render passes that need to change shader code
        during a single pass, use this method to notify a mapper that the
        shader needs to be rebuilt (rather than reuse the last cached
        shader. This method should return the last time that the shader
        stage changed, or 0 if the shader is single-stage.
        """
        return 0

    def GetVolumetricPass(self): # real signature unknown; restored from __doc__
        """
        GetVolumetricPass(self) -> vtkRenderPass
        C++: virtual vtkRenderPass *GetVolumetricPass()
        
        Delegate for rendering the volumetric geometry, if needed. It is
        usually set to a vtkVolumetricPass. Initial value is a NULL
        pointer.
        """
        pass

    def IsA(self, type): # real signature unknown; restored from __doc__
        """
        IsA(self, type:str) -> int
        C++: vtkTypeBool IsA(const char *type) override;
        
        Return 1 if this class is the same type of (or a subclass of) the
        named class. Returns 0 otherwise. This method works in
        combination with vtkTypeMacro found in vtkSetGet.h.
        """
        return 0

    def IsTypeOf(self, type): # real signature unknown; restored from __doc__
        """
        IsTypeOf(type:str) -> int
        C++: static vtkTypeBool IsTypeOf(const char *type)
        
        Return 1 if this class type is the same type of (or a subclass
        of) the named class. Returns 0 otherwise. This method works in
        combination with vtkTypeMacro found in vtkSetGet.h.
        """
        return 0

    def NewInstance(self): # real signature unknown; restored from __doc__
        """
        NewInstance(self) -> vtkDualDepthPeelingPass
        C++: vtkDualDepthPeelingPass *NewInstance()
        """
        return vtkDualDepthPeelingPass

    def PostReplaceShaderValues(self, vertexShader, geometryShader, fragmentShader, mapper, prop): # real signature unknown; restored from __doc__
        """
        PostReplaceShaderValues(self, vertexShader:str,
            geometryShader:str, fragmentShader:str,
            mapper:vtkAbstractMapper, prop:vtkProp) -> bool
        C++: bool PostReplaceShaderValues(std::string &vertexShader,
            std::string &geometryShader, std::string &fragmentShader,
            vtkAbstractMapper *mapper, vtkProp *prop) override;
        """
        return False

    def PreReplaceShaderValues(self, vertexShader, geometryShader, fragmentShader, mapper, prop): # real signature unknown; restored from __doc__
        """
        PreReplaceShaderValues(self, vertexShader:str, geometryShader:str,
             fragmentShader:str, mapper:vtkAbstractMapper, prop:vtkProp)
            -> bool
        C++: bool PreReplaceShaderValues(std::string &vertexShader,
            std::string &geometryShader, std::string &fragmentShader,
            vtkAbstractMapper *mapper, vtkProp *prop) override;
        
        Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY 
        declarations in the shader sources. Gets called before other
        mapper shader replacements Return false on error.
        """
        return False

    def ReleaseGraphicsResources(self, w): # real signature unknown; restored from __doc__
        """
        ReleaseGraphicsResources(self, w:vtkWindow) -> None
        C++: void ReleaseGraphicsResources(vtkWindow *w) override;
        
        Release graphics resources and ask components to release their
        own resources.
        \pre w_exists: w!=0
        """
        pass

    def SafeDownCast(self, o): # real signature unknown; restored from __doc__
        """
        SafeDownCast(o:vtkObjectBase) -> vtkDualDepthPeelingPass
        C++: static vtkDualDepthPeelingPass *SafeDownCast(
            vtkObjectBase *o)
        """
        return vtkDualDepthPeelingPass

    def SetShaderParameters(self, program, mapper, prop, VAO, *args, **kwargs): # real signature unknown; NOTE: unreliably restored from __doc__ 
        """
        SetShaderParameters(self, program:vtkShaderProgram,
            mapper:vtkAbstractMapper, prop:vtkProp,
            VAO:vtkOpenGLVertexArrayObject=...) -> bool
        C++: bool SetShaderParameters(vtkShaderProgram *program,
            vtkAbstractMapper *mapper, vtkProp *prop,
            vtkOpenGLVertexArrayObject *VAO=nullptr) override;
        
        Update the uniforms of the shader program. Return false on error.
        """
        pass

    def SetVolumetricPass(self, volumetricPass): # real signature unknown; restored from __doc__
        """
        SetVolumetricPass(self, volumetricPass:vtkRenderPass) -> None
        C++: virtual void SetVolumetricPass(vtkRenderPass *volumetricPass)
        """
        pass

    def __delattr__(self, *args, **kwargs): # real signature unknown
        """ Implement delattr(self, name). """
        pass

    def __getattribute__(self, *args, **kwargs): # real signature unknown
        """ Return getattr(self, name). """
        pass

    def __init__(self, *args, **kwargs): # real signature unknown
        pass

    @staticmethod # known case of __new__
    def __new__(*args, **kwargs): # real signature unknown
        """ Create and return a new object.  See help(type) for accurate signature. """
        pass

    def __repr__(self, *args, **kwargs): # real signature unknown
        """ Return repr(self). """
        pass

    def __setattr__(self, *args, **kwargs): # real signature unknown
        """ Implement setattr(self, name, value). """
        pass

    def __str__(self, *args, **kwargs): # real signature unknown
        """ Return str(self). """
        pass

    __this__ = property(lambda self: object(), lambda self, v: None, lambda self: None)  # default
    """Pointer to the C++ object."""


    __dict__ = None # (!) real value is 'mappingproxy({\'__vtkname__\': \'vtkDualDepthPeelingPass\', \'IsTypeOf\': <method \'IsTypeOf\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'IsA\': <method \'IsA\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'SafeDownCast\': <method \'SafeDownCast\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'NewInstance\': <method \'NewInstance\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'GetNumberOfGenerationsFromBaseType\': <method \'GetNumberOfGenerationsFromBaseType\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'GetNumberOfGenerationsFromBase\': <method \'GetNumberOfGenerationsFromBase\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'ReleaseGraphicsResources\': <method \'ReleaseGraphicsResources\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'GetVolumetricPass\': <method \'GetVolumetricPass\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'SetVolumetricPass\': <method \'SetVolumetricPass\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'PreReplaceShaderValues\': <method \'PreReplaceShaderValues\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'PostReplaceShaderValues\': <method \'PostReplaceShaderValues\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'SetShaderParameters\': <method \'SetShaderParameters\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'GetShaderStageMTime\': <method \'GetShaderStageMTime\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'__new__\': <built-in method __new__ of type object at 0x00007FF8205F03A0>, \'__repr__\': <slot wrapper \'__repr__\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'__str__\': <slot wrapper \'__str__\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'__getattribute__\': <slot wrapper \'__getattribute__\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'__setattr__\': <slot wrapper \'__setattr__\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'__delattr__\': <slot wrapper \'__delattr__\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'__dict__\': <attribute \'__dict__\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'__this__\': <attribute \'__this__\' of \'vtkmodules.vtkRenderingOpenGL2.vtkDualDepthPeelingPass\' objects>, \'__doc__\': \'vtkDualDepthPeelingPass - Implements the dual depth peeling algorithm.\\n\\nSuperclass: vtkDepthPeelingPass\\n\\nDual depth peeling is an augmentatation of the standard depth peeling\\nalgorithm that peels two layers (front and back) for each render\\npass. The technique is described in "Order independent transparency\\nwith dual depth peeling" (February 2008) by L. Bavoil, K. Myers.\\n\\nThis algorithm has been extended to also peel volumetric data along\\nwith translucent geometry. To use this feature, set VolumetricPass to\\nan appropriate RenderPass (usually vtkVolumetricPass).\\n\\nThe pass occurs in several stages:\\n\\n1. Copy the current (opaque geometry) depth buffer into a texture.\\n2. Initialize the min-max depth buffer from the opaque depth texture\\n   and the translucent geometry.\\n3. Peel the nearest and farthest fragments: 3a. Blend fragments that\\n   match the nearest depth of the min-max depth buffer into the front\\nbuffer. 3b. Write the far depth fragments into a temporary buffer.\\n   3c. Extract the next set of min/max depth values for the next\\n   peel. 3d. Blend the temporary far fragment texture (3b) into an\\n   accumulation texture. 3e. Go back to 3a and repeat until the\\n   maximum number of peels is met, or the desired occlusion ratio is\\n   satisfied.\\n4. If the occlusion ratio != 0 (i.e. we hit the maximum number of\\n   peels before finishing), alpha blend the remaining fragments\\n   in-between the near and far accumulation textures.\\n5. Blend all accumulation buffers over the opaque color buffer to\\n   produce the final image.\\n\\n\'})'
    __vtkname__ = 'vtkDualDepthPeelingPass'


