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44 #ifndef vtkShadowMapPass_h
45 #define vtkShadowMapPass_h
47 #include "vtkRenderingOpenGL2Module.h"
56 class vtkFrameBufferObject;
57 class vtkShadowMapPassTextures;
58 class vtkShadowMapPassLightCameras;
109 return this->ShadowTransforms; }
117 return this->ShadowTextureUnits; }
129 return this->FragmentDeclaration; }
131 return this->FragmentImplementation; }
vtkRenderPass * OpaqueSequence
static vtkInformationObjectBaseKey * ShadowMapPass()
this key will contain the shadow map pass
a virtual light for 3D rendering
record modification and/or execution time
vtkShadowMapPassTextures * ShadowMaps
std::vector< int > ShadowTextureUnits
std::string FragmentImplementation
void CheckSupport(vtkOpenGLRenderWindow *w)
Check if shadow mapping is supported by the current OpenGL context.
bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr) override
Update the uniforms of the shader program.
std::vector< double > ShadowMapTransforms()
get the matricies for all the shadow maps.
std::string GetFragmentImplementation()
void Render(const vtkRenderState *s) override
Perform rendering according to a render state s.
virtual void SetShadowMapBakerPass(vtkShadowMapBakerPass *shadowMapBakerPass)
~vtkShadowMapPass() override
Destructor.
Implement a shadow mapping render pass.
window superclass for vtkRenderWindow
std::string FragmentDeclaration
vtkTimeStamp LastRenderTime
The ShaderProgram uses one or more Shader objects.
a simple class to control print indentation
a virtual camera for 3D rendering
vtkShadowMapBakerPass * ShadowMapBakerPass
vtkRenderPass * CompositeRGBAPass
static vtkShadowMapPass * New()
std::string GetFragmentDeclaration()
Get the shader code to compute light factors based on a mappers vertexVC variable.
abstract superclass for all actors, volumes and annotations
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.
std::vector< int > ShadowParallel
Abstract render pass with shader modifications.
bool PostReplaceShaderValues(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.
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
vtkShadowMapPassLightCameras * LightCameras
vtkFrameBufferObject * FrameBufferObject
Graphics resources.
Context in which a vtkRenderPass will render.
std::vector< float > ShadowAttenuation
std::vector< int > GetShadowMapTextureUnits()
get the texture units for the shadow maps for each light.
std::vector< double > ShadowTransforms
The VertexArrayObject class uses, or emulates, vertex array objects.
void ReleaseGraphicsResources(vtkWindow *w) override
Release graphics resources and ask components to release their own resources.
Implement a builder of shadow map pass.
virtual void SetOpaqueSequence(vtkRenderPass *opaqueSequence)
vtkShadowMapPass()
Default constructor.
abstract class specifies interface to map data
Perform part of the rendering of a vtkRenderer.