44 #ifndef vtkShadowMapPass_h 45 #define vtkShadowMapPass_h 47 #include "vtkRenderingOpenGL2Module.h" 56 class vtkFrameBufferObject;
57 class vtkShadowMapPassTextures;
58 class vtkShadowMapPassLightCameras;
91 virtual void SetShadowMapBakerPass(
101 virtual void SetOpaqueSequence(
vtkRenderPass *opaqueSequence);
109 return this->ShadowTransforms; }
117 return this->ShadowTextureUnits; }
129 return this->FragmentDeclaration; }
131 return this->FragmentImplementation; }
181 void BuildShaderCode();
abstract superclass for all actors, volumes and annotations
vtkTimeStamp LastRenderTime
vtkShadowMapBakerPass * ShadowMapBakerPass
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
vtkRenderPass * CompositeRGBAPass
record modification and/or execution time
std::string GetFragmentDeclaration()
Get the shader code to compute light factors based on a mappers vertexVC variable.
vtkFrameBufferObject * FrameBufferObject
Graphics resources.
vtkShadowMapPassLightCameras * LightCameras
std::vector< float > ShadowAttenuation
std::vector< int > ShadowParallel
std::vector< double > ShadowTransforms
window superclass for vtkRenderWindow
Context in which a vtkRenderPass will render.
std::vector< int > GetShadowMapTextureUnits()
get the texture units for the shadow maps for each light.
vtkRenderPass * OpaqueSequence
a simple class to control print indentation
The VertexArrayObject class uses, or emulates, vertex array objects.
a virtual camera for 3D rendering
a virtual light for 3D rendering
vtkShadowMapPassTextures * ShadowMaps
std::vector< int > ShadowTextureUnits
abstract class specifies interface to map data
virtual bool PreReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop)
Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources...
virtual void Render(const vtkRenderState *s)=0
Perform rendering according to a render state s.
std::vector< double > ShadowMapTransforms()
get the matricies for all the shadow maps.
std::string GetFragmentImplementation()
std::string FragmentImplementation
virtual void ReleaseGraphicsResources(vtkWindow *w)
Release graphics resources and ask components to release their own resources.
Implement a shadow mapping render pass.
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on...
Perform part of the rendering of a vtkRenderer.
virtual bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr)
Update the uniforms of the shader program.
Abstract render pass with shader modifications.
virtual bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop)
Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY declarations in the shader sources...
std::string FragmentDeclaration
The ShaderProgram uses one or more Shader objects.
Implement a builder of shadow map pass.