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44 #ifndef vtkShadowMapBakerPass_h
45 #define vtkShadowMapBakerPass_h
47 #include "vtkRenderingOpenGL2Module.h"
87 virtual void SetOpaqueSequence(
vtkRenderPass *opaqueSequence);
98 virtual void SetCompositeZPass(
vtkRenderPass *compositeZPass);
107 vtkSetMacro(Resolution,
unsigned int);
108 vtkGetMacro(Resolution,
unsigned int);
118 bool GetHasShadows();
129 bool LightCreatesShadow(
vtkLight *l);
137 std::vector<vtkSmartPointer<vtkTextureObject> > *GetShadowMaps();
145 std::vector<vtkSmartPointer<vtkCamera> > *GetLightCameras();
155 bool GetNeedUpdate();
192 void PointNearFar(
double *v,
205 void BoxNearFar(
double *bb,
216 void BuildCameraLight(
vtkLight *light,
std::vector< vtkSmartPointer< vtkTextureObject > > * ShadowMaps
a virtual light for 3D rendering
virtual void ReleaseGraphicsResources(vtkWindow *w)
Release graphics resources and ask components to release their own resources.
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on.
record modification and/or execution time
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.
Internal class which encapsulates OpenGL FramebufferObject.
vtkOpenGLFramebufferObject * FrameBufferObject
Graphics resources.
std::vector< vtkSmartPointer< vtkCamera > > * LightCameras
window superclass for vtkRenderWindow
vtkRenderPass * CompositeZPass
virtual bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr)
Update the uniforms of the shader program.
vtkTimeStamp LastRenderTime
The ShaderProgram uses one or more Shader objects.
a simple class to control print indentation
abstracts an OpenGL texture object.
a virtual camera for 3D rendering
abstract superclass for all actors, volumes and annotations
vtkRenderPass * OpaqueSequence
Abstract render pass with shader modifications.
Context in which a vtkRenderPass will render.
The VertexArrayObject class uses, or emulates, vertex array objects.
Implement a builder of shadow map pass.
abstract class specifies interface to map data
Perform part of the rendering of a vtkRenderer.