41 #ifndef vtkShadowMapPass_h 42 #define vtkShadowMapPass_h 44 #include "vtkRenderingOpenGL2Module.h" 54 class vtkShadowMapPassTextures;
55 class vtkShadowMapPassLightCameras;
88 virtual void SetShadowMapBakerPass(
98 virtual void SetOpaqueSequence(
vtkRenderPass *opaqueSequence);
106 return this->ShadowTransforms; }
114 return this->ShadowTextureUnits; }
126 return this->FragmentDeclaration; }
128 return this->FragmentImplementation; }
172 vtkShadowMapPassTextures *ShadowMaps;
173 vtkShadowMapPassLightCameras *LightCameras;
178 void BuildShaderCode();
179 std::
string FragmentDeclaration;
180 std::
string FragmentImplementation;
abstract superclass for all actors, volumes and annotations
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
record modification and/or execution time
std::string GetFragmentDeclaration()
Get the shader code to compute light factors based on a mappers vertexVC variable.
virtual bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=NULL)
Update the uniforms of the shader program.
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.
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
internal class which encapsulates OpenGL frame buffer object.
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()
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.
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...
The ShaderProgram uses one or more Shader objects.
Implement a builder of shadow map pass.