32 #ifndef vtkShadowMapBakerPass_h
33 #define vtkShadowMapBakerPass_h
36 #include "vtkRenderingOpenGL2Module.h"
41 VTK_ABI_NAMESPACE_BEGIN
77 virtual void SetOpaqueSequence(
vtkRenderPass* opaqueSequence);
88 virtual void SetCompositeZPass(
vtkRenderPass* compositeZPass);
97 vtkSetMacro(Resolution,
unsigned int);
98 vtkGetMacro(Resolution,
unsigned int);
114 vtkSetMacro(ExponentialConstant,
float);
115 vtkGetMacro(ExponentialConstant,
float);
125 bool GetHasShadows();
136 bool LightCreatesShadow(
vtkLight* l);
144 std::vector<vtkSmartPointer<vtkTextureObject>>* GetShadowMaps();
152 std::vector<vtkSmartPointer<vtkCamera>>* GetLightCameras();
162 bool GetNeedUpdate();
196 double* v,
double* pt,
double*
dir,
double& mNear,
double& mFar,
bool initialized);
204 void BoxNearFar(
double* bb,
double* pt,
double*
dir,
double& mNear,
double& mFar);
224 float ExponentialConstant{ 11.0f };
245 VTK_ABI_NAMESPACE_END
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.
vtkTimeStamp LastRenderTime
record modification and/or execution time
std::vector< vtkSmartPointer< vtkTextureObject > > * ShadowMaps
window superclass for vtkRenderWindow
Context in which a vtkRenderPass will render.
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
std::vector< vtkSmartPointer< vtkCamera > > * LightCameras
Internal class which encapsulates OpenGL FramebufferObject.
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.
abstracts an OpenGL texture object.
virtual void Render(const vtkRenderState *s)=0
Perform rendering according to a render state s.
vtkRenderPass * CompositeZPass
virtual void ReleaseGraphicsResources(vtkWindow *w)
Release graphics resources and ask components to release their own resources.
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.
vtkOpenGLFramebufferObject * FrameBufferObject
Graphics resources.
The ShaderProgram uses one or more Shader objects.
Implement a builder of shadow map pass.