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41 #ifndef vtkShadowMapPass_h
42 #define vtkShadowMapPass_h
44 #include "vtkRenderingOpenGL2Module.h"
54 class vtkShadowMapPassTextures;
55 class vtkShadowMapPassLightCameras;
106 return this->ShadowTransforms; }
114 return this->ShadowTextureUnits; }
126 return this->FragmentDeclaration; }
128 return this->FragmentImplementation; }
163 vtkShadowMapPassTextures *ShadowMaps;
164 vtkShadowMapPassLightCameras *LightCameras;
vtkRenderPass * OpaqueSequence
internal class which encapsulates OpenGL frame buffer object.
static vtkInformationObjectBaseKey * ShadowMapPass()
this key will contain the shadow map pass
a virtual light for 3D rendering
virtual void Render(const vtkRenderState *s)
Perform rendering according to a render state s.
record modification and/or execution time
std::vector< int > ShadowTextureUnits
std::string FragmentImplementation
void CheckSupport(vtkOpenGLRenderWindow *w)
Check if shadow mapping is supported by the current OpenGL context.
std::vector< double > ShadowMapTransforms()
get the matricies for all the shadow maps.
std::string GetFragmentImplementation()
virtual void SetShadowMapBakerPass(vtkShadowMapBakerPass *shadowMapBakerPass)
Implement a shadow mapping render pass.
window superclass for vtkRenderWindow
void ReleaseGraphicsResources(vtkWindow *w)
Release graphics resources and ask components to release their own resources.
std::string FragmentDeclaration
The ShaderProgram uses one or more Shader objects.
a simple class to control print indentation
void PrintSelf(ostream &os, vtkIndent indent)
Methods invoked by print to print information about the object including superclasses.
a virtual camera for 3D rendering
void SetUniforms(vtkShaderProgram *program)
A mapper can call this to set the uniforms that this pass uses.
static vtkShadowMapPass * New()
std::string GetFragmentDeclaration()
Get the shader code to compute light factors based on a mappers vertexVC variable.
Context in which a vtkRenderPass will render.
virtual ~vtkShadowMapPass()
Destructor.
std::vector< float > ShadowAttenuation
std::vector< int > GetShadowMapTextureUnits()
get the texture units for the shadow maps for each light.
std::vector< double > ShadowTransforms
Implement a builder of shadow map pass.
virtual void SetOpaqueSequence(vtkRenderPass *opaqueSequence)
vtkShadowMapPass()
Default constructor.
Perform part of the rendering of a vtkRenderer.