VTK  9.5.2
vtkShadowMapPass.h
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1// SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
2// SPDX-License-Identifier: BSD-3-Clause
31
32#ifndef vtkShadowMapPass_h
33#define vtkShadowMapPass_h
34
35#include "vtkOpenGLRenderPass.h"
36#include "vtkRenderingOpenGL2Module.h" // For export macro
37#include "vtkWrappingHints.h" // For VTK_MARSHALAUTO
38#include <string> // For member variables.
39#include <vector> // STL Header
40
41VTK_ABI_NAMESPACE_BEGIN
44class vtkCamera;
45class vtkLight;
46class vtkFrameBufferObject;
47class vtkShadowMapPassTextures; // internal
48class vtkShadowMapPassLightCameras; // internal
52
53class VTKRENDERINGOPENGL2_EXPORT VTK_MARSHALAUTO vtkShadowMapPass : public vtkOpenGLRenderPass
54{
55public:
58 void PrintSelf(ostream& os, vtkIndent indent) override;
59
64 void Render(const vtkRenderState* s) override;
65
72
74
81 virtual void SetShadowMapBakerPass(vtkShadowMapBakerPass* shadowMapBakerPass);
83
85
89 vtkGetObjectMacro(OpaqueSequence, vtkRenderPass);
90 virtual void SetOpaqueSequence(vtkRenderPass* opaqueSequence);
92
97 std::vector<double> ShadowMapTransforms() { return this->ShadowTransforms; }
98
104 std::vector<int> GetShadowMapTextureUnits() { return this->ShadowTextureUnits; }
105
110
115 std::string GetFragmentDeclaration() { return this->FragmentDeclaration; }
116 std::string GetFragmentImplementation() { return this->FragmentImplementation; }
117
118 // vtkOpenGLRenderPass virtuals:
119 bool PreReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
120 std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop) override;
121 bool PostReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
122 std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop) override;
124 vtkOpenGLVertexArrayObject* VAO = nullptr) override;
125
126protected:
131
136
142
145
147
151 vtkFrameBufferObject* FrameBufferObject;
152
153 vtkShadowMapPassTextures* ShadowMaps;
154 vtkShadowMapPassLightCameras* LightCameras;
155
157
158 // to store the shader code and settings
162 std::vector<int> ShadowTextureUnits;
163 std::vector<double> ShadowTransforms;
164 std::vector<float> ShadowAttenuation;
165 std::vector<int> ShadowParallel;
166
167private:
168 vtkShadowMapPass(const vtkShadowMapPass&) = delete;
169 void operator=(const vtkShadowMapPass&) = delete;
170};
171
172VTK_ABI_NAMESPACE_END
173#endif
abstract class specifies interface to map data
a virtual camera for 3D rendering
Definition vtkCamera.h:42
a simple class to control print indentation
Definition vtkIndent.h:29
Key for integer values in vtkInformation.
Key for vtkObjectBase values.
a virtual light for 3D rendering
Definition vtkLight.h:50
OpenGL rendering window.
The VertexArrayObject class uses, or emulates, vertex array objects.
abstract superclass for all actors, volumes and annotations
Definition vtkProp.h:44
vtkRenderPass()
Default constructor.
Context in which a vtkRenderPass will render.
The ShaderProgram uses one or more Shader objects.
Implement a builder of shadow map pass.
std::vector< int > ShadowTextureUnits
void PrintSelf(ostream &os, vtkIndent indent) override
Methods invoked by print to print information about the object including superclasses.
std::vector< int > ShadowParallel
std::vector< float > ShadowAttenuation
std::string FragmentDeclaration
static vtkShadowMapPass * New()
std::vector< int > GetShadowMapTextureUnits()
get the texture units for the shadow maps for each light.
void ReleaseGraphicsResources(vtkWindow *w) override
Release graphics resources and ask components to release their own resources.
vtkShadowMapPassLightCameras * LightCameras
std::string FragmentImplementation
vtkShadowMapBakerPass * ShadowMapBakerPass
bool PreReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override
Use vtkShaderProgram::Substitute to replace.
vtkRenderPass * OpaqueSequence
virtual void SetOpaqueSequence(vtkRenderPass *opaqueSequence)
Pass that render the lights and opaque geometry Typically a sequence pass with a light pass and opaqu...
void CheckSupport(vtkOpenGLRenderWindow *w)
Check if shadow mapping is supported by the current OpenGL context.
virtual void SetShadowMapBakerPass(vtkShadowMapBakerPass *shadowMapBakerPass)
Pass that generates the shadow maps.
static vtkInformationObjectBaseKey * ShadowMapPass()
this key will contain the shadow map pass
bool SetShaderParameters(vtkShaderProgram *program, vtkAbstractMapper *mapper, vtkProp *prop, vtkOpenGLVertexArrayObject *VAO=nullptr) override
Update the uniforms of the shader program.
vtkFrameBufferObject * FrameBufferObject
Graphics resources.
void BuildShaderCode()
std::string GetFragmentDeclaration()
Get the shader code to compute light factors based on a mappers vertexVC variable.
vtkShadowMapPassTextures * ShadowMaps
~vtkShadowMapPass() override
Destructor.
std::vector< double > ShadowTransforms
void Render(const vtkRenderState *s) override
Perform rendering according to a render state s.
std::vector< double > ShadowMapTransforms()
get the matrices for all the shadow maps.
std::string GetFragmentImplementation()
vtkRenderPass * CompositeRGBAPass
bool PostReplaceShaderValues(std::string &vertexShader, std::string &geometryShader, std::string &fragmentShader, vtkAbstractMapper *mapper, vtkProp *prop) override
Use vtkShaderProgram::Substitute to replace.
vtkShadowMapPass()
Default constructor.
vtkTimeStamp LastRenderTime
record modification and/or execution time
window superclass for vtkRenderWindow
Definition vtkWindow.h:26
#define VTK_MARSHALAUTO