VTK  9.2.6
vtkShadowMapPass.h
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1/*=========================================================================
2
3 Program: Visualization Toolkit
4 Module: vtkShadowMapPass.h
5
6 Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
7 All rights reserved.
8 See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
9
10 This software is distributed WITHOUT ANY WARRANTY; without even
11 the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
12 PURPOSE. See the above copyright notice for more information.
13
14=========================================================================*/
41#ifndef vtkShadowMapPass_h
42#define vtkShadowMapPass_h
43
44#include "vtkOpenGLRenderPass.h"
45#include "vtkRenderingOpenGL2Module.h" // For export macro
46#include <string> // For member variables.
47#include <vector> // STL Header
48
51class vtkCamera;
52class vtkLight;
53class vtkFrameBufferObject;
54class vtkShadowMapPassTextures; // internal
55class vtkShadowMapPassLightCameras; // internal
59
60class VTKRENDERINGOPENGL2_EXPORT vtkShadowMapPass : public vtkOpenGLRenderPass
61{
62public:
65 void PrintSelf(ostream& os, vtkIndent indent) override;
66
71 void Render(const vtkRenderState* s) override;
72
79
81
87 vtkGetObjectMacro(ShadowMapBakerPass, vtkShadowMapBakerPass);
88 virtual void SetShadowMapBakerPass(vtkShadowMapBakerPass* shadowMapBakerPass);
90
92
96 vtkGetObjectMacro(OpaqueSequence, vtkRenderPass);
97 virtual void SetOpaqueSequence(vtkRenderPass* opaqueSequence);
99
104 std::vector<double> ShadowMapTransforms() { return this->ShadowTransforms; }
105
111 std::vector<int> GetShadowMapTextureUnits() { return this->ShadowTextureUnits; }
112
117
122 std::string GetFragmentDeclaration() { return this->FragmentDeclaration; }
123 std::string GetFragmentImplementation() { return this->FragmentImplementation; }
124
125 // vtkOpenGLRenderPass virtuals:
126 bool PreReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
127 std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop) override;
128 bool PostReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
129 std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop) override;
131 vtkOpenGLVertexArrayObject* VAO = nullptr) override;
132
133protected:
138
143
149
152
154
158 vtkFrameBufferObject* FrameBufferObject;
159
160 vtkShadowMapPassTextures* ShadowMaps;
161 vtkShadowMapPassLightCameras* LightCameras;
162
164
165 // to store the shader code and settings
169 std::vector<int> ShadowTextureUnits;
170 std::vector<double> ShadowTransforms;
171 std::vector<float> ShadowAttenuation;
172 std::vector<int> ShadowParallel;
173
174private:
175 vtkShadowMapPass(const vtkShadowMapPass&) = delete;
176 void operator=(const vtkShadowMapPass&) = delete;
177};
178
179#endif
abstract class specifies interface to map data
a virtual camera for 3D rendering
Definition vtkCamera.h:46
a simple class to control print indentation
Definition vtkIndent.h:34
Key for integer values in vtkInformation.
Key for vtkObjectBase values.
a virtual light for 3D rendering
Definition vtkLight.h:57
Abstract render pass with shader modifications.
OpenGL rendering window.
The VertexArrayObject class uses, or emulates, vertex array objects.
abstract superclass for all actors, volumes and annotations
Definition vtkProp.h:51
Perform part of the rendering of a vtkRenderer.
Context in which a vtkRenderPass will render.
The ShaderProgram uses one or more Shader objects.
Implement a builder of shadow map pass.
Implement a shadow mapping render 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 matricies 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:39