40 #ifndef vtkShadowMapBakerPass_h
41 #define vtkShadowMapBakerPass_h
80 virtual void SetOpaqueSequence(
vtkRenderPass *opaqueSequence);
89 virtual void SetCompositeZPass(
vtkRenderPass *compositeZPass);
96 vtkSetMacro(Resolution,
unsigned int);
97 vtkGetMacro(Resolution,
unsigned int);
103 bool GetHasShadows();
109 bool LightCreatesShadow(
vtkLight *l);
114 std::vector<vtkSmartPointer<vtkTextureObject> > *GetShadowMaps();
119 std::vector<vtkSmartPointer<vtkCamera> > *GetLightCameras();
127 bool GetNeedUpdate();
147 void PointNearFar(
double *v,
158 void BoxNearFar(
double *bb,
169 void BuildCameraLight(
vtkLight *light,
183 unsigned int Resolution;
#define VTKRENDERINGOPENGL2_EXPORT
record modification and/or execution time
std::vector< vtkSmartPointer< vtkTextureObject > > * ShadowMaps
void PrintSelf(ostream &os, vtkIndent indent)
window superclass for vtkRenderWindow
Context in which a vtkRenderPass will render.
vtkRenderPass * OpaqueSequence
a simple class to control print indentation
a virtual camera for 3D rendering
a virtual light for 3D rendering
std::vector< vtkSmartPointer< vtkCamera > > * LightCameras
internal class which encapsulates OpenGL frame buffer object. Not to be used directly.
abstracts an OpenGL texture object.
virtual void Render(const vtkRenderState *s)=0
virtual void ReleaseGraphicsResources(vtkWindow *w)
Perform part of the rendering of a vtkRenderer.
Implement a builder of shadow map pass.