40 #ifndef vtkShadowMapPass_h
41 #define vtkShadowMapPass_h
53 class vtkShadowMapPassTextures;
54 class vtkShadowMapPassLightCameras;
86 virtual void SetShadowMapBakerPass(
94 virtual void SetOpaqueSequence(
vtkRenderPass *opaqueSequence);
100 return this->ShadowTransforms; }
107 return this->ShadowTextureUnits; }
117 return this->FragmentDeclaration; }
119 return this->FragmentImplementation; }
133 void BuildSpotLightIntensityMap();
147 vtkShadowMapPassTextures *ShadowMaps;
148 vtkShadowMapPassLightCameras *LightCameras;
159 void BuildShaderCode();
sample an implicit function over a structured point set
#define VTKRENDERINGOPENGL2_EXPORT
record modification and/or execution time
std::string GetFragmentDeclaration()
std::vector< float > ShadowAttenuation
implicit function for an halo
Export VTK images to third-party systems.
std::vector< double > ShadowTransforms
void PrintSelf(ostream &os, vtkIndent indent)
window superclass for vtkRenderWindow
Context in which a vtkRenderPass will render.
std::vector< int > GetShadowMapTextureUnits()
vtkRenderPass * OpaqueSequence
a simple class to control print indentation
a virtual camera for 3D rendering
a virtual light for 3D rendering
std::vector< int > ShadowTextureUnits
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
std::vector< double > ShadowMapTransforms()
std::string GetFragmentImplementation()
std::string FragmentImplementation
virtual void ReleaseGraphicsResources(vtkWindow *w)
Implement a shadow mapping render pass.
Perform part of the rendering of a vtkRenderer.
std::string FragmentDeclaration
The ShaderProgram uses one or more Shader objects.
Implement a builder of shadow map pass.