VTK  9.3.20240418
vtkShadowMapPass.h
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1 // SPDX-FileCopyrightText: Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
2 // SPDX-License-Identifier: BSD-3-Clause
61 #ifndef vtkShadowMapPass_h
62 #define vtkShadowMapPass_h
63 
64 #include "vtkOpenGLRenderPass.h"
65 #include "vtkRenderingOpenGL2Module.h" // For export macro
66 #include <string> // For member variables.
67 #include <vector> // STL Header
68 
69 VTK_ABI_NAMESPACE_BEGIN
72 class vtkCamera;
73 class vtkLight;
74 class vtkFrameBufferObject;
75 class vtkShadowMapPassTextures; // internal
76 class vtkShadowMapPassLightCameras; // internal
79 class vtkShaderProgram;
80 
81 class VTKRENDERINGOPENGL2_EXPORT vtkShadowMapPass : public vtkOpenGLRenderPass
82 {
83 public:
84  static vtkShadowMapPass* New();
86  void PrintSelf(ostream& os, vtkIndent indent) override;
87 
92  void Render(const vtkRenderState* s) override;
93 
100 
102 
108  vtkGetObjectMacro(ShadowMapBakerPass, vtkShadowMapBakerPass);
109  virtual void SetShadowMapBakerPass(vtkShadowMapBakerPass* shadowMapBakerPass);
111 
113 
117  vtkGetObjectMacro(OpaqueSequence, vtkRenderPass);
118  virtual void SetOpaqueSequence(vtkRenderPass* opaqueSequence);
120 
125  std::vector<double> ShadowMapTransforms() { return this->ShadowTransforms; }
126 
132  std::vector<int> GetShadowMapTextureUnits() { return this->ShadowTextureUnits; }
133 
138 
143  std::string GetFragmentDeclaration() { return this->FragmentDeclaration; }
144  std::string GetFragmentImplementation() { return this->FragmentImplementation; }
145 
146  // vtkOpenGLRenderPass virtuals:
147  bool PreReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
148  std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop) override;
149  bool PostReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
150  std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop) override;
152  vtkOpenGLVertexArrayObject* VAO = nullptr) override;
153 
154 protected:
159 
163  ~vtkShadowMapPass() override;
164 
170 
173 
175 
179  vtkFrameBufferObject* FrameBufferObject;
180 
181  vtkShadowMapPassTextures* ShadowMaps;
182  vtkShadowMapPassLightCameras* LightCameras;
183 
185 
186  // to store the shader code and settings
190  std::vector<int> ShadowTextureUnits;
191  std::vector<double> ShadowTransforms;
192  std::vector<float> ShadowAttenuation;
193  std::vector<int> ShadowParallel;
194 
195 private:
196  vtkShadowMapPass(const vtkShadowMapPass&) = delete;
197  void operator=(const vtkShadowMapPass&) = delete;
198 };
199 
200 VTK_ABI_NAMESPACE_END
201 #endif
abstract class specifies interface to map data
a virtual camera for 3D rendering
Definition: vtkCamera.h:151
a simple class to control print indentation
Definition: vtkIndent.h:108
Key for integer values in vtkInformation.
Key for vtkObjectBase values.
a virtual light for 3D rendering
Definition: vtkLight.h:159
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:66
Perform part of the rendering of a vtkRenderer.
Definition: vtkRenderPass.h:49
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::vector< double > ShadowMapTransforms()
get the matricies for all the shadow maps.
std::string FragmentDeclaration
void ReleaseGraphicsResources(vtkWindow *w) override
Release graphics resources and ask components to release their own resources.
static vtkInformationObjectBaseKey * ShadowMapPass()
this key will contain the shadow map pass
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.
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
std::vector< int > GetShadowMapTextureUnits()
get the texture units for the shadow maps for each light.
~vtkShadowMapPass() override
Destructor.
std::vector< double > ShadowTransforms
void Render(const vtkRenderState *s) override
Perform rendering according to a render state s.
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.
static vtkShadowMapPass * New()
vtkShadowMapPass()
Default constructor.
vtkTimeStamp LastRenderTime
record modification and/or execution time
Definition: vtkTimeStamp.h:44
window superclass for vtkRenderWindow
Definition: vtkWindow.h:48
@ string
Definition: vtkX3D.h:490