VTK  9.1.0
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 
51 class vtkCamera;
52 class vtkLight;
53 class vtkFrameBufferObject;
54 class vtkShadowMapPassTextures; // internal
55 class vtkShadowMapPassLightCameras; // internal
58 class vtkShaderProgram;
59 
60 class VTKRENDERINGOPENGL2_EXPORT vtkShadowMapPass : public vtkOpenGLRenderPass
61 {
62 public:
63  static vtkShadowMapPass* New();
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 
133 protected:
138 
142  ~vtkShadowMapPass() override;
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 
174 private:
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:57
Perform part of the rendering of a vtkRenderer.
Definition: vtkRenderPass.h:57
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:33
window superclass for vtkRenderWindow
Definition: vtkWindow.h:39
@ string
Definition: vtkX3D.h:496