41 #ifndef vtkShadowMapBakerPass_h 42 #define vtkShadowMapBakerPass_h 44 #include "vtkRenderingOpenGL2Module.h" 84 virtual void SetOpaqueSequence(
vtkRenderPass *opaqueSequence);
95 virtual void SetCompositeZPass(
vtkRenderPass *compositeZPass);
105 vtkGetMacro(Resolution,
unsigned int);
115 bool GetHasShadows();
126 bool LightCreatesShadow(
vtkLight *l);
134 std::vector<vtkSmartPointer<vtkTextureObject> > *GetShadowMaps();
142 std::vector<vtkSmartPointer<vtkCamera> > *GetLightCameras();
152 bool GetNeedUpdate();
179 void PointNearFar(
double *v,
192 void BoxNearFar(
double *bb,
203 void BuildCameraLight(
vtkLight *light,
217 unsigned int Resolution;
record modification and/or execution time
std::vector< vtkSmartPointer< vtkTextureObject > > * ShadowMaps
void PrintSelf(ostream &os, vtkIndent indent)
Methods invoked by print to print information about the object including superclasses.
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
vtkSetMacro(IgnoreDriverBugs, bool)
When set known driver bugs are ignored during driver feature detection.
internal class which encapsulates OpenGL frame buffer object.
abstracts an OpenGL texture object.
virtual void Render(const vtkRenderState *s)=0
Perform rendering according to a render state s.
virtual void ReleaseGraphicsResources(vtkWindow *w)
Release graphics resources and ask components to release their own resources.
static vtkObject * New()
Create an object with Debug turned off, modified time initialized to zero, and reference counting on...
Perform part of the rendering of a vtkRenderer.
Implement a builder of shadow map pass.