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std::shared_ptr< Graphics::Camera > | SurgSim::Blocks::setupBlurPasses (std::shared_ptr< Graphics::RenderPass > shadowMapPass, int textureSize, double blurRadius, bool debug, std::vector< std::shared_ptr< Framework::SceneElement >> *elements) |
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std::shared_ptr< Graphics::RenderPass > | SurgSim::Blocks::createLightMapPass (int textureSize, bool debug) |
| Create the pass that renders the scene from the view of the light source the identifier GROUP_SHADOW_CASTER is used in all graphic objects to mark them as used in this pass. More...
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std::shared_ptr< Graphics::RenderPass > | SurgSim::Blocks::createShadowMapPass (int textureSize, double bias, double intensity, bool debug) |
| Create the pass that renders shadowed pixels into the scene, the identifier GROUPD_SHADOW_RECEIVER is used in all graphics objects to mark them as used in this pass. More...
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std::vector< std::shared_ptr< Framework::SceneElement > > | SurgSim::Blocks::createShadowMapping (std::shared_ptr< Framework::Component > camera, std::shared_ptr< Framework::Component > light, int depthTextureSize, int shadowTextureSize, std::array< double, 6 > lightCameraProjection, double bias, double intensity, bool useBlur, double blurRadius, bool showDebug) |
| Builds a series of SceneElements enabling the rendering of shadows, all graphics object that should cast shadows need to be in the render group GROUP_SHADOW_CASTER, all objects that should receive shadows should be in the render group GROUP_SHADOW_RECEIVER. More...
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