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C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkShadowMapBakerPass.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkShadowMapBakerPass
* @brief Implement a builder of shadow map pass.
*
* Bake a list of shadow maps, once per spot light.
* It work in conjunction with the vtkShadowMapPass, which uses the
* shadow maps for rendering the opaque geometry (a technique to render hard
* shadows in hardware).
*
* This pass expects an initialized depth buffer and color buffer.
* Initialized buffers means they have been cleared with farest z-value and
* background color/gradient/transparent color.
* An opaque pass may have been performed right after the initialization.
*
*
*
* Its delegate is usually set to a vtkOpaquePass.
*
* @par Implementation:
* The first pass of the algorithm is to generate a shadow map per light
* (depth map from the light point of view) by rendering the opaque objects
*
* @sa
* vtkRenderPass, vtkOpaquePass, vtkShadowMapPass
*/
#ifndef vtkShadowMapBakerPass_h
#define vtkShadowMapBakerPass_h
#include "vtkOpenGLRenderPass.h"
#include "vtkRenderingOpenGL2Module.h" // For export macro
#include "vtkSmartPointer.h" // for ivars
#include <vector> // STL Header
class vtkOpenGLRenderWindow;
class vtkInformationIntegerKey;
class vtkCamera;
class vtkLight;
class vtkOpenGLFramebufferObject;
class vtkTextureObject;
class VTKRENDERINGOPENGL2_EXPORT vtkShadowMapBakerPass : public vtkOpenGLRenderPass
{
public:
static vtkShadowMapBakerPass* New();
vtkTypeMacro(vtkShadowMapBakerPass, vtkOpenGLRenderPass);
void PrintSelf(ostream& os, vtkIndent indent) override;
/**
* Perform rendering according to a render state \p s.
* \pre s_exists: s!=0
*/
void Render(const vtkRenderState* s) override;
/**
* Release graphics resources and ask components to release their own
* resources.
* \pre w_exists: w!=0
*/
void ReleaseGraphicsResources(vtkWindow* w) override;
//@{
/**
* Delegate for rendering the camera, lights, and opaque geometry.
* If it is NULL, nothing will be rendered and a warning will be emitted.
* It defaults to a vtkCameraPass with a sequence of
* vtkLightPass/vtkOpaquePass.
*/
vtkGetObjectMacro(OpaqueSequence, vtkRenderPass);
virtual void SetOpaqueSequence(vtkRenderPass* opaqueSequence);
//@}
//@{
/**
* Delegate for compositing of the shadow maps across processors.
* If it is NULL, there is no z compositing.
* It is usually set to a vtkCompositeZPass (Parallel package).
* Initial value is a NULL pointer.
*/
vtkGetObjectMacro(CompositeZPass, vtkRenderPass);
virtual void SetCompositeZPass(vtkRenderPass* compositeZPass);
//@}
//@{
/**
* Set/Get the number of pixels in each dimension of the shadow maps
* (shadow maps are square). Initial value is 256. The greater the better.
* Resolution does not have to be a power-of-two value.
*/
vtkSetMacro(Resolution, unsigned int);
vtkGetMacro(Resolution, unsigned int);
//@}
/**
* INTERNAL USE ONLY.
* Internally used by vtkShadowMapBakerPass and vtkShadowMapPass.
* Tell if there is at least one shadow.
* Initial value is false.
*/
bool GetHasShadows();
/**
* INTERNAL USE ONLY.
* Internally used by vtkShadowMapBakerPass and vtkShadowMapPass.
* Tell if the light `l' can create shadows.
* The light has to not be a head light and to be directional or
* positional with an angle less than 180 degrees.
* \pre l_exists: l!=0
*/
bool LightCreatesShadow(vtkLight* l);
/**
* INTERNAL USE ONLY
* Internally used by vtkShadowMapBakerPass and vtkShadowMapPass.
* Give access to the baked shadow maps.
*/
std::vector<vtkSmartPointer<vtkTextureObject> >* GetShadowMaps();
/**
* INTERNAL USE ONLY.
* Internally used by vtkShadowMapBakerPass and vtkShadowMapPass.
* Give access the cameras builds from the ligths.
*/
std::vector<vtkSmartPointer<vtkCamera> >* GetLightCameras();
/**
* INTERNAL USE ONLY.
* Internally used by vtkShadowMapBakerPass and vtkShadowMapPass.
* Do the shadows need to be updated?
* Value changed by vtkShadowMapBakerPass and used by vtkShadowMapPass.
* Initial value is true.
*/
bool GetNeedUpdate();
// // Description:
// INTERNAL USE ONLY.
// Internally used by vtkShadowMapBakerPass and vtkShadowMapPass.
//
// Set NeedUpate to false. Called by vtkShadowMapPass.
void SetUpToDate();
protected:
/**
* Default constructor. DelegatetPass is set to NULL.
*/
vtkShadowMapBakerPass();
/**
* Destructor.
*/
~vtkShadowMapBakerPass() override;
// vtkOpenGLRenderPass virtuals:
bool PreReplaceShaderValues(std::string& vertexShader, std::string& geometryShader,
std::string& fragmentShader, vtkAbstractMapper* mapper, vtkProp* prop) override;
bool SetShaderParameters(vtkShaderProgram* program, vtkAbstractMapper* mapper, vtkProp* prop,
vtkOpenGLVertexArrayObject* VAO = nullptr) override;
/**
* Helper method to compute the mNearest point in a given direction.
* To be called several times, with initialized = false the first time.
* v: point
* pt: origin of the direction
* dir: direction
*/
void PointNearFar(
double* v, double* pt, double* dir, double& mNear, double& mFar, bool initialized);
/**
* Compute the min/max of the projection of a box in a given direction.
* bb: bounding box
* pt: origin of the direction
* dir: direction
*/
void BoxNearFar(double* bb, double* pt, double* dir, double& mNear, double& mFar);
/**
* Build a camera from spot light parameters.
* \pre light_exists: light!=0
* \pre lcamera_exists: lcamera!=0
*/
void BuildCameraLight(vtkLight* light, double* boundingBox, vtkCamera* lcamera);
/**
* Check if shadow mapping is supported by the current OpenGL context.
* \pre w_exists: w!=0
*/
void CheckSupport(vtkOpenGLRenderWindow* w);
vtkRenderPass* OpaqueSequence;
vtkRenderPass* CompositeZPass;
unsigned int Resolution;
bool HasShadows;
/**
* Graphics resources.
*/
vtkOpenGLFramebufferObject* FrameBufferObject;
std::vector<vtkSmartPointer<vtkTextureObject> >* ShadowMaps;
std::vector<vtkSmartPointer<vtkCamera> >* LightCameras;
vtkTimeStamp LastRenderTime;
bool NeedUpdate;
size_t CurrentLightIndex;
private:
vtkShadowMapBakerPass(const vtkShadowMapBakerPass&) = delete;
void operator=(const vtkShadowMapBakerPass&) = delete;
};
#endif