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156 lines
4.2 KiB
C
156 lines
4.2 KiB
C
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3 weeks ago
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/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkShadowMapPass.h
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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/**
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* @class vtkShadowMapPass
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* @brief Implement a shadow mapping render pass.
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*
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* Render the opaque polygonal geometry of a scene with shadow maps (a
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* technique to render hard shadows in hardware).
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*
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* This pass expects an initialized depth buffer and color buffer.
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* Initialized buffers means they have been cleared with farest z-value and
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* background color/gradient/transparent color.
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* An opaque pass may have been performed right after the initialization.
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*
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*
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*
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* Its delegate is usually set to a vtkOpaquePass.
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*
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* @par Implementation:
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* The first pass of the algorithm is to generate a shadow map per light
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* (depth map from the light point of view) by rendering the opaque objects
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* with the OCCLUDER property keys.
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* The second pass is to render the opaque objects with the RECEIVER keys.
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*
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* @sa
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* vtkRenderPass, vtkOpaquePass
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*/
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#ifndef vtkShadowMapPass_h
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#define vtkShadowMapPass_h
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#include "vtkRenderingOpenGLModule.h" // For export macro
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#include "vtkRenderPass.h"
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class vtkOpenGLRenderWindow;
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class vtkInformationIntegerKey;
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class vtkCamera;
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class vtkLight;
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class vtkFrameBufferObject;
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class vtkShadowMapPassTextures; // internal
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class vtkShadowMapPassLightCameras; // internal
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class vtkShaderProgram2;
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class vtkImageExport;
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class vtkTextureObject;
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class vtkImplicitHalo;
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class vtkSampleFunction;
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class vtkShadowMapBakerPass;
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class VTKRENDERINGOPENGL_EXPORT vtkShadowMapPass : public vtkRenderPass
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{
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public:
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static vtkShadowMapPass *New();
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vtkTypeMacro(vtkShadowMapPass,vtkRenderPass);
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void PrintSelf(ostream& os, vtkIndent indent);
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/**
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* Perform rendering according to a render state \p s.
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* \pre s_exists: s!=0
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*/
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virtual void Render(const vtkRenderState *s);
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/**
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* Release graphics resources and ask components to release their own
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* resources.
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* \pre w_exists: w!=0
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*/
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void ReleaseGraphicsResources(vtkWindow *w);
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//@{
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/**
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* Pass that generates the shadow maps.
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* the vtkShadowMapPass will use the Resolution ivar of
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* this pass.
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* Initial value is a NULL pointer.
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*/
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vtkGetObjectMacro(ShadowMapBakerPass,vtkShadowMapBakerPass);
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virtual void SetShadowMapBakerPass(
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vtkShadowMapBakerPass *shadowMapBakerPass);
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//@}
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//@{
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/**
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* Pass that render the opaque geometry, with no camera pass (otherwise
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* it does not work with Ice-T).
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* Initial value is a NULL pointer.
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* Typically a sequence pass with a light pass and opaque pass.
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* This should be the Opaque pass of the vtkShadowMapBakerPass without the
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* vtkCameraPass.
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*/
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vtkGetObjectMacro(OpaquePass,vtkRenderPass);
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virtual void SetOpaquePass(vtkRenderPass *opaquePass);
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//@}
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protected:
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/**
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* Default constructor. DelegatetPass is set to NULL.
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*/
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vtkShadowMapPass();
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/**
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* Destructor.
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*/
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virtual ~vtkShadowMapPass();
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/**
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* Build the intensity map.
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*/
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void BuildSpotLightIntensityMap();
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/**
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* Check if shadow mapping is supported by the current OpenGL context.
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* \pre w_exists: w!=0
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*/
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void CheckSupport(vtkOpenGLRenderWindow *w);
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vtkShadowMapBakerPass *ShadowMapBakerPass;
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vtkRenderPass *CompositeRGBAPass;
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vtkRenderPass *OpaquePass;
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/**
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* Graphics resources.
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*/
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vtkFrameBufferObject *FrameBufferObject;
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vtkShadowMapPassTextures *ShadowMaps;
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vtkShadowMapPassLightCameras *LightCameras;
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vtkShaderProgram2 *Program;
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vtkTextureObject *IntensityMap;
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vtkSampleFunction *IntensitySource;
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vtkImageExport *IntensityExporter;
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vtkImplicitHalo *Halo;
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vtkTimeStamp LastRenderTime;
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private:
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vtkShadowMapPass(const vtkShadowMapPass&) VTK_DELETE_FUNCTION;
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void operator=(const vtkShadowMapPass&) VTK_DELETE_FUNCTION;
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};
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#endif
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