/usr/include/vtk-6.3/vtkShadowMapPass.h is in libvtk6-dev 6.3.0+dfsg1-5.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 | /*=========================================================================
Program: Visualization Toolkit
Module: vtkShadowMapPass.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.
=========================================================================*/
// .NAME vtkShadowMapPass - Implement a shadow mapping render pass.
// .SECTION Description
// Render the opaque polygonal geometry of a scene with shadow maps (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.
//
// .SECTION 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
// with the OCCLUDER property keys.
// The second pass is to render the opaque objects with the RECEIVER keys.
//
// .SECTION See Also
// vtkRenderPass, vtkOpaquePass
#ifndef vtkShadowMapPass_h
#define vtkShadowMapPass_h
#include "vtkRenderingOpenGLModule.h" // For export macro
#include "vtkRenderPass.h"
class vtkOpenGLRenderWindow;
class vtkInformationIntegerKey;
class vtkCamera;
class vtkLight;
class vtkFrameBufferObject;
class vtkShadowMapPassTextures; // internal
class vtkShadowMapPassLightCameras; // internal
class vtkShaderProgram2;
class vtkImageExport;
class vtkTextureObject;
class vtkImplicitHalo;
class vtkSampleFunction;
class vtkShadowMapBakerPass;
class VTKRENDERINGOPENGL_EXPORT vtkShadowMapPass : public vtkRenderPass
{
public:
static vtkShadowMapPass *New();
vtkTypeMacro(vtkShadowMapPass,vtkRenderPass);
void PrintSelf(ostream& os, vtkIndent indent);
//BTX
// Description:
// Perform rendering according to a render state \p s.
// \pre s_exists: s!=0
virtual void Render(const vtkRenderState *s);
//ETX
// Description:
// Release graphics resources and ask components to release their own
// resources.
// \pre w_exists: w!=0
void ReleaseGraphicsResources(vtkWindow *w);
// Description:
// Pass that generates the shadow maps.
// the vtkShadowMapPass will use the Resolution ivar of
// this pass.
// Initial value is a NULL pointer.
vtkGetObjectMacro(ShadowMapBakerPass,vtkShadowMapBakerPass);
virtual void SetShadowMapBakerPass(
vtkShadowMapBakerPass *shadowMapBakerPass);
// Description:
// Pass that render the opaque geometry, with no camera pass (otherwise
// it does not work with Ice-T).
// Initial value is a NULL pointer.
// Typically a sequence pass with a light pass and opaque pass.
// This should be the Opaque pass of the vtkShadowMapBakerPass without the
// vtkCameraPass.
vtkGetObjectMacro(OpaquePass,vtkRenderPass);
virtual void SetOpaquePass(vtkRenderPass *opaquePass);
protected:
// Description:
// Default constructor. DelegatetPass is set to NULL.
vtkShadowMapPass();
// Description:
// Destructor.
virtual ~vtkShadowMapPass();
// Description:
// Build the intensity map.
void BuildSpotLightIntensityMap();
// Description:
// Check if shadow mapping is supported by the current OpenGL context.
// \pre w_exists: w!=0
void CheckSupport(vtkOpenGLRenderWindow *w);
vtkShadowMapBakerPass *ShadowMapBakerPass;
vtkRenderPass *CompositeRGBAPass;
vtkRenderPass *OpaquePass;
// Description:
// Graphics resources.
vtkFrameBufferObject *FrameBufferObject;
vtkShadowMapPassTextures *ShadowMaps;
vtkShadowMapPassLightCameras *LightCameras;
vtkShaderProgram2 *Program;
vtkTextureObject *IntensityMap;
vtkSampleFunction *IntensitySource;
vtkImageExport *IntensityExporter;
vtkImplicitHalo *Halo;
vtkTimeStamp LastRenderTime;
private:
vtkShadowMapPass(const vtkShadowMapPass&); // Not implemented.
void operator=(const vtkShadowMapPass&); // Not implemented.
};
#endif
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