ImplicitSurface.cpp File Reference
`#include "ImplicitSurface.h"`
`#include "SurgSim/Blocks/GraphicsUtilities.h"`
`#include "SurgSim/Framework/ApplicationData.h"`
`#include "SurgSim/Framework/Runtime.h"`
`#include "SurgSim/Framework/TransferPropertiesBehavior.h"`
`#include "SurgSim/Graphics/OsgCamera.h"`
`#include "SurgSim/Graphics/OsgLight.h"`
`#include "SurgSim/Graphics/OsgMaterial.h"`
`#include "SurgSim/Graphics/OsgProgram.h"`
`#include "SurgSim/Graphics/OsgRenderTarget.h"`
`#include "SurgSim/Graphics/OsgScreenSpaceQuadRepresentation.h"`
`#include "SurgSim/Graphics/OsgTexture2d.h"`
`#include "SurgSim/Graphics/OsgTextureUniform.h"`
`#include "SurgSim/Graphics/RenderPass.h"`
`#include "SurgSim/Graphics/View.h"`

## Namespaces

| SurgSim
| SurgSim::Blocks

## Functions

std::shared_ptr< Graphics::Camera > | SurgSim::Blocks::createBlurPass (std::shared_ptr< Graphics::RenderPass > depthPass, int textureWidth, int textureHeight, double blurRadius, std::vector< std::shared_ptr< Framework::SceneElement >> *elements, bool debug)
std::shared_ptr< Graphics::RenderPass > | SurgSim::Blocks::createDepthPass (float sphereRadius, float sphereScale, int textureWidth, int textureHeight, bool debug)
std::shared_ptr< Graphics::RenderPass > | SurgSim::Blocks::createNormalPass (std::shared_ptr< Graphics::Camera > camera, std::shared_ptr< Graphics::Texture > depthMap, int textureWidth, int textureHeight, bool debug)

std::shared_ptr< Graphics::RenderPass >

SurgSim::Blocks::createShadingPass (std::shared_ptr< Graphics::View > view, std::shared_ptr< Graphics::Camera > camera, std::shared_ptr< Graphics::Light > light, std::shared_ptr< Graphics::RenderPass > lightMapPass, std::shared_ptr< Graphics::Texture > depthMap, std::shared_ptr< Graphics::Texture > normalMap, const Math::Vector4f &diffuseColor, const Math::Vector4f &specularColor, const std::string diffuseEnvMap, float diffusePct, const std::string specularEnvMap, float specularPct, float shininess, float shadowBias, float shadowIntensity)

std::vector< std::shared_ptr< Framework::SceneElement > >

SurgSim::Blocks::createImplicitSurfaceEffect (std::shared_ptr< Framework::Component > view, std::shared_ptr< Framework::Component > light, std::shared_ptr< Framework::SceneElement > lightMapPass, float sphereRadius, float sphereScale, float blurRadius, const Math::Vector4f &diffuseColor, const Math::Vector4f &specularColor, const std::string diffuseEnvMap, float diffusePct, const std::string specularEnvMap, float specularPct, float shininess, float shadowBias, float shadowIntensity, bool showDebug)

| Builds a series of SceneElements enabling the rendering of a screen-space surface, all graphics objects that should be rendered as a surface need to be in the render group GROUP_IMPLICIT_SURFACE. More...