ShadowMapping.cpp File Reference
`#include "SurgSim/Blocks/ShadowMapping.h"`
`#include "SurgSim/Graphics/OsgCamera.h"`
`#include "SurgSim/Graphics/OsgScreenSpaceQuadRepresentation.h"`
`#include "SurgSim/Graphics/OsgMaterial.h"`
`#include "SurgSim/Graphics/OsgRenderTarget.h"`
`#include "SurgSim/Graphics/Program.h"`
`#include "SurgSim/Graphics/RenderPass.h"`
`#include "SurgSim/Graphics/OsgScreenSpacePass.h"`
`#include "SurgSim/Framework/Scene.h"`
`#include "SurgSim/Framework/BasicSceneElement.h"`
`#include "SurgSim/Framework/TransferPropertiesBehavior.h"`
`#include "SurgSim/Framework/PoseComponent.h"`
`#include "SurgSim/Blocks/GraphicsUtilities.h"`
`#include "SurgSim/Graphics/OsgLight.h"`
`#include <osg/PolygonMode>`

## Namespaces

| SurgSim
| SurgSim::Blocks

## Functions

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)
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...
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...
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...