# encoding: utf-8
# module vtkmodules.vtkRenderingOpenGL2
# from C:\Users\xukai\Downloads\发票2\venv\Lib\site-packages\vtkmodules\vtkRenderingOpenGL2.cp311-win_amd64.pyd
# by generator 1.147
# no doc

# imports
import vtkmodules.vtkCommonCore as __vtkmodules_vtkCommonCore
import vtkmodules.vtkRenderingCore as __vtkmodules_vtkRenderingCore
import vtkmodules.vtkRenderingHyperTreeGrid as __vtkmodules_vtkRenderingHyperTreeGrid


from .vtkOpenGLRenderPass import vtkOpenGLRenderPass

class vtkShadowMapPass(vtkOpenGLRenderPass):
    """
    vtkShadowMapPass - Implement a shadow mapping render pass.
    
    Superclass: vtkOpenGLRenderPass
    
    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.
    
    @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 with the OCCLUDER property keys. The
    second pass is to render the opaque objects with the RECEIVER keys.
    
    @sa
    vtkRenderPass, vtkOpaquePass
    """
    def GetFragmentDeclaration(self): # real signature unknown; restored from __doc__
        """
        GetFragmentDeclaration(self) -> str
        C++: std::string GetFragmentDeclaration()
        
        Get the shader code to compute light factors based on a mappers
        vertexVC variable
        """
        return ""

    def GetFragmentImplementation(self): # real signature unknown; restored from __doc__
        """
        GetFragmentImplementation(self) -> str
        C++: std::string GetFragmentImplementation()
        """
        return ""

    def GetNumberOfGenerationsFromBase(self, type): # real signature unknown; restored from __doc__
        """
        GetNumberOfGenerationsFromBase(self, type:str) -> int
        C++: vtkIdType GetNumberOfGenerationsFromBase(const char *type)
            override;
        
        Given the name of a base class of this class type, return the
        distance of inheritance between this class type and the named
        class (how many generations of inheritance are there between this
        class and the named class). If the named class is not in this
        class's inheritance tree, return a negative value. Valid
        responses will always be nonnegative. This method works in
        combination with vtkTypeMacro found in vtkSetGet.h.
        """
        return 0

    def GetNumberOfGenerationsFromBaseType(self, type): # real signature unknown; restored from __doc__
        """
        GetNumberOfGenerationsFromBaseType(type:str) -> int
        C++: static vtkIdType GetNumberOfGenerationsFromBaseType(
            const char *type)
        
        Given a the name of a base class of this class type, return the
        distance of inheritance between this class type and the named
        class (how many generations of inheritance are there between this
        class and the named class). If the named class is not in this
        class's inheritance tree, return a negative value. Valid
        responses will always be nonnegative. This method works in
        combination with vtkTypeMacro found in vtkSetGet.h.
        """
        return 0

    def GetOpaqueSequence(self): # real signature unknown; restored from __doc__
        """
        GetOpaqueSequence(self) -> vtkRenderPass
        C++: virtual vtkRenderPass *GetOpaqueSequence()
        
        Pass that render the lights and opaque geometry Typically a
        sequence pass with a light pass and opaque pass.
        """
        pass

    def GetShadowMapBakerPass(self): # real signature unknown; restored from __doc__
        """
        GetShadowMapBakerPass(self) -> vtkShadowMapBakerPass
        C++: virtual vtkShadowMapBakerPass *GetShadowMapBakerPass()
        
        Pass that generates the shadow maps. the vtkShadowMapPass will
        use the Resolution ivar of this pass. Initial value is a NULL
        pointer.
        """
        return vtkShadowMapBakerPass

    def GetShadowMapTextureUnits(self): # real signature unknown; restored from __doc__
        """
        GetShadowMapTextureUnits(self) -> (int, ...)
        C++: std::vector<int> GetShadowMapTextureUnits()
        
        get the texture units for the shadow maps for each light. If a
        light does not cast a shadow it is set to -1
        """
        pass

    def IsA(self, type): # real signature unknown; restored from __doc__
        """
        IsA(self, type:str) -> int
        C++: vtkTypeBool IsA(const char *type) override;
        
        Return 1 if this class is the same type of (or a subclass of) the
        named class. Returns 0 otherwise. This method works in
        combination with vtkTypeMacro found in vtkSetGet.h.
        """
        return 0

    def IsTypeOf(self, type): # real signature unknown; restored from __doc__
        """
        IsTypeOf(type:str) -> int
        C++: static vtkTypeBool IsTypeOf(const char *type)
        
        Return 1 if this class type is the same type of (or a subclass
        of) the named class. Returns 0 otherwise. This method works in
        combination with vtkTypeMacro found in vtkSetGet.h.
        """
        return 0

    def NewInstance(self): # real signature unknown; restored from __doc__
        """
        NewInstance(self) -> vtkShadowMapPass
        C++: vtkShadowMapPass *NewInstance()
        """
        return vtkShadowMapPass

    def PostReplaceShaderValues(self, vertexShader, geometryShader, fragmentShader, mapper, prop): # real signature unknown; restored from __doc__
        """
        PostReplaceShaderValues(self, vertexShader:str,
            geometryShader:str, fragmentShader:str,
            mapper:vtkAbstractMapper, prop:vtkProp) -> bool
        C++: bool PostReplaceShaderValues(std::string &vertexShader,
            std::string &geometryShader, std::string &fragmentShader,
            vtkAbstractMapper *mapper, vtkProp *prop) override;
        """
        return False

    def PreReplaceShaderValues(self, vertexShader, geometryShader, fragmentShader, mapper, prop): # real signature unknown; restored from __doc__
        """
        PreReplaceShaderValues(self, vertexShader:str, geometryShader:str,
             fragmentShader:str, mapper:vtkAbstractMapper, prop:vtkProp)
            -> bool
        C++: bool PreReplaceShaderValues(std::string &vertexShader,
            std::string &geometryShader, std::string &fragmentShader,
            vtkAbstractMapper *mapper, vtkProp *prop) override;
        
        Use vtkShaderProgram::Substitute to replace //VTK::XXX:YYY 
        declarations in the shader sources. Gets called before other
        mapper shader replacements Return false on error.
        """
        return False

    def ReleaseGraphicsResources(self, w): # real signature unknown; restored from __doc__
        """
        ReleaseGraphicsResources(self, w:vtkWindow) -> None
        C++: void ReleaseGraphicsResources(vtkWindow *w) override;
        
        Release graphics resources and ask components to release their
        own resources.
        \pre w_exists: w!=0
        """
        pass

    def SafeDownCast(self, o): # real signature unknown; restored from __doc__
        """
        SafeDownCast(o:vtkObjectBase) -> vtkShadowMapPass
        C++: static vtkShadowMapPass *SafeDownCast(vtkObjectBase *o)
        """
        return vtkShadowMapPass

    def SetOpaqueSequence(self, opaqueSequence): # real signature unknown; restored from __doc__
        """
        SetOpaqueSequence(self, opaqueSequence:vtkRenderPass) -> None
        C++: virtual void SetOpaqueSequence(vtkRenderPass *opaqueSequence)
        """
        pass

    def SetShaderParameters(self, program, mapper, prop, VAO, *args, **kwargs): # real signature unknown; NOTE: unreliably restored from __doc__ 
        """
        SetShaderParameters(self, program:vtkShaderProgram,
            mapper:vtkAbstractMapper, prop:vtkProp,
            VAO:vtkOpenGLVertexArrayObject=...) -> bool
        C++: bool SetShaderParameters(vtkShaderProgram *program,
            vtkAbstractMapper *mapper, vtkProp *prop,
            vtkOpenGLVertexArrayObject *VAO=nullptr) override;
        
        Update the uniforms of the shader program. Return false on error.
        """
        pass

    def SetShadowMapBakerPass(self, shadowMapBakerPass): # real signature unknown; restored from __doc__
        """
        SetShadowMapBakerPass(self,
            shadowMapBakerPass:vtkShadowMapBakerPass) -> None
        C++: virtual void SetShadowMapBakerPass(
            vtkShadowMapBakerPass *shadowMapBakerPass)
        """
        pass

    def ShadowMapPass(self): # real signature unknown; restored from __doc__
        """
        ShadowMapPass() -> vtkInformationObjectBaseKey
        C++: static vtkInformationObjectBaseKey *ShadowMapPass()
        
        this key will contain the shadow map pass
        """
        pass

    def ShadowMapTransforms(self): # real signature unknown; restored from __doc__
        """
        ShadowMapTransforms(self) -> (float, ...)
        C++: std::vector<double> ShadowMapTransforms()
        
        get the matricies for all the shadow maps.
        """
        pass

    def __delattr__(self, *args, **kwargs): # real signature unknown
        """ Implement delattr(self, name). """
        pass

    def __getattribute__(self, *args, **kwargs): # real signature unknown
        """ Return getattr(self, name). """
        pass

    def __init__(self, *args, **kwargs): # real signature unknown
        pass

    @staticmethod # known case of __new__
    def __new__(*args, **kwargs): # real signature unknown
        """ Create and return a new object.  See help(type) for accurate signature. """
        pass

    def __repr__(self, *args, **kwargs): # real signature unknown
        """ Return repr(self). """
        pass

    def __setattr__(self, *args, **kwargs): # real signature unknown
        """ Implement setattr(self, name, value). """
        pass

    def __str__(self, *args, **kwargs): # real signature unknown
        """ Return str(self). """
        pass

    __this__ = property(lambda self: object(), lambda self, v: None, lambda self: None)  # default
    """Pointer to the C++ object."""


    __dict__ = None # (!) real value is "mappingproxy({'__vtkname__': 'vtkShadowMapPass', 'IsTypeOf': <method 'IsTypeOf' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'IsA': <method 'IsA' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'SafeDownCast': <method 'SafeDownCast' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'NewInstance': <method 'NewInstance' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'GetNumberOfGenerationsFromBaseType': <method 'GetNumberOfGenerationsFromBaseType' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'GetNumberOfGenerationsFromBase': <method 'GetNumberOfGenerationsFromBase' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'ReleaseGraphicsResources': <method 'ReleaseGraphicsResources' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'GetShadowMapBakerPass': <method 'GetShadowMapBakerPass' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'SetShadowMapBakerPass': <method 'SetShadowMapBakerPass' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'GetOpaqueSequence': <method 'GetOpaqueSequence' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'SetOpaqueSequence': <method 'SetOpaqueSequence' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'ShadowMapTransforms': <method 'ShadowMapTransforms' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'GetShadowMapTextureUnits': <method 'GetShadowMapTextureUnits' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'ShadowMapPass': <method 'ShadowMapPass' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'GetFragmentDeclaration': <method 'GetFragmentDeclaration' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'GetFragmentImplementation': <method 'GetFragmentImplementation' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'PreReplaceShaderValues': <method 'PreReplaceShaderValues' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'PostReplaceShaderValues': <method 'PostReplaceShaderValues' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, 'SetShaderParameters': <method 'SetShaderParameters' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, '__new__': <built-in method __new__ of type object at 0x00007FF820605530>, '__repr__': <slot wrapper '__repr__' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, '__str__': <slot wrapper '__str__' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, '__getattribute__': <slot wrapper '__getattribute__' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, '__setattr__': <slot wrapper '__setattr__' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, '__delattr__': <slot wrapper '__delattr__' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, '__dict__': <attribute '__dict__' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, '__this__': <attribute '__this__' of 'vtkmodules.vtkRenderingOpenGL2.vtkShadowMapPass' objects>, '__doc__': 'vtkShadowMapPass - Implement a shadow mapping render pass.\\n\\nSuperclass: vtkOpenGLRenderPass\\n\\nRender the opaque polygonal geometry of a scene with shadow maps (a\\ntechnique to render hard shadows in hardware).\\n\\nThis pass expects an initialized depth buffer and color buffer.\\nInitialized buffers means they have been cleared with farest z-value\\nand background color/gradient/transparent color. An opaque pass may\\nhave been performed right after the initialization.\\n\\nIts delegate is usually set to a vtkOpaquePass.\\n\\n@par Implementation: The first pass of the algorithm is to generate a\\nshadow map per light (depth map from the light point of view) by\\nrendering the opaque objects with the OCCLUDER property keys. The\\nsecond pass is to render the opaque objects with the RECEIVER keys.\\n\\n@sa\\nvtkRenderPass, vtkOpaquePass\\n\\n'})"
    __vtkname__ = 'vtkShadowMapPass'


