@@ -70,6 +70,30 @@ export interface vtkVolumeMapper extends vtkAbstractMapper {
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*/
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getAverageIPScalarRangeByReference ( ) : Range ;
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+ /**
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+ * Get the blending coefficient that interpolates between surface and volume rendering
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+ * @default 0.0
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+ */
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+ getVolumetricScatteringBlending ( ) : number ;
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+
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+ /**
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+ * Get the global illumination reach of volume shadow
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+ * @default 0.0
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+ */
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+ getGlobalIlluminationReach ( ) : number ;
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+
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+ /**
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+ * Get the multipler for volume shadow sampling distance
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+ * @default 5.0
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+ */
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+ getVolumeShadowSamplingDistFactor ( ) : number ;
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+
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+ /**
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+ * Get anisotropy of volume shadow scatter
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+ * @default 0.0
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+ */
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+ getAnisotropy ( ) : number ;
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+
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/**
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*
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* @param x
@@ -133,6 +157,37 @@ export interface vtkVolumeMapper extends vtkAbstractMapper {
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*/
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setAutoAdjustSampleDistances ( autoAdjustSampleDistances : boolean ) : boolean ;
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+ /**
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+ * Set the blending coefficient that determines the interpolation between surface and volume rendering.
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+ * Default value of 0.0 means shadow effect is computed with phong model.
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+ * Value of 1.0 means shadow is created by volume occlusion.
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+ * @param volumeScatterBlendCoef
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+ */
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+ setVolumetricScatteringBlending ( volumeScatterBlendCoef : number ) : void ;
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+
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+ /**
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+ * Set the global illumination reach of volume shadow. This function is only effective when volumeScatterBlendCoef is greater than 0.
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+ * Default value of 0.0 means only the neighboring voxel is considered when creating global shadow.
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+ * Value of 1.0 means the shadow ray traverses through the entire volume.
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+ * @param globalIlluminationReach
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+ */
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+ setGlobalIlluminationReach ( globalIlluminationReach : number ) : void ;
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+
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+ /**
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+ * Set the multipler for volume shadow sampling distance. This function is only effective when volumeScatterBlendCoef is greater than 0.
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+ * For VSSampleDistanceFactor >= 1.0, volume shadow sampling distance = VSSampleDistanceFactor * SampleDistance.
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+ * @param VSSampleDistanceFactor
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+ */
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+ setVolumeShadowSamplingDistFactor ( VSSampleDistanceFactor : number ) : void ;
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+
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+ /**
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+ * Set anisotropy of volume shadow scatter. This function is only effective when volumeScatterBlendCoef is greater than 0.
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+ * Default value of 0.0 means light scatters uniformly in all directions.
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+ * Value of -1.0 means light scatters backward, value of 1.0 means light scatters forward.
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+ * @param anisotropy
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+ */
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+ getAnisotropy ( anisotropy : number ) : number ;
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+
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/**
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*
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*/
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