OpenSceneGraph/include/osgShadow/ShadowTechnique

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGSHADOW_SHADOWEDTECHNIQUE
#define OSGSHADOW_SHADOWEDTECHNIQUE 1
#include <osg/buffered_value>
#include <osg/Camera>
#include <osg/Texture2D>
#include <osg/TexGenNode>
#include <osgUtil/CullVisitor>
#include <osgShadow/Export>
namespace osgShadow {
// forward declare ShadowedScene
class ShadowedScene;
/** ShadowTechnique is the base class for different shadow implementations.*/
class OSGSHADOW_EXPORT ShadowTechnique : public osg::Object
{
public :
ShadowTechnique();
ShadowTechnique(const ShadowTechnique& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const ShadowTechnique*>(obj)!=NULL; } \
virtual const char* libraryName() const { return "osgShadow"; }\
virtual const char* className() const { return "ShadowTechnique"; }
virtual void setShadowedScene(ShadowedScene* ss);
ShadowedScene* getShadowedScene() { return _shadowedScene; }
const ShadowedScene* getShadowedScene() const { return _shadowedScene; }
/** initialize the ShadowedScene and local cached data structures.*/
virtual void init();
/** run the update traversal of the ShadowedScene and update any local cached data structures.*/
virtual void update(osg::NodeVisitor& nv);
/** run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.*/
virtual void cull(osgUtil::CullVisitor& cv);
/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
virtual void cleanSceneGraph();
virtual void traverse(osg::NodeVisitor& nv);
/** Dirty so that cached data structures are updated.*/
virtual void dirty() { _dirty = true; }
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize) = 0;
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* = 0) const = 0;
protected :
class OSGSHADOW_EXPORT CameraCullCallback : public osg::NodeCallback
{
public:
CameraCullCallback(ShadowTechnique* st);
virtual void operator()(osg::Node*, osg::NodeVisitor* nv);
protected:
ShadowTechnique* _shadowTechnique;
};
osg::Vec3 computeOrthogonalVector(const osg::Vec3& direction) const;
virtual ~ShadowTechnique();
friend class ShadowedScene;
ShadowedScene* _shadowedScene;
bool _dirty;
};
}
#endif