OpenSceneGraph/include/osgShadow/ShadowVolume

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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_SHADOWVOLUME
#define OSGSHADOW_SHADOWVOLUME 1
#include <osg/Camera>
#include <osg/Light>
#include <osg/Geode>
#include <osgShadow/ShadowTechnique>
#include <osgShadow/OccluderGeometry>
namespace osgShadow {
/** ShadowedTexture provides an implementation of shadow textures.*/
class OSGSHADOW_EXPORT ShadowVolume : public ShadowTechnique
{
public :
ShadowVolume();
ShadowVolume(const ShadowVolume& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osgShadow, ShadowVolume);
void setDrawMode(osgShadow::ShadowVolumeGeometry::DrawMode drawMode);
osgShadow::ShadowVolumeGeometry::DrawMode getDrawMode() const { return _drawMode; }
void setDynamicShadowVolumes(bool dynamicShadowVolumes);
bool getDynamicShadowVolumes() const { return _dynamicShadowVolumes; }
/** initialize the ShadowedScene and local cached data structures.*/
virtual void init();
/** run the update traversal of the ShadowedScene and update any loca chached 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();
protected :
virtual ~ShadowVolume();
osgShadow::ShadowVolumeGeometry::DrawMode _drawMode;
bool _dynamicShadowVolumes;
osg::ref_ptr<osgShadow::OccluderGeometry> _occluder;
OpenThreads::Mutex _shadowVolumeMutex;
osg::ref_ptr<osgShadow::ShadowVolumeGeometry> _shadowVolume;
osg::Vec4 _lightpos;
osg::ref_ptr<osg::Light> _ambientLight;
osg::ref_ptr<osg::Light> _diffuseLight;
osg::ref_ptr<osg::StateSet> _ss1;
osg::ref_ptr<osg::StateSet> _mainShadowStateSet;
osg::ref_ptr<osg::StateSet> _shadowVolumeStateSet;
osg::ref_ptr<osg::StateSet> _shadowedSceneStateSet;
};
}
#endif