/* -*-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 #include #include #include #include #include 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(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