/* -*-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_SHADOWEDSCENE #define OSGSHADOW_SHADOWEDSCENE 1 #include #include #include #include #include #include namespace osgShadow { /** ShadowedScene provides a mechansim for decorating a scene that the needs to have shadows cast upon it.*/ class OSGSHADOW_EXPORT ShadowedScene : public osg::Group { public: ShadowedScene(ShadowTechnique* st=0); ShadowedScene(const ShadowedScene& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY); META_Node(osgShadow, ShadowedScene); virtual void traverse(osg::NodeVisitor& nv); void setReceivesShadowTraversalMask(unsigned int mask) { _receivesShadowTraversalMask = mask; } unsigned int getReceivesShadowTraversalMask() const { return _receivesShadowTraversalMask; } void setCastsShadowTraversalMask(unsigned int mask) { _castsShadowTraversalMask = mask; } unsigned int getCastsShadowTraversalMask() const { return _castsShadowTraversalMask; } void setShadowSettings(ShadowSettings* ss); ShadowSettings* getShadowSettings() { return _shadowSettings.get(); } const ShadowSettings* getShadowSettings() const { return _shadowSettings.get(); } void setShadowTechnique(ShadowTechnique* technique); ShadowTechnique* getShadowTechnique() { return _shadowTechnique.get(); } const ShadowTechnique* getShadowTechnique() const { return _shadowTechnique.get(); } /** Clean scene graph from any shadow technique specific nodes, state and drawables.*/ void cleanSceneGraph(); /** Dirty any cache data structures held in the attached ShadowTechnqiue.*/ void dirty(); /** Resize any per context GLObject buffers to specified size. */ virtual void resizeGLObjectBuffers(unsigned int maxSize); /** 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; protected: virtual ~ShadowedScene(); unsigned int _receivesShadowTraversalMask; unsigned int _castsShadowTraversalMask; osg::ref_ptr _shadowSettings; osg::ref_ptr _shadowTechnique; }; } #endif