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