760cfeaadb
shadow implementation
84 lines
2.9 KiB
C++
84 lines
2.9 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_SHADOWVOLUME
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#define OSGSHADOW_SHADOWVOLUME 1
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#include <osg/Camera>
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#include <osg/Light>
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#include <osg/Geode>
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#include <osgShadow/ShadowTechnique>
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#include <osgShadow/OccluderGeometry>
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namespace osgShadow {
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/** ShadowedTexture provides an implementation of shadow textures.*/
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class OSGSHADOW_EXPORT ShadowVolume : public ShadowTechnique
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{
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public :
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ShadowVolume();
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ShadowVolume(const ShadowVolume& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osgShadow, ShadowVolume);
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void setDrawMode(osgShadow::ShadowVolumeGeometry::DrawMode drawMode);
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osgShadow::ShadowVolumeGeometry::DrawMode getDrawMode() const { return _drawMode; }
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void setDynamicShadowVolumes(bool dynamicShadowVolumes);
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bool getDynamicShadowVolumes() const { return _dynamicShadowVolumes; }
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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 loca chached 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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protected :
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virtual ~ShadowVolume();
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osgShadow::ShadowVolumeGeometry::DrawMode _drawMode;
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bool _dynamicShadowVolumes;
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osg::ref_ptr<osgShadow::OccluderGeometry> _occluder;
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OpenThreads::Mutex _shadowVolumeMutex;
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osg::ref_ptr<osgShadow::ShadowVolumeGeometry> _shadowVolume;
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osg::Vec4 _lightpos;
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osg::ref_ptr<osg::Light> _ambientLight;
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osg::ref_ptr<osg::Light> _diffuseLight;
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osg::ref_ptr<osg::StateSet> _ss1;
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osg::ref_ptr<osg::StateSet> _mainShadowStateSet;
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osg::ref_ptr<osg::StateSet> _shadowVolumeStateSet;
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osg::ref_ptr<osg::StateSet> _shadowedSceneStateSet;
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};
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}
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#endif
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