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