Added support for the managing the StateSet above a LightSource node,
and made it an osg::Group so that it can be used a decorator above a scene. Added osgclip demo to the test suite.
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@@ -7,24 +7,26 @@
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#include <osg/NodeVisitor>
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#include <osg/Light>
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#include <osg/Group>
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namespace osg {
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/** Leaf Node for defining a light in the scene.*/
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class SG_EXPORT LightSource : public Node
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class SG_EXPORT LightSource : public Group
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{
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public:
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LightSource();
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LightSource(const LightSource& es, const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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Node(es,copyop),
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_light(dynamic_cast<osg::Light*>(copyop(es._light.get()))) {}
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LightSource(const LightSource& ls, const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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Group(ls,copyop),
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_value(ls._value),
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_light(dynamic_cast<osg::Light*>(copyop(ls._light.get()))) {}
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META_Node(LightSource);
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/** Set the attached light.*/
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inline void setLight(Light* light) { _light = light; }
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void setLight(Light* light);
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/** Get the attached light.*/
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inline Light* getLight() { return _light.get(); }
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@@ -32,12 +34,19 @@ class SG_EXPORT LightSource : public Node
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/** Get the const attached light.*/
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inline const Light* getLight() const { return _light.get(); }
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/** Set the GLModes on StateSet associated with the LightSource.*/
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void setStateSetModes(StateSet&,const StateAttribute::GLModeValue) const;
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/** Set up the local StateSet */
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void setLocalStateSetModes(const StateAttribute::GLModeValue=StateAttribute::ON);
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protected:
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virtual ~LightSource();
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virtual const bool computeBound() const;
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StateAttribute::GLModeValue _value;
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ref_ptr<Light> _light;
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};
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