From Wang Rui, "The new osgShadow and osgFX serializers are attached, and some
modifications of the osgShadow header naming styles as well. The osgDB::Serializer header is also changed to add new Vec2 serializer macros because of the needs of osgShadow classes. It should compile fine on both Windows and Linux. But I have only done a few tests to generate .osgb, .osgt and .osgx formats with these new wrappers."
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@@ -42,13 +42,13 @@ class OSGSHADOW_EXPORT StandardShadowMap : public DebugShadowMap
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void setBaseTextureUnit( unsigned int unit )
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{ _baseTextureUnit = unit; dirty(); }
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unsigned int getBaseTextureUnit( void )
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unsigned int getBaseTextureUnit( void ) const
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{ return _baseTextureUnit; }
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void setShadowTextureUnit( unsigned int unit )
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{ _shadowTextureUnit = unit; dirty(); }
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unsigned int getShadowTextureUnit( void )
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unsigned int getShadowTextureUnit( void ) const
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{ return _shadowTextureUnit; }
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// Texture Indices are changed by search and replace on shader source
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@@ -72,7 +72,7 @@ class OSGSHADOW_EXPORT StandardShadowMap : public DebugShadowMap
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{ updateTextureCoordIndices( _baseTextureCoordIndex, index );
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_baseTextureCoordIndex = index; }
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unsigned int getBaseTextureCoordIndex( void )
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unsigned int getBaseTextureCoordIndex( void ) const
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{ return _baseTextureCoordIndex; }
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// Texture Indices are changed by search and replace on shader source
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@@ -82,13 +82,13 @@ class OSGSHADOW_EXPORT StandardShadowMap : public DebugShadowMap
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{ updateTextureCoordIndices( _shadowTextureCoordIndex, index );
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_shadowTextureCoordIndex = index; }
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unsigned int getShadowTextureCoordIndex( void )
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unsigned int getShadowTextureCoordIndex( void ) const
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{ return _shadowTextureCoordIndex; }
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void setTextureSize( const osg::Vec2s& textureSize )
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{ _textureSize = textureSize; dirty(); }
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osg::Vec2s getTextureSize( )
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const osg::Vec2s& getTextureSize() const
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{ return _textureSize; }
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void setLight( osg::Light* light )
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@@ -96,6 +96,9 @@ class OSGSHADOW_EXPORT StandardShadowMap : public DebugShadowMap
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osg::Light* getLight( void )
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{ return _light.get(); }
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const osg::Light* getLight( void ) const
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{ return _light.get(); }
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osg::Shader * getShadowVertexShader()
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{ return _shadowVertexShader.get(); }
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