123 lines
2.9 KiB
C++
123 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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#include <osg/Texture2D>
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#include <osg/CoordinateSystemNode>
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#include <osg/TexEnv>
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#include <osg/io_utils>
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#include <osgUtil/CullVisitor>
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#include <osgShadow/ShadowedScene>
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using namespace osgShadow;
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ShadowedScene::ShadowedScene(ShadowTechnique* st)
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{
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setNumChildrenRequiringUpdateTraversal(1);
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setShadowSettings(new ShadowSettings);
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if (st) setShadowTechnique(st);
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}
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ShadowedScene::ShadowedScene(const ShadowedScene& ss, const osg::CopyOp& copyop):
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osg::Group(ss,copyop)
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{
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setNumChildrenRequiringUpdateTraversal(getNumChildrenRequiringUpdateTraversal()+1);
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if (ss._shadowTechnique.valid())
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{
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setShadowTechnique( dynamic_cast<osgShadow::ShadowTechnique*>(ss._shadowTechnique->clone(copyop)) );
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}
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if (ss._shadowSettings)
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{
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setShadowSettings(ss._shadowSettings.get());
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}
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else
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{
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setShadowSettings(new ShadowSettings);
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}
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}
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ShadowedScene::~ShadowedScene()
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{
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setShadowTechnique(0);
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}
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void ShadowedScene::traverse(osg::NodeVisitor& nv)
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{
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if (_shadowTechnique.valid())
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{
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_shadowTechnique->traverse(nv);
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}
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else
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{
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osg::Group::traverse(nv);
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}
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}
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void ShadowedScene::setShadowSettings(ShadowSettings* ss)
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{
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_shadowSettings = ss;
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}
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void ShadowedScene::setShadowTechnique(ShadowTechnique* technique)
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{
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if (_shadowTechnique == technique) return;
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if (_shadowTechnique.valid())
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{
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_shadowTechnique->cleanSceneGraph();
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_shadowTechnique->_shadowedScene = 0;
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}
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_shadowTechnique = technique;
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if (_shadowTechnique.valid())
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{
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_shadowTechnique->_shadowedScene = this;
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_shadowTechnique->dirty();
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}
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}
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void ShadowedScene::cleanSceneGraph()
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{
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if (_shadowTechnique.valid())
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{
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_shadowTechnique->cleanSceneGraph();
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}
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}
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void ShadowedScene::dirty()
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{
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if (_shadowTechnique.valid())
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{
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_shadowTechnique->dirty();
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}
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}
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void ShadowedScene::resizeGLObjectBuffers(unsigned int maxSize)
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{
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if (_shadowTechnique.valid()) _shadowTechnique->resizeGLObjectBuffers(maxSize);
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Group::resizeGLObjectBuffers(maxSize);
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}
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void ShadowedScene::releaseGLObjects(osg::State* state) const
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{
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if (_shadowTechnique.valid()) _shadowTechnique->releaseGLObjects(state);
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Group::releaseGLObjects(state);
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}
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