Files
OpenSceneGraph/src/osgShadow/ShadowedScene.cpp
2007-06-04 08:38:11 +00:00

99 lines
2.5 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osg/Texture2D>
#include <osg/CoordinateSystemNode>
#include <osg/TexEnv>
#include <osg/io_utils>
#include <osgUtil/CullVisitor>
#include <osgShadow/ShadowedScene>
using namespace osgShadow;
ShadowedScene::ShadowedScene(ShadowTechnique* st):
_receivesShadowTraversalMask(0xffffffff),
_castsShadowTraversalMask(0xffffffff)
{
setNumChildrenRequiringUpdateTraversal(1);
if (st) setShadowTechnique(st);
}
ShadowedScene::ShadowedScene(const ShadowedScene& copy, const osg::CopyOp& copyop):
osg::Group(copy,copyop),
_receivesShadowTraversalMask(copy._receivesShadowTraversalMask),
_castsShadowTraversalMask(copy._castsShadowTraversalMask)
{
setNumChildrenRequiringUpdateTraversal(getNumChildrenRequiringUpdateTraversal()+1);
if (copy._shadowTechnique.valid())
{
setShadowTechnique( dynamic_cast<osgShadow::ShadowTechnique*>(copy._shadowTechnique->clone(copyop)) );
}
}
ShadowedScene::~ShadowedScene()
{
setShadowTechnique(0);
}
void ShadowedScene::traverse(osg::NodeVisitor& nv)
{
if (_shadowTechnique.valid())
{
_shadowTechnique->traverse(nv);
}
else
{
osg::Group::traverse(nv);
}
}
void ShadowedScene::setShadowTechnique(ShadowTechnique* technique)
{
if (_shadowTechnique == technique) return;
if (_shadowTechnique.valid())
{
_shadowTechnique->cleanSceneGraph();
_shadowTechnique->_shadowedScene = 0;
}
_shadowTechnique = technique;
if (_shadowTechnique.valid())
{
_shadowTechnique->_shadowedScene = this;
_shadowTechnique->dirty();
}
}
void ShadowedScene::cleanSceneGraph()
{
if (_shadowTechnique.valid())
{
_shadowTechnique->cleanSceneGraph();
}
}
void ShadowedScene::dirty()
{
if (_shadowTechnique.valid())
{
_shadowTechnique->dirty();
}
}