/usr/include/osgShadow/ShadowedScene is in libopenscenegraph-dev 3.2.1-6.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 | /* -*-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.
*/
#ifndef OSGSHADOW_SHADOWEDSCENE
#define OSGSHADOW_SHADOWEDSCENE 1
#include <osg/buffered_value>
#include <osg/Camera>
#include <osg/Texture2D>
#include <osg/TexGenNode>
#include <osgShadow/ShadowTechnique>
#include <osgShadow/ShadowSettings>
namespace osgShadow {
/** ShadowedScene provides a mechansim for decorating a scene that the needs to have shadows cast upon it.*/
class OSGSHADOW_EXPORT ShadowedScene : public osg::Group
{
public:
ShadowedScene(ShadowTechnique* st=0);
ShadowedScene(const ShadowedScene& es, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Node(osgShadow, ShadowedScene);
virtual void traverse(osg::NodeVisitor& nv);
void setShadowSettings(ShadowSettings* ss);
ShadowSettings* getShadowSettings() { return _shadowSettings.get(); }
const ShadowSettings* getShadowSettings() const { return _shadowSettings.get(); }
void setShadowTechnique(ShadowTechnique* technique);
ShadowTechnique* getShadowTechnique() { return _shadowTechnique.get(); }
const ShadowTechnique* getShadowTechnique() const { return _shadowTechnique.get(); }
/** Clean scene graph from any shadow technique specific nodes, state and drawables.*/
void cleanSceneGraph();
/** Dirty any cache data structures held in the attached ShadowTechnqiue.*/
void dirty();
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** If State is non-zero, this function releases any associated OpenGL objects for
* the specified graphics context. Otherwise, releases OpenGL objects
* for all graphics contexts. */
virtual void releaseGLObjects(osg::State* = 0) const;
public:
/** deprecated, moved to ShadowSettings.*/
void setReceivesShadowTraversalMask(unsigned int mask) { if (_shadowSettings.valid()) _shadowSettings->setReceivesShadowTraversalMask(mask); }
/** deprecated, moved to ShadowSettings.*/
unsigned int getReceivesShadowTraversalMask() const { return _shadowSettings.valid() ? _shadowSettings->getReceivesShadowTraversalMask() : 0xffffffff; }
/** deprecated, moved to ShadowSettings.*/
void setCastsShadowTraversalMask(unsigned int mask) { if (_shadowSettings.valid()) _shadowSettings->setCastsShadowTraversalMask(mask); }
/** deprecated, moved to ShadowSettings.*/
unsigned int getCastsShadowTraversalMask() const { return _shadowSettings.valid() ? _shadowSettings->getCastsShadowTraversalMask() : 0xffffffff; }
protected:
virtual ~ShadowedScene();
osg::ref_ptr<ShadowSettings> _shadowSettings;
osg::ref_ptr<ShadowTechnique> _shadowTechnique;
};
}
#endif
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