Coin / src / shadows / SoShadowSpotLight.cpp

Peder Blekken aa5ccac 
Marius Kintel 3ba6b41 




























Peder Blekken aa5ccac 

















































































































































Lars J. Aas 4af070b 
Peder Blekken aa5ccac 






















/**************************************************************************\
 * Copyright (c) Kongsberg Oil & Gas Technologies AS
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 * 
 * Redistributions of source code must retain the above copyright notice,
 * this list of conditions and the following disclaimer.
 * 
 * Redistributions in binary form must reproduce the above copyright
 * notice, this list of conditions and the following disclaimer in the
 * documentation and/or other materials provided with the distribution.
 * 
 * Neither the name of the copyright holder nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
\**************************************************************************/

/*!
  \class SoShadowSpotLight SoShadowSpotLight.h Inventor/annex/FXViz/nodes/SoShadowSpotLight.h
  \brief The SoShadowSpotLight class is a node for setting up a spot light which casts shadows.

  This node can be used instead of a normal SpotLight if you need to
  improve the performance by supplying a simplified scene graph to be
  used when rendering the shadow map(s). For instance, the shadow map
  scene graph doesn't need any textures or materials, and any
  non-casters can also be excluded from this scene graph. It's more
  optimal to use this node than to use the SoShadowStyle node to
  control this, at the cost of some extra application complexity.

  It's especially useful if you have a scene with few shadow caster
  nodes and lots of shadow receiver nodes.

  Currently, this node must be placed somewhere in the SoShadowGroup
  subgraph to cast shadows.

  \ingroup nodes

  <b>FILE FORMAT/DEFAULTS:</b>
  \code
    ShadowSpotLight {
      shadowMapScene NULL
      nearDistance -1
      farDistance -1
    }
  \endcode

  Here is the the example from SoShadowGroup, modified to use SoShadowSpotLight
  instead of a normal SoSpotLight. Notice that only the sphere casts shadows.

  \code

  DirectionalLight { direction 0 0 -1 intensity 0.2 }

  ShadowGroup {
    quality 1 # to get per pixel lighting

    ShadowSpotLight {
      location -8 -8 8.0
      direction 1 1 -1
      cutOffAngle 0.35
      dropOffRate 0.7

      shadowMapScene
      DEF sphere Separator {
          Complexity { value 1.0 }
          Material { diffuseColor 1 1 0 specularColor 1 1 1 shininess 0.9 }
          Shuttle { translation0 -3 1 0 translation1 3 -5 0 speed 0.25 on TRUE }
          Translation { translation -5 0 2 }
          Sphere { radius 2.0 }
        }
    }
    # need to insert the sphere in the regular scene graph as well
    USE sphere

    Separator {
      Material { diffuseColor 1 0 0 specularColor 1 1 1 shininess 0.9 }
      Shuttle { translation0 0 -5 0 translation1 0 5 0 speed 0.15 on TRUE }
      Translation { translation 0 0 -3 }
      Cube { depth 1.8 }
    }
    Separator {
      Material { diffuseColor 0 1 0 specularColor 1 1 1 shininess 0.9 }
      Shuttle { translation0 -5 0 0 translation1 5 0 0 speed 0.3 on TRUE }
      Translation { translation 0 0 -3 }
      Cube { }
    }

    Coordinate3 { point [ -10 -10 -3, 10 -10 -3, 10 10 -3, -10 10 -3 ] }
    Material { specularColor 1 1 1 shininess 0.9 }

    Complexity { textureQuality 0.1 }
    Texture2 { image 2 2 3 0xffffff 0x225588 0x225588 0xffffff }
    Texture2Transform { scaleFactor 4 4 }
    FaceSet { numVertices 4 }
  }

  \endcode

  \since Coin 3.0
*/

/*!
  \var SoSFNode SoShadowGroup::shadowMapScene
  
  The shadow map scene graph. If this is NULL (the default), the node
  will behave as a normal SoSpotLight node.  

*/

/*!
  \var SoSFFloat SoShadowGroup::nearDistance

  Can be used to set a fixed near distance for this spot light. The value in this
  field will be used if it's set to > 0.0. Default value is -1.0.
*/

/*!
  \var SoSFFloat SoShadowGroup::farDistance

  Can be used to set a fixed far distance for this spot light. The value in this
  field will be used if it's set to > 0.0. Default value is -1.0.
*/



// *************************************************************************

#include <Inventor/annex/FXViz/nodes/SoShadowSpotLight.h>

#include <stdio.h>
#include <Inventor/actions/SoGLRenderAction.h>

#include "nodes/SoSubNodeP.h"

// *************************************************************************


SO_NODE_SOURCE(SoShadowSpotLight);

/*!
  Constructor.
*/
SoShadowSpotLight::SoShadowSpotLight(void)
{
  SO_NODE_INTERNAL_CONSTRUCTOR(SoShadowSpotLight);
  SO_NODE_ADD_FIELD(shadowMapScene, (NULL));
  SO_NODE_ADD_FIELD(nearDistance, (-1.0f));
  SO_NODE_ADD_FIELD(farDistance, (-1.0f));
}

/*!
  Destructor.
*/
SoShadowSpotLight::~SoShadowSpotLight()
{
}

// Doc from superclass.
void
SoShadowSpotLight::initClass(void)
{
  SO_NODE_INTERNAL_INIT_CLASS(SoShadowSpotLight, SO_FROM_COIN_3_0);
}

// Doc from superclass.
void
SoShadowSpotLight::GLRender(SoGLRenderAction * action)
{
  inherited::GLRender(action);
}



#ifdef COIN_TEST_SUITE

BOOST_AUTO_TEST_CASE(initialized)
{
  SoShadowSpotLight * node = new SoShadowSpotLight;
  assert(node);
  node->ref();
  BOOST_CHECK_MESSAGE(node->getTypeId() != SoType::badType(),
                      "missing class initialization");
  node->unref();
}

#endif // COIN_TEST_SUITE
Tip: Filter by directory path e.g. /media app.js to search for public/media/app.js.
Tip: Use camelCasing e.g. ProjME to search for ProjectModifiedEvent.java.
Tip: Filter by extension type e.g. /repo .js to search for all .js files in the /repo directory.
Tip: Separate your search with spaces e.g. /ssh pom.xml to search for src/ssh/pom.xml.
Tip: Use ↑ and ↓ arrow keys to navigate and return to view the file.
Tip: You can also navigate files with Ctrl+j (next) and Ctrl+k (previous) and view the file with Ctrl+o.
Tip: You can also navigate files with Alt+j (next) and Alt+k (previous) and view the file with Alt+o.