/**************************************************************************\ * 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 FILE FORMAT/DEFAULTS: \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 SoShadowSpotLight::shadowMapScene The shadow map scene graph. If this is NULL (the default), the node will behave as a normal SoSpotLight node. */ /*! \var SoSFFloat SoShadowSpotLight::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 SoShadowSpotLight::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 #include #include #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