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/*!
\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