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32 
33 /*!
34   \class SoShadowSpotLight SoShadowSpotLight.h Inventor/annex/FXViz/nodes/SoShadowSpotLight.h
35   \brief The SoShadowSpotLight class is a node for setting up a spot light which casts shadows.
36 
37   This node can be used instead of a normal SpotLight if you need to
38   improve the performance by supplying a simplified scene graph to be
39   used when rendering the shadow map(s). For instance, the shadow map
40   scene graph doesn't need any textures or materials, and any
41   non-casters can also be excluded from this scene graph. It's more
42   optimal to use this node than to use the SoShadowStyle node to
43   control this, at the cost of some extra application complexity.
44 
45   It's especially useful if you have a scene with few shadow caster
46   nodes and lots of shadow receiver nodes.
47 
48   Currently, this node must be placed somewhere in the SoShadowGroup
49   subgraph to cast shadows.
50 
51   \ingroup nodes
52 
53   <b>FILE FORMAT/DEFAULTS:</b>
54   \code
55     ShadowSpotLight {
56       shadowMapScene NULL
57       nearDistance -1
58       farDistance -1
59     }
60   \endcode
61 
62   Here is the the example from SoShadowGroup, modified to use SoShadowSpotLight
63   instead of a normal SoSpotLight. Notice that only the sphere casts shadows.
64 
65   \code
66 
67   DirectionalLight { direction 0 0 -1 intensity 0.2 }
68 
69   ShadowGroup {
70     quality 1 # to get per pixel lighting
71 
72     ShadowSpotLight {
73       location -8 -8 8.0
74       direction 1 1 -1
75       cutOffAngle 0.35
76       dropOffRate 0.7
77 
78       shadowMapScene
79       DEF sphere Separator {
80           Complexity { value 1.0 }
81           Material { diffuseColor 1 1 0 specularColor 1 1 1 shininess 0.9 }
82           Shuttle { translation0 -3 1 0 translation1 3 -5 0 speed 0.25 on TRUE }
83           Translation { translation -5 0 2 }
84           Sphere { radius 2.0 }
85         }
86     }
87     # need to insert the sphere in the regular scene graph as well
88     USE sphere
89 
90     Separator {
91       Material { diffuseColor 1 0 0 specularColor 1 1 1 shininess 0.9 }
92       Shuttle { translation0 0 -5 0 translation1 0 5 0 speed 0.15 on TRUE }
93       Translation { translation 0 0 -3 }
94       Cube { depth 1.8 }
95     }
96     Separator {
97       Material { diffuseColor 0 1 0 specularColor 1 1 1 shininess 0.9 }
98       Shuttle { translation0 -5 0 0 translation1 5 0 0 speed 0.3 on TRUE }
99       Translation { translation 0 0 -3 }
100       Cube { }
101     }
102 
103     Coordinate3 { point [ -10 -10 -3, 10 -10 -3, 10 10 -3, -10 10 -3 ] }
104     Material { specularColor 1 1 1 shininess 0.9 }
105 
106     Complexity { textureQuality 0.1 }
107     Texture2 { image 2 2 3 0xffffff 0x225588 0x225588 0xffffff }
108     Texture2Transform { scaleFactor 4 4 }
109     FaceSet { numVertices 4 }
110   }
111 
112   \endcode
113 
114   \since Coin 3.0
115 */
116 
117 /*!
118   \var SoSFNode SoShadowSpotLight::shadowMapScene
119 
120   The shadow map scene graph. If this is NULL (the default), the node
121   will behave as a normal SoSpotLight node.
122 
123 */
124 
125 /*!
126   \var SoSFFloat SoShadowSpotLight::nearDistance
127 
128   Can be used to set a fixed near distance for this spot light. The value in this
129   field will be used if it's set to > 0.0. Default value is -1.0.
130 */
131 
132 /*!
133   \var SoSFFloat SoShadowSpotLight::farDistance
134 
135   Can be used to set a fixed far distance for this spot light. The value in this
136   field will be used if it's set to > 0.0. Default value is -1.0.
137 */
138 
139 
140 
141 // *************************************************************************
142 
143 #include <Inventor/annex/FXViz/nodes/SoShadowSpotLight.h>
144 
145 #include <cstdio>
146 #include <Inventor/actions/SoGLRenderAction.h>
147 
148 #include "nodes/SoSubNodeP.h"
149 
150 // *************************************************************************
151 
152 
153 SO_NODE_SOURCE(SoShadowSpotLight);
154 
155 /*!
156   Constructor.
157 */
SoShadowSpotLight(void)158 SoShadowSpotLight::SoShadowSpotLight(void)
159 {
160   SO_NODE_INTERNAL_CONSTRUCTOR(SoShadowSpotLight);
161   SO_NODE_ADD_FIELD(shadowMapScene, (NULL));
162   SO_NODE_ADD_FIELD(nearDistance, (-1.0f));
163   SO_NODE_ADD_FIELD(farDistance, (-1.0f));
164 }
165 
166 /*!
167   Destructor.
168 */
~SoShadowSpotLight()169 SoShadowSpotLight::~SoShadowSpotLight()
170 {
171 }
172 
173 // Doc from superclass.
174 void
initClass(void)175 SoShadowSpotLight::initClass(void)
176 {
177   SO_NODE_INTERNAL_INIT_CLASS(SoShadowSpotLight, SO_FROM_COIN_3_0);
178 }
179 
180 // Doc from superclass.
181 void
GLRender(SoGLRenderAction * action)182 SoShadowSpotLight::GLRender(SoGLRenderAction * action)
183 {
184   inherited::GLRender(action);
185 }
186 
187 
188 
189 #ifdef COIN_TEST_SUITE
190 
BOOST_AUTO_TEST_CASE(initialized)191 BOOST_AUTO_TEST_CASE(initialized)
192 {
193   SoShadowSpotLight * node = new SoShadowSpotLight;
194   assert(node);
195   node->ref();
196   BOOST_CHECK_MESSAGE(node->getTypeId() != SoType::badType(),
197                       "missing class initialization");
198   node->unref();
199 }
200 
201 #endif // COIN_TEST_SUITE
202