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The SoShadowSpotLight class is a node for setting up a spot light which casts shadows. More...
#include <Inventor/annex/FXViz/nodes/SoShadowSpotLight.h>
Public Member Functions | |
SoShadowSpotLight (void) | |
virtual void | GLRender (SoGLRenderAction *action) |
Static Public Member Functions | |
static void | initClass (void) |
Public Attributes | |
SoSFNode | shadowMapScene |
SoSFFloat | nearDistance |
SoSFFloat | farDistance |
Protected Member Functions | |
virtual | ~SoShadowSpotLight () |
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.
FILE FORMAT/DEFAULTS:
ShadowSpotLight { shadowMapScene NULL nearDistance -1 farDistance -1 }
Here is the the example from SoShadowGroup, modified to use SoShadowSpotLight instead of a normal SoSpotLight. Notice that only the sphere casts shadows.
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 } }
SoShadowSpotLight::SoShadowSpotLight | ( | void | ) |
Constructor.
SoShadowSpotLight::~SoShadowSpotLight | ( | ) | [protected, virtual] |
Destructor.
void SoShadowSpotLight::initClass | ( | void | ) | [static] |
Sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system.
Reimplemented from SoSpotLight.
void SoShadowSpotLight::GLRender | ( | SoGLRenderAction * | action | ) | [virtual] |
Action method for the SoGLRenderAction.
This is called during rendering traversals. Nodes influencing the rendering state in any way or who wants to throw geometry primitives at OpenGL overrides this method.
Reimplemented from SoSpotLight.
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