23#ifndef _SO_SHADOW_GROUP_
24#define _SO_SHADOW_GROUP_
35class SoGLShadowMapping ;
203 LONGEST_BBOX_EDGE_FACTOR
214 #ifndef HIDDEN_FROM_DOC
348 typedef std::vector<int> StackIndexVector;
350 static void initClass() ;
351 static void exitClass() ;
354 const SbMatrix& getLightViewProjectionMatrix()
const;
357 int getLightIndex()
const;
363 void invalidateLightCaches();
367 bool isCacheValid(
SoState* state, SoCache* &cache,
const StackIndexVector& elemsToCheck);
371 bool isShadowActive(
SoState* state)
const;
374 float getQuality(
SoState* state)
const;
379 virtual void notify(SoNotList *list);
399 void addElementsToCache(
SoState* state, SoCache* cache)
const;
402 void chooseShadowingMethod();
405 inventor::impl::SoShadowGroupImpl* createImplementation()
const;
410 static int s_defaultTextureUnit;
SO_PIMPL_PUBLIC_DECLARATION(SoFileDataAdapter)
#define SO_NODE_HEADER(className)
Renders a scene graph using Open Inventor's Render Engine.
Base class for all group nodes.
Field containing a single Boolean value.
Field containing an enumerated value.
Field containing a floating-point value.
Field containing a int32_t integer.
<a href="IconLegend.html"><img src="extTGS.gif" alt="VSG extension" border="0"></a> Shadow casting g...
SoSFFloat visibilityRadius
Shadows are only computed within "visibility radius" distance from the camera position.
SoSFFloat precision
Specifies the precision of the shadow.
SoSFEnum visibilityFlag
Specifies how visibilityRadius is interpreted.
SoShadowGroup()
Default constructor.
SoSFFloat quality
Specifies the quality of the shadow.
SoShadowGroup(int nChildren)
Constructor that takes approximate number of children.
SoSFFloat lightBleedingReduction
In some cases, a halo may appear around shadows intersecting each other.
SoSFInt32 smoothFactor
Set the smoothness of shadows.
SoSFBool isActive
Activates/deactivates the shadowing.
SoSFEnum method
Specifies the shadowing technique to use.
static SbBool isSupported(SoShadowGroup::ShadowingMethod method=SoShadowGroup::VARIANCE_SHADOW_MAP)
Indicates if shadow casting is supported by your graphic board.
SoSFBool shadowCachingEnabled
Indicates if a cache should be used for computing the shadows.
VisibilityFlag
visibilityRadius interpretation
@ ABSOLUTE_RADIUS
visibilityRadius is interpreted as an absolute value.
SoSFFloat intensity
Specifies the intensity of the shadow.
ShadowingMethod
Shadowing techniques.
@ VARIANCE_SHADOW_MAP
Shadows with soft edges.
SoSFFloat minVariance
Increasing this value will decrease possible self-shadowing artifacts but will make shadows fade away...
void notify(SoNotList *list)