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NAME

       SoShadowGroup -

       The SoShadowGroup node is a group node used for shadow rendering.

       Children of this node can recieve shadows, and cast shadows on other
       children. Use the SoShadowStyle node to control shadow casters and
       shadow receivers.

SYNOPSIS

       #include <FXViz/nodes/SoShadowGroup.h>

       Inherits SoSeparator.

   Public Types
       enum VisibilityFlag { ABSOLUTE_RADIUS, LONGEST_BBOX_EDGE_FACTOR,
           PROJECTED_BBOX_DEPTH_FACTOR }

   Public Member Functions
       SoShadowGroup (void)
       virtual void GLRenderBelowPath (SoGLRenderAction *action)
       virtual void GLRenderInPath (SoGLRenderAction *action)
       virtual void notify (SoNotList *nl)
       void enableSubgraphSearchOnNotify (const SbBool onoff)

   Static Public Member Functions
       static void initClass (void)
       static void init (void)
       static SbBool isSupported (void)

   Public Attributes
       SoSFBool isActive
       SoSFFloat intensity
       SoSFFloat precision
       SoSFFloat quality
       SoSFFloat smoothBorder
       SoSFBool shadowCachingEnabled
       SoSFFloat visibilityNearRadius
       SoSFFloat visibilityRadius
       SoSFEnum visibilityFlag
       SoSFFloat epsilon
       SoSFFloat threshold

   Protected Member Functions
       virtual ~SoShadowGroup ()

Detailed Description

       The SoShadowGroup node is a group node used for shadow rendering.

       Children of this node can recieve shadows, and cast shadows on other
       children. Use the SoShadowStyle node to control shadow casters and
       shadow receivers.

       Please note that all shadow casters will be rendered twice. Once to
       create the shadow map, and once for normal rendering. If you’re having
       performance issues, you should consider reducing the number of shadow
       casters.

       The algorithm used to render the shadows is Variance Shadow Maps
       (http://www.punkuser.net/vsm/). As an extra bonus, all geometry
       rendered with shadows can also be rendered with per fragment phong
       lighting.

       This node will search its subgraph and calculate shadows for all
       SoSpotLight nodes. The node will use one texture unit for each spot
       light, so for this node to work 100%, you need to have num-spotlights
       free texture units while rendering the subgraph.

       Currently, we only support scenes with maximum two texture units active
       while doing shadow rendering (unit 0 and unit 1). This is due to the
       fact that we emulate the OpenGL shading model in a shader program, and
       we’re still working on creating a solution that updates the shader
       program during the scene graph traversal. Right now a shader program is
       created when entering the SoShadowGroup node, and this is used for the
       entire subgraph.

       FILE FORMAT/DEFAULTS:

           SoShadowGroup {
             isActive TRUE
             intensity 0.5
             precision 0.5
             quality 0.5
             shadowCachingEnabled TRUE
             visibilityRadius -1.0
             visibilityFlag LONGEST_BBOX_EDGE_FACTOR

             epsilon 0.00001
             threshold 0.1
             smoothBorder 0.0

           }

       Example scene graph:

         #Inventor V2.1 ascii

         # to get some lighting when headlight is turned off in the viewer
         DirectionalLight { direction 0 0 -1 intensity 0.2 }

         ShadowGroup {
           quality 1 # to get per pixel lighting

           ShadowStyle { style NO_SHADOWING }

           SpotLight {
             location -8 -8 8.0
             direction 1 1 -1
             cutOffAngle 0.35
             dropOffRate 0.7
           }

           ShadowStyle { style CASTS_SHADOW_AND_SHADOWED }

           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 }
           }

           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 { }
           }

           ShadowStyle { style SHADOWED }
           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 }
         }

       Since:
           Coin 2.5

Constructor & Destructor Documentation

   SoShadowGroup::SoShadowGroup (void) Default constructor.
   SoShadowGroup::~SoShadowGroup () [protected, virtual] Destructor.

Member Function Documentation

   void SoShadowGroup::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 SoSeparator.

   SbBool SoShadowGroup::isSupported (void) [static] Reports whether or not
       the shadow nodes can be used successfully on the current system.
       The result will depend on the specific qualities of the graphics card
       and OpenGL driver on the system.

       An important note about this function:

       The API design of this function has a serious shortcoming, as features
       of OpenGL should be tested within an OpenGL context, and this function
       does not provide any means of specifying the context. It is implemented
       in this manner to match the function signature in TGS Inventor, for
       compatibility reasons.

       (A temporary offscreen OpenGL context is set up for the feature tests.
       This should usually be sufficient to decide whether or not the graphics
       driver / card supports the features needed for rendering shadows.)

       Since:
           Coin 3.1

   void SoShadowGroup::GLRenderBelowPath (SoGLRenderAction * action) [virtual]
       SGI Open Inventor v2.1 obsoleted support for
       SoGLRenderAction::addMethod(). Instead, GLRender() might be called
       directly, and to optimize traversal, the SoSeparator node calls
       GLRenderBelowPath whenever the path code is BELOW_PATH or NO_PATH (path
       code is guaranteed not to change). To be compatible with SGIs Inventor
       (and thereby also TGS) we have chosen to follow their implementation
       in this respect.
       SoSeparator::GLRenderBelowPath() do not traverse its children using
       SoChildList::traverse(), but calls GLRenderBelowPath() directly for all
       its children.

       Reimplemented from SoSeparator.

   void SoShadowGroup::GLRenderInPath (SoGLRenderAction * action) [virtual]
       Implements the SoAction::IN_PATH traversal method for the rendering
       action.
       Reimplemented from SoSeparator.

   void SoShadowGroup::notify (SoNotList * l) [virtual] Notifies all auditors
       for this instance when changes are made.
       Reimplemented from SoSeparator.

   void SoShadowGroup::enableSubgraphSearchOnNotify (const SbBool onoff) By
       default, the SoShadowGroup node will search its subgraph for new spot
       lights whenever a group node under it is touched. However, this might
       lead to bad performance in some cases so its possible to disable this
       feature using this method. If you do disable this feature, make sure
       you enable it again before inserting a new spot light, or insert all
       spot lights in the scene graph before you render the scene once, and
       just setonto FALSE if you want to toggle spot lights on/off on the
       fly.
       Since:
           Coin 2.6

Member Data Documentation

   SoSFBool SoShadowGroup::isActive Use this field to turn shadow rendering
       for the subgraph on/off. Default value is TRUE.
   SoSFFloat SoShadowGroup::intensity Not used yet. Provided for TGS Inventor
       compatibility.
   SoSFFloat SoShadowGroup::precision Use to calculate the size of the shadow
       map. A precision of 1.0 means the maximum shadow buffer size will be
       used (typically 2048x2048 on current graphics cards). Default value is
       0.5.
   SoSFFloat SoShadowGroup::quality Can be used to tune the shader program
       complexity. A higher value will mean that more calculations are done
       per-fragment instead of per-vertex. Default value is 0.5.
   SoSFInt32 SoShadowGroup::smoothBorder SoShadowGroup::VisibilityFlag
       SoShadowGroup::ABSOLUTE_RADIUS
       The absolute values of visibilityNearRadius and visibilityRadius will
       be used.

       SoShadowGroup::VisibilityFlag SoShadowGroup::LONGEST_BBOX_EDGE_FACTOR

       The longest bbox edge will be used to determine near and far clipping
       planes.

       SoShadowGroup::VisibilityFlag
       SoShadowGroup::PROJECTED_BBOX_DEPTH_FACTOR

       The bbox depth (projected to face the camera) will be used to calculate
       the clipping planes.

       We have some problems with this feature so it’s not supported at the
       moment.

       Used to add shadow border smoothing. This is currently done as a post
       processing step on the shadow map. The algorithm used is Gauss
       Smoothing, but in the future we’ll probably change this, and use a
       summed area sampling merhod instead. The value should be a number
       between 0 (no smoothing), and 1 (max smoothing).

       If you want to enable smoothing, choosing a low value (~0.1) works best
       in the current implementation.

       Default value is 0.0.

   SoSFBool SoShadowGroup::shadowCachingEnabled Not used yet. Provided for TGS
       Inventor compatibility.
   SoSFFloat SoShadowGroup::visibilityNearRadius Can be used to manually set
       the near clipping plane of the shadow maps. If a negative value is
       provided, the group will calculate a near plane based on the bounding
       box of the children. Default value is -1.0.
       See also:
           visibilityFlag

   SoSFFloat SoShadowGroup::visibilityRadius Can be used to manually set the
       far clipping plane of the shadow maps. If a negative value is provided,
       the group will calculate a near plane based on the bounding box of the
       children. Default value is -1.0.
       See also:
           visibilityFlag

   SoSFEnum SoShadowGroup::visibilityFlag Determines how visibilityRadius and
       visibilitNearRadius is used to calculate near and far clipping planes
       for the shadow volume.
   SoSFFloat SoShadowGroup::epsilon Epsilon is used to offset the shadow map
       depth from the model depth. Should be set to as low a number as
       possible without causing flickering in the shadows or on non-shadowed
       objects. Default value is 0.00001.
   SoSFFloat SoShadowGroup::threshold Can be used to avoid light bleeding in
       merged shadows cast from different objects.
       A threshold to completely eliminate all light bleeding can be computed
       from the ratio of overlapping occluder distances from the light’s
       perspective. See http://forum.beyond3d.com/showthread.php?t=38165 for a
       discussion about this problem.

Author

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