NAME
SoShadowSpotLight -
The SoShadowSpotLight class is a node for setting up a spot light which
casts shadows.
SYNOPSIS
#include <Inventor/annex/FXViz/nodes/SoShadowSpotLight.h>
Inherits SoSpotLight.
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 ()
Detailed Description
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 }
}
Since:
Coin 3.0
Constructor & Destructor Documentation
SoShadowSpotLight::SoShadowSpotLight (void) Constructor.
SoShadowSpotLight::~SoShadowSpotLight () [protected, virtual] Destructor.
Member Function Documentation
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.
Author
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