SYNOPSIS
#include <Inventor/annex/FXViz/nodes/SoShadowDirectionalLight.h>
Inherits SoDirectionalLight.
Public Member Functions
virtual SoType getTypeId (void) const
Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and 'downward' casting.
SoShadowDirectionalLight (void)
virtual void GLRender (SoGLRenderAction *action)
Static Public Member Functions
static SoType getClassTypeId (void)
This static method returns the SoType object associated with objects of this class.
static void initClass (void)
Sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system.
Public Attributes
SoSFNode shadowMapScene
SoSFFloat maxShadowDistance
SoSFVec3f bboxCenter
SoSFVec3f bboxSize
Protected Member Functions
virtual const SoFieldData * getFieldData (void) const
virtual ~SoShadowDirectionalLight ()
Static Protected Member Functions
static const SoFieldData ** getFieldDataPtr (void)
Additional Inherited Members
Detailed Description
The SoShadowDirectionalLight class is a node for setting up a directional light which casts shadows.
Directional lights usually affect everything, but since it's not always feasible to use one shadow map for the entire scene graph. This node has some extra features to work around this.
It calculates the intersection between the current view volume and either the scene bounding box, or the bounding box provided in this node. The shadows are only calculated for this volume. This means that you'll get more detailed shadows as you zoom in on items in the scene graph.
In addition, you can set the maximum distance from the camera which will be shaded with shadows. Think of this a new far plane for the camera which only affects shadows.
As with SoShadowSpotLight, it's possible to optimize further by setting your own shadow caster scene graph in the shadowMapScene field.
The example scene graph below demonstrates how you can use this node to create shadows on a large number of objects, and still get decent precision when zooming in. To further reduce the volume covered by the shadowmap, you can set maxShadowDistance to some number > 0. This is the distance from the camera where shadows will be visible.
DirectionalLight { direction 0 0 -1 intensity 0.2 } ShadowGroup { quality 1 # to get per pixel lighting precision 1 ShadowDirectionalLight { direction 1 1 -1 intensity 0.8 # enable this to reduce the shadow view distance # maxShadowDistance 200 } # 900 cubes spaced out over a fairly large area Array { origin CENTER numElements1 30 numElements2 30 numElements3 1 separation1 20 0 0 separation2 0 20 0 separation3 0 0 0 Material { diffuseColor 1 0 0 specularColor 1 1 1 } Cube { width 4 height 4 depth 4 } } # a chess board Coordinate3 { point [ -400 -400 -3, 400 -400 -3, 400 400 -3, -400 400 -3 ] } Material { specularColor 1 1 1 shininess 0.9 } Complexity { textureQuality 0.1 } Texture2 { image 2 2 3 0xffffff 0x225588 0x225588 0xffffff } Texture2Transform { scaleFactor 20 20 } FaceSet { numVertices 4 } }
Since:
- Coin 3.0
Constructor & Destructor Documentation
SoShadowDirectionalLight::SoShadowDirectionalLight (void)
Constructor.SoShadowDirectionalLight::~SoShadowDirectionalLight () [protected], [virtual]
Destructor.Member Function Documentation
SoType SoShadowDirectionalLight::getTypeId (void) const [virtual]
Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and 'downward' casting. Usage example:
void foo(SoNode * node) { if (node->getTypeId() == SoFile::getClassTypeId()) { SoFile * filenode = (SoFile *)node; // safe downward cast, knows the type } }
For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or others: this method needs to be overridden in all subclasses. This is typically done as part of setting up the full type system for extension classes, which is usually accomplished by using the pre-defined macros available through for instance Inventor/nodes/SoSubNode.h (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine.h (for engine classes) and so on.
For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups.
Reimplemented from SoDirectionalLight.
const SoFieldData ** SoShadowDirectionalLight::getFieldDataPtr (void) [static], [protected]
This API member is considered internal to the library, as it is not likely to be of interest to the application programmer.Reimplemented from SoDirectionalLight.
const SoFieldData * SoShadowDirectionalLight::getFieldData (void) const [protected], [virtual]
Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL.Reimplemented from SoDirectionalLight.
void SoShadowDirectionalLight::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 SoDirectionalLight.
Author
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