Robert Osfield wrote:
I have just checked in the beginnings of the new osgShadow
NodeKit.
osgShadow::ShadowedScene - the decorator the you add to the scene to
add shadows to them
osgShadow::ShadowTechnique - the base class for implementations of
varous shadow techniques
osgShadow::ShadowMap - place holder for the shadow map
implementation, I'll refactor the osgdepthshadow example for this
osgShadow::ShadowTexture - place holder for the shadow texture
implementation, I'll refactor the osgshadowtexture example for this
osgShadow::ParallelSplitShadowMap - place holder for the PSSM
implementation, Terry or Andrian's work might fit in here.
osgShadow::ShadowVolume - place holder for the stencil volume shadow
implementation, this will what I'll be focused on.
What algorithms will ShadowVolume implement?
They don't do anything yet, and along way off from doing anything, but
this email should give you at least some notice.
Programmatically I'm expect the usage to be somewhat like:
osg::Node* model = readNodeFile( "mytown.osg" );
osgShadow::ShadowedScene* shadowedScene = new
osgShadow::ShadowedScene;
shadowedScene->addChild(model);
shadowedScene->setShadowTechnique( new osgShadow::ShadowVolume );
viewer.setSceneData( shadowedScene );
Now I do expect there to be lots of available options to configure the
various shadow techniques for models, hopefully we'll be able to find
decent defaults. Well probably need a mechanism for checking
extensions and a need for a technique fallback mechanism in case the
preferred approach isn't supported by hardware, but it'll all along
these lines.
I must stress what I have just checked in is a really just a
placeholder, the classes interfaces arn't fleshed out at all, let along
have working implementations, over the coming weeks the API and
implementations should start filling out.
Robert.
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