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			52 lines
		
	
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			52 lines
		
	
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#ifndef COMPONENTS_SCENEUTIL_SHADOW_H
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#define COMPONENTS_SCENEUTIL_SHADOW_H
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#include <components/shader/shadermanager.hpp>
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namespace osg
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{
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    class StateSet;
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    class Group;
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}
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namespace osgShadow
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{
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    class ShadowSettings;
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    class ShadowedScene;
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}
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namespace SceneUtil
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{
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    class MWShadowTechnique;
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    class ShadowManager
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    {
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    public:
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        static void disableShadowsForStateSet(osg::ref_ptr<osg::StateSet> stateSet);
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        static Shader::ShaderManager::DefineMap getShadowsDisabledDefines();
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        ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode,
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            unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, unsigned int worldMask,
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            Shader::ShaderManager& shaderManager);
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        ~ShadowManager();
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        void setupShadowSettings(Shader::ShaderManager& shaderManager);
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        Shader::ShaderManager::DefineMap getShadowDefines();
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        void enableIndoorMode();
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        void enableOutdoorMode();
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    protected:
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        bool mEnableShadows;
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        osg::ref_ptr<osgShadow::ShadowedScene> mShadowedScene;
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        osg::ref_ptr<osgShadow::ShadowSettings> mShadowSettings;
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        osg::ref_ptr<MWShadowTechnique> mShadowTechnique;
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        unsigned int mOutdoorShadowCastingMask;
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        unsigned int mIndoorShadowCastingMask;
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    };
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}
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#endif // COMPONENTS_SCENEUTIL_SHADOW_H
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