#ifndef _SHADOWVOLUME_HXX
#define _SHADOWVOLUME_HXX
+#include <simgear/structure/ssgSharedPtr.hxx>
#include <plib/sg.h>
#include <vector>
bool isFacingLight;
} triData;
- ssgBranch *geometry_leaf;
- ssgBranch *scenery_object;
- ssgBranch *lib_object;
- ssgBranch *first_select;
+ ssgSharedPtr<ssgBranch> geometry_leaf;
+ ssgSharedPtr<ssgBranch> scenery_object;
+ ssgSharedPtr<ssgBranch> lib_object;
+ ssgSharedPtr<ssgBranch> first_select;
sgVec3 last_lightpos;
sgMat4 last_transform;
int frameNumber;
void computeShadows(void);
void traverseTree(ssgBranch *branch);
void find_trans(void);
- ssgBranch *scenery_object;
- ssgBranch *lib_object;
- ssgBranch *pending_object;
- ssgBranch *tile;
+ ssgSharedPtr<ssgBranch> scenery_object;
+ ssgSharedPtr<ssgBranch> lib_object;
+ ssgSharedPtr<ssgBranch> pending_object;
+ ssgSharedPtr<ssgBranch> tile;
ShadowCaster_list parts;
OccluderType occluder_type;
};
- typedef map<ssgBranch *, SceneryObject *> SceneryObject_map;
+ typedef map<ssgSharedPtr<ssgBranch>, SceneryObject *> SceneryObject_map;
private:
sgMat4 CameraViewM;
double sun_angle;
SceneryObject_map sceneryObjects;
- ssgBranch *ssg_root;
+ ssgSharedPtr<ssgBranch> ssg_root;
bool shadows_rendered;
};