void apply(osg::Node& node)
    {
        if (node.getStateSet()) process(node.getStateSet());

        if (node.getUpdateCallback())
        {
            _operatorList.insert(new CallbackOperator(&node, node.getUpdateCallback()));
        }

        LayerAttributes* la = dynamic_cast<LayerAttributes*>(node.getUserData());
        if (la)
        {
            if ((_objectsHandled[la]++)==0)
            {
                OSG_NOTICE<<"LayerAttributeOperator for "<<la<<" required, assigning one."<<std::endl;
                _operatorList.insert(new LayerAttributesOperator(&node, la));
            }
            else
            {
                OSG_NOTICE<<"LayerAttributeOperator for "<<la<<" not required, as one already assigned."<<std::endl;
            }
        }

        traverse(node);
    }
Beispiel #2
0
        void apply(osg::Node& node)
        {
            if (_visited.count(&node)!=0) return;
            _visited.insert(&node);

            if (node.getStateSet()) apply(*(node.getStateSet()));
            traverse(node);
        }
Beispiel #3
0
void StatsVisitor::apply(osg::Node& node)
{
    if (node.getStateSet())
    {
        ++_numInstancedStateSet;
        _statesetSet.insert(node.getStateSet());
    }
    traverse(node);
}
Beispiel #4
0
void StatsVisitor::apply(osg::Node& node)
{
    if (node.getStateSet())
    {
        apply(*node.getStateSet());
    }

    traverse(node);
}
 void ShaderVisitor::apply(osg::Node& node)
 {
     if (node.getStateSet())
     {
         pushRequirements();
         applyStateSet(node.getStateSet(), node);
         traverse(node);
         popRequirements();
     }
     else
         traverse(node);
 }
/// Returns true if the given node is a basic root group with no special information.
/// Used in conjunction with UseFbxRoot option.
/// Identity transforms are considered as basic root nodes.
bool isBasicRootNode(const osg::Node &node)
{
    const osg::Group *osgGroup = node.asGroup();

    if (!osgGroup || node.asGeode())        // WriterNodeVisitor handles Geodes the "old way" (= Derived from Node, not Group as for now). Geodes may be considered "basic root nodes" when WriterNodeVisitor will be adapted.
    {
        // Geodes & such are not basic root nodes
        return false;
    }

    // Test if we've got an empty transform (= a group!)
    const osg::Transform *transform = osgGroup->asTransform();
    if (transform)
    {
        if (const osg::MatrixTransform *matrixTransform = transform->asMatrixTransform())
        {
            if (!matrixTransform->getMatrix().isIdentity())
            {
                // Non-identity matrix transform
                return false;
            }
        }
        else if (const osg::PositionAttitudeTransform *pat = transform->asPositionAttitudeTransform())
        {
            if (pat->getPosition() != osg::Vec3d() ||
                pat->getAttitude() != osg::Quat() ||
                pat->getScale() != osg::Vec3d(1.0f, 1.0f, 1.0f) ||
                pat->getPivotPoint() != osg::Vec3d())
            {
                // Non-identity position attribute transform
                return false;
            }
        }
        else
        {
            // Other transform (not identity or not predefined type)
            return false;
        }
    }

    // Test the presence of a non-empty stateset
    if (node.getStateSet())
    {
        osg::ref_ptr<osg::StateSet> emptyStateSet = new osg::StateSet;
        if (node.getStateSet()->compare(*emptyStateSet, true) != 0)
        {
            return false;
        }
    }

    return true;
}
Beispiel #7
0
void 
ShaderGenerator::apply( osg::Node& node )
{
    if ( !_active ) return;

    if ( node.getStateSet() )
        _state->pushStateSet( node.getStateSet() );

    traverse(node);

    if ( node.getStateSet() )
        _state->popStateSet();
}
Beispiel #8
0
void CVRCullVisitor::apply(osg::Node& node)
{
    bool status = _cullingStatus;
    bool firstStatus = _firstCullStatus;
    if(isCulled(node))
    {
        _firstCullStatus = firstStatus;
        _cullingStatus = status;
        return;
    }

    // push the culling mode.
    pushCurrentMask();

    // push the node's state.
    StateSet* node_state = node.getStateSet();
    if(node_state)
        pushStateSet(node_state);

    handle_cull_callbacks_and_traverse(node);

    // pop the node's state off the geostate stack.    
    if(node_state)
        popStateSet();

    // pop the culling mode.
    popCurrentMask();

    _firstCullStatus = firstStatus;
    _cullingStatus = status;
}
Beispiel #9
0
void 
ShaderGenerator::apply(osg::Node& node)
{
    if ( !_active )
        return;

    if ( ignore(&node) )
        return;

    if ( _duplicateSharedSubgraphs )
        duplicateSharedNode(node);

    applyNonCoreNodeIfNecessary( node );

    osg::ref_ptr<osg::StateSet> stateset = node.getStateSet();
    if ( stateset.valid() )
    {
        _state->pushStateSet( stateset.get() );
    }

    traverse(node);

    if ( stateset.valid() )
    {
        _state->popStateSet();
    }
}
void 
ShaderGenerator::apply( osg::Node& node )
{
    if ( !_active ) return;

    osg::ref_ptr<osg::StateSet> ss = node.getStateSet();
    if ( ss.valid() )
    {
        _state->pushStateSet( ss.get() );

        osg::ref_ptr<osg::StateSet> replacement;
        if ( processGeometry(ss.get(), replacement) )
        {
            // optimize state set sharing
            if ( _stateSetCache.valid() )
                _stateSetCache->share(replacement, replacement);

            _state->popStateSet();
            node.setStateSet( replacement.get() );
            _state->pushStateSet( replacement.get() );
        }
    }

    traverse(node);

    if ( ss.get() )
    {
        _state->popStateSet();
    }
}
Beispiel #11
0
    void apply(osg::Node& node)
    {
        if (node.getStateSet()) process(node.getStateSet());

        if (node.getUpdateCallback())
        {
            _operatorList.insert(new CallbackOperator(&node, node.getUpdateCallback()));
        }

        LayerAttributes* la = dynamic_cast<LayerAttributes*>(node.getUserData());
        if (la)
        {
            _operatorList.insert(new LayerAttributesOperator(&node, la));
        }

        traverse(node);
    }
Beispiel #12
0
void
CountsVisitor::apply(osg::Node& node)
{
    pushStateSet(node.getStateSet());

    _nodes++;
    osg::ref_ptr<osg::Object> rp = (osg::Object*)&node;
    _uNodes.insert(rp);
    apply(node.getStateSet());

    if (++_depth > _maxDepth)
        _maxDepth = _depth;
    traverse(node);
    _depth--;

    popStateSet();
}
// ----------------------------------------------------------------
// SharedStateManager::apply
// ----------------------------------------------------------------
void SharedStateManager::apply(osg::Node &node)
{
    osg::StateSet *ss = node.getStateSet();

    if (ss)
        process(ss, &node);

    traverse(node);
}
Beispiel #14
0
 virtual void apply(osg::Node& node)
 {
     if (node.getStateSet())
     {
         node.setStateSet(0);
         ++_numStateSetRemoved;
     }
     traverse(node);
 }
void
CountStateSets::apply( osg::Node& node )
{
    if( !processStateSet( node.getStateSet() ) && _removeEmptyStateSets )
    {
        node.setStateSet( NULL );
        _removedStateSets++;
    }
    traverse( node );
}
Beispiel #16
0
        virtual void apply(osg::Node& node)
        {
            if (osgFX::Effect* effect = dynamic_cast<osgFX::Effect*>(&node))
                applyEffect(*effect);

            osg::StateSet* stateset = node.getStateSet();
            if (stateset)
                applyStateSet(stateset);

            traverse(node);
        }
 void BaseDotVisitor::handleNodeAndTraverse(osg::Node& node, int id) {
   osg::StateSet* ss = node.getStateSet();
   if ( ss ) {
     int id2;
     if ( getOrCreateId( ss, id2 ) ) {
       handle( *ss, id2 );
     }
     handle( node, *ss, id, id2 );
   }
   traverse(node);
 }
void GLObjectsVisitor::apply(osg::Node& node)
{
    bool programSetBefore = _lastCompiledProgram.valid();

    if (node.getStateSet())
    {
        apply(*(node.getStateSet()));
    }

    traverse(node);

    bool programSetAfter = _renderInfo.getState()!=0 && _renderInfo.getState()->getLastAppliedProgramObject()!=0;
    if (programSetBefore && !programSetAfter)
    {
        osg::State* state = _renderInfo.getState();
        osg::GLExtensions* extensions = state->get<osg::GLExtensions>();
        extensions->glUseProgram(0);
        state->setLastAppliedProgramObject(0);
        _lastCompiledProgram = 0;
    }
}
void GLES2ShaderGenVisitor::apply(osg::Node &node)
{
    osg::StateSet *stateSet = node.getStateSet();
    
    if (stateSet)
        _state->pushStateSet(stateSet);
    
    traverse(node);
    
    if (stateSet)
        _state->popStateSet();
}
Beispiel #20
0
void FlattenSceneGraphVisitor::apply(osg::Node& node)
{
    osg::ref_ptr< osg::StateSet > ss = node.getStateSet();
    if (ss)
    {
        pushStateSet(ss.get());
    }
    traverse(node);
    if (ss)
    {
        popStateSet();
    }
}
Beispiel #21
0
void LinkVisitor::apply(osg::Node& node)
{
    osg::StateSet* st = node.getStateSet();
    if (st)
        handle_stateset(st);

    osg::NodeCallback* cb = node.getUpdateCallback();
    while (cb)
    {
        osgAnimation::AnimationUpdateCallbackBase* cba = dynamic_cast<osgAnimation::AnimationUpdateCallbackBase*>(cb);
        if (cba)
            link(cba);
        cb = cb->getNestedCallback();
    }
    traverse(node);
}
Beispiel #22
0
void
GenerateGL3LightingUniforms::apply(osg::Node& node)
{
    osg::StateSet* stateset = node.getStateSet();
    if (stateset)
    {
        if (_statesets.find(stateset) == _statesets.end())
        {
            const osg::StateSet::RefAttributePair* rap = stateset->getAttributePair(osg::StateAttribute::MATERIAL);
            if (rap)
            {
                osg::Material* material = dynamic_cast<osg::Material*>(rap->first.get());
                if (material)
                {
                    osg::Material* mat = material;

    #if !defined(OSG_GL_FIXED_FUNCTION_AVAILABLE)
                    // If there's no FFP, we need to replace the Material with a GL3 Material to prevent
                    // error messages on the console.
                    if (dynamic_cast<MaterialGL3*>(material) == 0L)
                    {
                        mat = new MaterialGL3(*material);
                        stateset->setAttributeAndModes(mat, rap->second);
                    }
    #endif

                    // Install the MaterialCallback so uniforms are updated.
                    if (!mat->getUpdateCallback())
                    {
                        if (stateset->getDataVariance() == osg::Object::DYNAMIC)
                            mat->setUpdateCallback(new MaterialCallback());
                        else
                        {
                            MaterialCallback mc;
                            mc.operator()(mat, NULL);
                        }
                    }
                }

                // mark this stateset as visited.
                _statesets.insert(stateset);
            }
        }
    }
    traverse(node);
}
Beispiel #23
0
void 
ProxyCullVisitor::apply(osg::Node& node)
{
    //OE_INFO << "Node: " << node.className() << std::endl;

    if ( isCulledByProxyFrustum(node) )
        return;

    _cv->pushOntoNodePath( &node );

    _cv->pushCurrentMask();
    osg::StateSet* node_state = node.getStateSet();
    if (node_state) _cv->pushStateSet(node_state);
    handle_cull_callbacks_and_traverse(node);
    if (node_state) _cv->popStateSet();
    _cv->popCurrentMask();

    _cv->popFromNodePath();
}
Beispiel #24
0
void 
ShaderGenerator::apply( osg::Node& node )
{
    if ( !_active )
        return;

    if ( ignore(&node) )
        return;

    osg::ref_ptr<osg::StateSet> stateset = node.getStateSet();
    if ( stateset.valid() )
    {
        _state->pushStateSet( stateset.get() );
    }

    traverse(node);

    if ( stateset.valid() )
    {
        _state->popStateSet();
    }
}
Beispiel #25
0
void
FltExportVisitor::apply( osg::Node& node )
{
    _firstNode = false;
    ScopedStatePushPop guard( this, node.getStateSet() );

    osgSim::LightPointNode* lpn = dynamic_cast< osgSim::LightPointNode* >( &node );
    if (lpn)
    {
        writeLightPoint( lpn );
    }
    else
    {
        // Unknown Node. Warn and return.
        // (Note, if the base class of this Node was a Group, then apply(Group&)
        //   would export a Group record then continue traversal. Because we are
        //   a Node, there's no way to continue traversal, so just return.)
        std::string warning( "fltexp: Unknown Node in OpenFlight export." );
        osg::notify( osg::WARN ) << warning << std::endl;
        _fltOpt->getWriteResult().warn( warning );
        return;
    }
}
void 
ShaderGenerator::apply( osg::Node& node )
{
    if ( !_active )
        return;

    bool ignore;
    if ( node.getUserValue(SHADERGEN_HINT_IGNORE, ignore) && ignore )
        return;

    osg::ref_ptr<osg::StateSet> stateset = node.getStateSet();
    if ( stateset.valid() )
    {
        _state->pushStateSet( stateset.get() );
    }

    traverse(node);

    if ( stateset.valid() )
    {
        _state->popStateSet();
    }
}
Beispiel #27
0
void 
ShaderGenerator::apply( osg::Node& node )
{
    osg::ref_ptr<osg::StateSet> ss = node.getStateSet();
    if ( ss.valid() )
    {
        _state->pushStateSet( ss.get() );

        osg::ref_ptr<osg::StateSet> replacement;
        if ( processGeometry(ss.get(), replacement) )
        {
            _state->popStateSet();
            node.setStateSet( replacement.get() );
            _state->pushStateSet( replacement.get() );
        }
    }

    traverse(node);

    if ( ss.get() )
    {
        _state->popStateSet();
    }
}
Beispiel #28
0
 virtual void apply(osg::Node& node)
 {
     apply(node.getStateSet());
     traverse(node);
 }
Beispiel #29
0
void
TerrainCuller::apply(osg::Node& node)
{
    // push the node's state.
    osg::StateSet* node_state = node.getStateSet();

    TileNode* tileNode = dynamic_cast<TileNode*>(&node);
    if (tileNode)
    {
        _currentTileNode = tileNode;
        _currentTileDrawCommands = 0u;
        
        if (!_terrain.patchLayers().empty())
        {
            // todo: check for patch/virtual
            const RenderBindings&  bindings    = _context->getRenderBindings();
            TileRenderModel& renderModel = _currentTileNode->renderModel();

            bool pushedMatrix = false;
            
            for (PatchLayerVector::const_iterator i = _terrain.patchLayers().begin(); i != _terrain.patchLayers().end(); ++i)
            {
                PatchLayer* layer = i->get();
                if (layer->getAcceptCallback() == 0L ||
                    layer->getAcceptCallback()->acceptKey(_currentTileNode->getKey()))
                {
                    // Push this tile's matrix if we haven't already done so:
                    if (!pushedMatrix)
                    {
                        SurfaceNode* surface = tileNode->getSurfaceNode();

                        // push the surface matrix:
                        osg::Matrix mvm = *getModelViewMatrix();
                        surface->computeLocalToWorldMatrix(mvm, this);
                        pushModelViewMatrix(createOrReuseMatrix(mvm), surface->getReferenceFrame());
                        pushedMatrix = true;
                    }

                    // Add the draw command:
                    DrawTileCommand* cmd = addDrawCommand(layer->getUID(), &renderModel, 0L, tileNode);
                    if (cmd)
                    {
                        cmd->_drawPatch = true;
                        cmd->_drawCallback = layer->getDrawCallback();
                        ++_currentTileDrawCommands;
                    }
                }
            }

            if (pushedMatrix)
            {
                popModelViewMatrix();
            }
        }
    }

    else
    {
        SurfaceNode* surface = dynamic_cast<SurfaceNode*>(&node);
        if (surface)
        {
            TileRenderModel& renderModel = _currentTileNode->renderModel();

            // push the surface matrix:
            osg::Matrix mvm = *getModelViewMatrix();
            surface->computeLocalToWorldMatrix(mvm, this);
            pushModelViewMatrix(createOrReuseMatrix(mvm), surface->getReferenceFrame());
                        
            // First go through any legit rendering pass data in the Tile and
            // and add a DrawCommand for each.
            for (unsigned p = 0; p < renderModel._passes.size(); ++p)
            {
                const RenderingPass& pass = renderModel._passes[p];
                
                if (pass._layer.valid() && pass._layer->getRenderType() == Layer::RENDERTYPE_TILE)
                {
                    if (addDrawCommand(pass._sourceUID, &renderModel, &pass, _currentTileNode))
                    {
                        ++_currentTileDrawCommands;
                    }
                }
            }

            // Next, add a DrawCommand for each tile layer not represented in the TerrainTileModel
            // as a rendering pass.
            for (LayerVector::const_iterator i = _terrain.tileLayers().begin(); i != _terrain.tileLayers().end(); ++i)
            {
                Layer* layer = i->get();
                if (addDrawCommand(layer->getUID(), &renderModel, 0L, _currentTileNode))
                {
                    ++_currentTileDrawCommands;
                }
            }

            // If the culler added no draw commands for this tile... do something!
            if (_currentTileDrawCommands == 0)
            {
                //OE_INFO << LC << "Adding blank render.\n";
                addDrawCommand(-1, &renderModel, 0L, _currentTileNode);
            }

            popModelViewMatrix();

            _terrain._drawState->_bs.expandBy(surface->getBound());
            _terrain._drawState->_box.expandBy(_terrain._drawState->_bs);
        }
    }

    traverse(node);
}
Beispiel #30
0
    //------------------------------------------------------------------------------
    void ResourceVisitor::collect( osg::Node& node )
    {
        //////////////////////
        // STATE ATTRIBUTES //
        //////////////////////
        osg::StateSet* ss = node.getStateSet();
        if( NULL != ss )
        {
            osg::StateSet::AttributeList& attr = ss->getAttributeList();
            for( osg::StateSet::AttributeList::iterator itr = attr.begin(); itr != attr.end(); ++itr )
                if( GLMemoryAdapter* res = dynamic_cast<GLMemoryAdapter*>( (*itr).second.first.get() ) )
                {
                    osg::ref_ptr<Resource> resource = res->getMemory();
                    addResource( *res->getMemory() );
                }

            osg::StateSet::TextureAttributeList& texAttrList = ss->getTextureAttributeList();
            for( osg::StateSet::TextureAttributeList::iterator itr = texAttrList.begin(); itr != texAttrList.end(); ++itr )
            {
                osg::StateSet::AttributeList& texAttr = (*itr);
                for( osg::StateSet::AttributeList::iterator texitr = texAttr.begin(); texitr != texAttr.end(); ++texitr )
                {
                    if( GLMemoryAdapter* res = dynamic_cast<GLMemoryAdapter*>( (*texitr).second.first.get() ) )
                    {
                        osg::ref_ptr<Resource> resource = res->getMemory();
                        addResource( *resource );
                    }
                }
            }
        }

        ///////////////
        // DRAWABLES //
        ///////////////
        osg::Geode* geode = dynamic_cast<osg::Geode*>( &node );
        if( NULL != geode )
        {
            for( unsigned int d=0; d<geode->getNumDrawables(); ++d )
            {
                if( GLMemoryAdapter* res = dynamic_cast<GLMemoryAdapter*>( geode->getDrawable(d) ) )
                {
                    osg::ref_ptr<Resource> resource = res->getMemory();
                    addResource( *resource );
                }
            }
        }

        //////////////
        // INTERNAL //
        //////////////
        osgCompute::Computation* computation = dynamic_cast<osgCompute::Computation*>( &node );
        if( NULL != computation )
        {
            ResourceHandleList& resources = computation->getResources();
            for( ResourceHandleListItr itr = resources.begin(); itr != resources.end(); ++itr )
            {
                if( (*itr)._resource.valid() )
                {
                    addResource( *((*itr)._resource) );
                }
            }
        }
    }