Example #1
0
Action::ResultE ShadingCallbacks::matDrawableRenderEnter(CNodePtr &pNode, 
                                                         Action   *action)
{
    ShadingAction    *a   = dynamic_cast<ShadingAction    *>(action         );
    MaterialDrawable *pMD = dynamic_cast<MaterialDrawable *>(pNode.getCPtr());

    Material::DrawFunctor func;

    func = osgTypedMethodFunctor1ObjPtr(pMD, 
                                        &MaterialDrawable::drawPrimitives);

    Material *m = a->getMaterial();

    if(m == NULL)
    {
        if(pMD->getMaterial() != NullFC)
        {
            m = pMD->getMaterial().getCPtr();
        }
        else
        {
            fprintf(stderr, "MaterialDrawable::render: no Material!?!\n");
            return Action::Continue;
        }
    }

    a->dropFunctor(func, m);

    return Action::Continue;
}
Example #2
0
Action::ResultE ShadingCallbacks::switchRender(CNodePtr &pNode, 
                                               Action   *action)
{
    Action::ResultE  returnValue = Action::Continue;

    DrawActionBase  *da  = dynamic_cast<DrawActionBase *>(action         );
    Switch          *pSw = dynamic_cast<Switch         *>(pNode.getCPtr());

    if((pSw->getChoice() >= 0                  ) && 
       (pSw->getChoice() <  action->getNNodes())  )
    {
        da->useNodeList();

        if(da->isVisible(action->getNode(pSw->getChoice()).getCPtr()))
        {
            da->addNode(action->getNode(pSw->getChoice()));
        }
    }
    else if(pSw->getChoice() == Switch::ALL)
    {
        if(da->selectVisibles() == 0)
            returnValue = Action::Skip;
    }
    else
    {
        returnValue = Action::Skip;
    }

    return returnValue;
}
Example #3
0
Action::ResultE ShadingCallbacks::spotlightRenderLeave(CNodePtr &pNode, 
                                                       Action   *action)
{
    SpotLight *pSp = dynamic_cast<SpotLight *>(pNode.getCPtr());

    if(pSp->getOn() == false)
        return Action::Continue;

    return lightRenderLeave(pSp, action);
}
Example #4
0
Action::ResultE ShadingCallbacks::pointlightRenderLeave(CNodePtr &pNode, 
                                                        Action   *action)
{
    PointLight *pPl = dynamic_cast<PointLight *>(pNode.getCPtr());

    if(pPl->getOn() == false)
        return Action::Continue;

    return lightRenderLeave(pPl, action);
}
Example #5
0
Action::ResultE ShadingCallbacks::dirlightRenderLeave(CNodePtr &pNode, 
                                                      Action   *action)
{
    DirectionalLight *pDl = dynamic_cast<DirectionalLight *>(pNode.getCPtr());

    if(pDl->getOn() == false)
        return Action::Continue;

    return lightRenderLeave(pDl, action);
}
Example #6
0
Action::ResultE ShadingCallbacks::transformRenderEnter(CNodePtr &pNode, 
                                                       Action   *action)
{
    ShadingAction *pAct = dynamic_cast<ShadingAction *>(action         );
    Transform     *pTr  = dynamic_cast<Transform     *>(pNode.getCPtr());

    pAct->push_matrix(pTr->getMatrix());

    pAct->selectVisibles();

    return Action::Continue;
}
Example #7
0
Action::ResultE ShadingCallbacks::matGroupRenderEnter(CNodePtr &pNode, 
                                                      Action   *action)
{
    ShadingAction *da  = dynamic_cast<ShadingAction *>(action         );
    MaterialGroup *pMG = dynamic_cast<MaterialGroup *>(pNode.getCPtr());

    if(da != NULL && pMG->getSFMaterial()->getValue() != NullFC)
    {
        da->setMaterial(&(*(pMG->getSFMaterial()->getValue())));
    }

    return Action::Continue;
}
Example #8
0
Action::ResultE ShadingCallbacks::spotlightRenderEnter(CNodePtr &pNode, 
                                                       Action   *action)
{
    SpotLight *pSp = dynamic_cast<SpotLight *>(pNode.getCPtr());

    if(pSp->getOn() == false)
        return Action::Continue;

    DrawActionBase *da    = dynamic_cast<DrawActionBase *>(action);

    da->getStatistics()->getElem(SpotLight::statNSpotLights)->inc();

    return pointlightRenderEnter(pNode, action);
}
Example #9
0
Action::ResultE ShadingCallbacks::dirlightRenderEnter(CNodePtr &pNode, 
                                                      Action   *action)
{
    DirectionalLight *pDl = dynamic_cast<DirectionalLight *>(pNode.getCPtr());

    if(pDl->getOn() == false)
        return Action::Continue;

    DrawActionBase *da    = dynamic_cast<DrawActionBase *>(action);

    da->getStatistics()->getElem(
        DirectionalLight::statNDirectionalLights)->inc();
    
    return lightRenderEnter(pDl, action);
}
Example #10
0
OSG_USING_NAMESPACE

Action::ResultE ShadingCallbacks::billboardRenderEnter(CNodePtr &pNode, 
                                                       Action   *action)
{
    ShadingAction *pAct = dynamic_cast<ShadingAction *>(action         );
    Billboard     *pBB  = dynamic_cast<Billboard     *>(pNode.getCPtr());

    Matrix mMat;

//    cerr << "BB::render" << std::endl;

    pBB->calcMatrix(pAct, pAct->top_matrix(), mMat);

    pAct->push_matrix(mMat);

// !!! can't use visibles, as ToWorld gives garbage leading to wrong culling
//    pAct->selectVisibles();

    return Action::Continue;
}
Example #11
0
Action::ResultE ShadingCallbacks::distanceLODRender(CNodePtr &pNode, 
                                                    Action   *action)
{
    DrawActionBase *da    = dynamic_cast<DrawActionBase *>(action);
    ShadingAction  *ra    = dynamic_cast<ShadingAction  *>(action);

    DistanceLOD    *pDLOD = dynamic_cast<DistanceLOD    *>(pNode.getCPtr());


    UInt32 numLevels = action->getNNodes ();
    UInt32 numRanges = pDLOD ->getMFRange()->size();

    UInt32 limit     = osgMin(numLevels, numRanges); 
    
    Int32  index     = -1;

    Pnt3f  eyepos(0.f, 0.f, 0.f);
    Pnt3f  objpos;

    da->getCameraToWorld().mult(eyepos);

    if(ra != NULL)
    {
        ra->top_matrix()              .mult(pDLOD->getCenter(), objpos);
    }
    else
    {
        da->getActNode()->getToWorld().mult(pDLOD->getCenter(), objpos);
    }
        
    Real32 dist = osgsqrt((eyepos[0] - objpos[0])*(eyepos[0] - objpos[0]) +
                          (eyepos[1] - objpos[1])*(eyepos[1] - objpos[1]) +
                          (eyepos[2] - objpos[2])*(eyepos[2] - objpos[2]));
    
    da->useNodeList();
    
    if(numRanges != 0 && numLevels!=0 )
    {
        if(dist < (*(pDLOD->getMFRange()))[0])
        {
            index = 0;
        } 
        else if(dist >= (*(pDLOD->getMFRange()))[numRanges-1])
        {
	    index = (numLevels > numRanges) ? numRanges : (limit-1); 
        }
        else
        {
            UInt32 i = 1;

            while( (i < numRanges) && 
                  !( ((*(pDLOD->getMFRange()))[i-1] <= dist) && 
                     (dist < (*(pDLOD->getMFRange()))[i]   )   ) )
            {
                i++;
            }
            
            index = osgMin(i, limit-1);
        } 
        
        if(da->isVisible(action->getNode(index).getCPtr()))
        {
            da->addNode(action->getNode(index));
        }
    }

    return Action::Continue;
}