Exemple #1
0
    void Camera::processStateSet(const osg::StateSet *stateset, StateSet &s)
    {
        if (!stateset)
            return;
        for(int i = 15 ; i >= 0 ; --i)
        {
            const osg::StateSet::RefAttributePair *attr = stateset->getTextureAttributePair(i, StateAttribute::TEXTURE);
            if (!attr)
                continue;
            const Texture2D *ptex2D = dynamic_cast<const Texture2D*>(attr->first.get());
            const unsigned int mode = attr->second;
            if (ptex2D)
                s.setTexture(i, GL_TEXTURE_2D, pContext->getTextureID(ptex2D), mode);
            else
            {
                const TextureCubeMap *ptexCM = dynamic_cast<const TextureCubeMap*>(attr->first.get());
                if (ptexCM)
                    s.setTexture(i, GL_TEXTURE_CUBE_MAP, pContext->getTextureID(ptexCM), mode);
            }
        }
        s.setUniforms(stateset->getUniformList());
        const osg::StateSet::RefAttributePair *attr = stateset->getAttributePair(StateAttribute::PROGRAM, 0);
        if (attr && attr->first)
        {
            s.setProgram(pContext->getProgramID(dynamic_cast<const osg::Program*>(attr->first.get())), attr->second);
        }

        attr = stateset->getAttributePair(StateAttribute::MATERIAL);
        if (attr && attr->first)
        {
            s.setMaterial(dynamic_cast<const osg::Material*>(attr->first.get()), attr->second);
        }
    }