virtual void apply(osg::State& state) const { osg::Matrix modelViewMatrix = state.getModelViewMatrix(); state.applyModelViewMatrix(state.getInitialViewMatrix()); for (unsigned int i=0; i<mLights.size(); ++i) { mLights[i]->setLightNum(i+mIndex); mLights[i]->apply(state); } state.applyModelViewMatrix(modelViewMatrix); }
void Text3D::renderPerGlyph(osg::State & state) const { osg::Matrix original_modelview = state.getModelViewMatrix(); // ** for each line, do ... TextRenderInfo::const_iterator itLine, endLine = _textRenderInfo.end(); for (itLine = _textRenderInfo.begin(); itLine!=endLine; ++itLine) { // ** for each glyph in the line, do ... LineRenderInfo::const_iterator it, end = itLine->end(); for (it = itLine->begin(); it!=end; ++it) { osg::ref_ptr<osg::RefMatrix> matrix = new osg::RefMatrix(original_modelview); matrix->preMultTranslate(osg::Vec3d(it->_position.x(), it->_position.y(), it->_position.z())); state.applyModelViewMatrix(matrix.get()); // ** apply the vertex array state.setVertexPointer(it->_glyph->getVertexArray()); // ** render the front face of the glyph state.Normal(0.0f,0.0f,1.0f); osg::Geometry::PrimitiveSetList & pslFront = it->_glyph->getFrontPrimitiveSetList(); for(osg::Geometry::PrimitiveSetList::const_iterator itr=pslFront.begin(), end = pslFront.end(); itr!=end; ++itr) { (*itr)->draw(state, false); } // ** render the wall face of the glyph state.setNormalPointer(it->_glyph->getNormalArray()); osg::Geometry::PrimitiveSetList & pslWall = it->_glyph->getWallPrimitiveSetList(); for(osg::Geometry::PrimitiveSetList::const_iterator itr=pslWall.begin(), end=pslWall.end(); itr!=end; ++itr) { (*itr)->draw(state, false); } state.disableNormalPointer(); // ** render the back face of the glyph state.Normal(0.0f,0.0f,-1.0f); osg::Geometry::PrimitiveSetList & pslBack = it->_glyph->getBackPrimitiveSetList(); for(osg::Geometry::PrimitiveSetList::const_iterator itr=pslBack.begin(), end=pslBack.end(); itr!=end; ++itr) { (*itr)->draw(state, false); } } } }
void PositionalStateContainer::draw(osg::State& state,RenderLeaf*& previous, const osg::Matrix* postMultMatrix) { if (previous) { StateGraph::moveToRootStateGraph(state,previous->_parent); state.apply(); previous = NULL; } // apply the light list. for(AttrMatrixList::iterator litr=_attrList.begin(); litr!=_attrList.end(); ++litr) { if (postMultMatrix) { if ((*litr).second.valid()) state.applyModelViewMatrix(new osg::RefMatrix( (*((*litr).second)) * (*postMultMatrix))); else state.applyModelViewMatrix(new osg::RefMatrix( *postMultMatrix)); } else { state.applyModelViewMatrix((*litr).second.get()); } // apply the light source. litr->first->apply(state); // tell state about. state.haveAppliedAttribute(litr->first.get()); // set this state as a global default state.setGlobalDefaultAttribute(litr->first.get()); } for(TexUnitAttrMatrixListMap::iterator titr=_texAttrListMap.begin(); titr!=_texAttrListMap.end(); ++titr) { state.setActiveTextureUnit(titr->first); AttrMatrixList attrList = titr->second; for(AttrMatrixList::iterator litr=attrList.begin(); litr!=attrList.end(); ++litr) { if (postMultMatrix) { if ((*litr).second.valid()) state.applyModelViewMatrix(new osg::RefMatrix( (*((*litr).second)) * (*postMultMatrix))); else state.applyModelViewMatrix(new osg::RefMatrix( *postMultMatrix)); } else { state.applyModelViewMatrix((*litr).second.get()); } // apply the light source. litr->first->apply(state); // tell state about. state.haveAppliedTextureAttribute(titr->first, litr->first.get()); // set this state as a global default state.setGlobalDefaultTextureAttribute(titr->first, litr->first.get()); } } }