void LODDrawCallback::drawImplementation( osg::State& state, const osg::Drawable* p_drawable ) const { assert( _p_lodMesh && "lod mesh data not available!" ); const GLuint groupname = _p_lodMesh->getGroupName(); const GLuint objectname = _p_lodMesh->getObjectName(); const GLuint numpatches = _p_lodMesh->getNumPatches(); // need for LOD adaptation? if ( _p_lodMesh->adaptLOD() ) { glodBindObjectXform( objectname, GL_PROJECTION_MATRIX | GL_MODELVIEW_MATRIX ); glodAdaptGroup( groupname ); // reset the adaptation flag after every adaptation // the adaptation is triggered by update callback _p_lodMesh->setAdaptLOD( false ); } // apply drawable's state state.apply( p_drawable->getStateSet() ); // draw the object patches for( GLuint patch = 0; patch < numpatches; ++patch ) glodDrawPatch( objectname, patch ); }
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()); } } }
void ShaderPaint::postPaint(osgNVPR::Extensions* ext, osg::State& state) const { state.popStateSet(); state.apply(); }
void ShaderPaint::paint(osgNVPR::Extensions* ext, osg::State& state) const { state.apply(_stateSet.get()); }