Esempio n. 1
0
    void apply(osg::StateSet& stateset)
    {
        if (_modAlphaFunc)
        {
            osg::AlphaFunc* alphaFunc = dynamic_cast<osg::AlphaFunc*>(stateset.getAttribute(osg::StateAttribute::ALPHAFUNC));
            if (alphaFunc)
            {
                OSG_INFO<<"Adjusting alpha func"<<std::endl;

                float alpha = alphaFunc->getReferenceValue();
                alpha = osg::clampBetween((1.0f-_currentY)*0.5f,0.0f,1.0f);

                alphaFunc->setReferenceValue(alpha);
            }
        }

        if (_modMaterial)
        {
            osg::Material* material = dynamic_cast<osg::Material*>(stateset.getAttribute(osg::StateAttribute::MATERIAL));
            if (material)
            {
                OSG_INFO<<"Adjusting material func"<<std::endl;
                float alpha = osg::clampBetween((_currentY+1.0f)*0.5f,0.0f,1.0f);
                material->setAlpha(osg::Material::FRONT_AND_BACK,alpha);
            }
        }
    }
Esempio n. 2
0
std::string GLSLUtils::backFaceCullingWithoutNormals( osg::StateSet &sset )
{
    std::string glsl_code;

    bool opposite = false;
    osg::StateAttribute *sa = sset.getAttribute( osg::StateAttribute::CULLFACE );
    if ( sa ) {
        osg::CullFace *cf = dynamic_cast<osg::CullFace*>(sa);
        if ( cf ) {
            // If culling front facing polygons, we consider it the opposite direction
            opposite = cf->getMode() == osg::CullFace::FRONT;
        }
    }

    // Check if the StateSet has backface culling enabled 
    // and add code to the shader to perform it 
    if ( sset.getMode(GL_CULL_FACE) == osg::StateAttribute::ON ) {
        if ( opposite ) {
            glsl_code += 
"    if ( gl_FrontFacing )\n"
"        discard;\n";
        }
        else {
            glsl_code += 
"    if ( !gl_FrontFacing )\n"
"        discard;\n";
        }
    }

	return glsl_code;
}
void GLObjectsVisitor::apply(osg::StateSet& stateset)
{
    if (_stateSetAppliedSet.count(&stateset)!=0) return;

    _stateSetAppliedSet.insert(&stateset);

    if (_mode & COMPILE_STATE_ATTRIBUTES && _renderInfo.getState())
    {
        stateset.compileGLObjects(*_renderInfo.getState());

        osg::Program* program = dynamic_cast<osg::Program*>(stateset.getAttribute(osg::StateAttribute::PROGRAM));
        if (program) {
            if( program->isFixedFunction() )
                _lastCompiledProgram = NULL; // It does not make sense to apply uniforms on fixed pipe
            else
                _lastCompiledProgram = program;
        }

        if (_lastCompiledProgram.valid() && !stateset.getUniformList().empty())
        {
            osg::Program::PerContextProgram* pcp = _lastCompiledProgram->getPCP(*_renderInfo.getState());
            if (pcp)
            {
                pcp->useProgram();

                _renderInfo.getState()->setLastAppliedProgramObject(pcp);

                const osg::StateSet::UniformList& ul = stateset.getUniformList();
                for(osg::StateSet::UniformList::const_iterator itr = ul.begin();
                    itr != ul.end();
                    ++itr)
                {
                    pcp->apply(*(itr->second.first));
                }
            }
        }
        else if(_renderInfo.getState()->getLastAppliedProgramObject())
        {
            osg::State* state = _renderInfo.getState();
            osg::GLExtensions* extensions = state->get<osg::GLExtensions>();
            extensions->glUseProgram(0);
            _renderInfo.getState()->setLastAppliedProgramObject(0);
        }

    }

    if (_mode & RELEASE_STATE_ATTRIBUTES)
    {
        stateset.releaseGLObjects(_renderInfo.getState());
    }

    if (_mode & CHECK_BLACK_LISTED_MODES)
    {
        stateset.checkValidityOfAssociatedModes(*_renderInfo.getState());
    }
}
Esempio n. 4
0
        void apply(osg::StateSet& stateset)
        {
             if (_visited.count(&stateset)!=0) return;
            _visited.insert(&stateset);

            return;

            osg::notify(osg::NOTICE)<<"Found stateset "<<&stateset<<std::endl;
            osg::Program* program = dynamic_cast<osg::Program*>(stateset.getAttribute(osg::StateAttribute::PROGRAM));
            if (program)
            {
                osg::notify(osg::NOTICE)<<"   Found Program "<<program<<std::endl;
                for(unsigned int i=0; i<program->getNumShaders(); ++i)
                {
                    apply(*program, *(program->getShader(i)));
                }

            }
       }
Esempio n. 5
0
File: osgconv.cpp Progetto: 3dcl/osg
    virtual bool isTransparent(osg::StateSet& stateset)
    {
        bool hasTranslucentTexture = false;
        bool hasBlendFunc = dynamic_cast<osg::BlendFunc*>(stateset.getAttribute(osg::StateAttribute::BLENDFUNC))!=0;
        bool hasTransparentRenderingHint = stateset.getRenderingHint()==osg::StateSet::TRANSPARENT_BIN;
        bool hasDepthSortBin = (stateset.getRenderBinMode()==osg::StateSet::USE_RENDERBIN_DETAILS)?(stateset.getBinName()=="DepthSortedBin"):false;
        bool hasTexture = false;


        // search for the existence of any texture object attributes
        for(unsigned int i=0;i<stateset.getTextureAttributeList().size();++i)
        {
            osg::Texture* texture = dynamic_cast<osg::Texture*>(stateset.getTextureAttribute(i,osg::StateAttribute::TEXTURE));
            if (texture)
            {
                hasTexture = true;
                for (unsigned int im=0;im<texture->getNumImages();++im)
                {
                    osg::Image* image = texture->getImage(im);
                    if (image && image->isImageTranslucent()) hasTranslucentTexture = true;
                }
            }
        }

        if (hasTranslucentTexture || hasBlendFunc || hasTransparentRenderingHint || hasDepthSortBin)
        {
            ++_numTransparent;

            bool makeNonTransparent = false;

            switch(_mode)
            {
            case(MAKE_OPAQUE_TEXTURE_STATESET_OPAQUE):
                if (hasTexture && !hasTranslucentTexture)
                {
                    makeNonTransparent = true;
                }
                break;
            case(MAKE_ALL_STATESET_OPAQUE):
                makeNonTransparent = true;
                break;
            default:
                makeNonTransparent = false;
                break;
            }

            if (makeNonTransparent)
            {
                stateset.removeAttribute(osg::StateAttribute::BLENDFUNC);
                stateset.removeMode(GL_BLEND);
                stateset.setRenderingHint(osg::StateSet::DEFAULT_BIN);
                ++_numTransparentMadeOpaque;
            }


            return true;
        }
        else
        {
            ++_numOpaque;
            return false;
        }
    }