Esempio n. 1
0
File: osgconv.cpp Progetto: 3dcl/osg
 virtual void apply(osg::StateSet& stateset)
 {
     // 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)
         {
             _textureSet.insert(texture);
         }
     }
 }
Esempio n. 2
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;
        }
    }