コード例 #1
0
void RenderAction::dropFunctor(DrawEnv::DrawFunctor &func,
                               Material             *pMat,
                               bool                  bIgnoreOverrides)
{
    if(pMat == NULL)
        return;

    PrimeMaterial *pPrimeMat = pMat->finalize(_oCurrentRenderProp, _pWindow);

    if(pPrimeMat == NULL)
        return;

    UInt32 uiNPasses = pPrimeMat->getNPasses();
    
    for(UInt32 uiPass = 0; uiPass < uiNPasses; ++uiPass)
    {
        State *st = pPrimeMat->getState(uiPass);
        
        if(st != NULL)
        {
            this->dropFunctor(func, 
                              st, 
                              pPrimeMat->getSortKey() + uiPass,
                              bIgnoreOverrides                );
        }
        else
        {
#ifndef WIN32
            FINFO(("%s: hit material with NULL state!\n", __func__));
#else
            FINFO(("Hit material with NULL state!\n"));
#endif
        }
    }
}
コード例 #2
0
Action::ResultE MaterialDrawable::renderActionEnterHandler(Action *action)
{
    RenderAction  *a = dynamic_cast<RenderAction *>(action);

    Material      *m         = a->getMaterial();
    PrimeMaterial *pPrimeMat = NULL;

    if(m == NULL)
    {
        if(this->getMaterial() != NULL)
        {
            pPrimeMat =
                this->getMaterial()->finalize(a->getRenderProperties(),
                                              a->getWindow()          );
        }
    }
    else
    {
        pPrimeMat = m->finalize(a->getRenderProperties(),
                                a->getWindow          ());
    }

    if(pPrimeMat == NULL)
    {
        pPrimeMat = getDefaultMaterial();

        FNOTICE(("MaterialDrawable::render: no Material!?!\n"));
    }

    UInt32 uiNPasses = pPrimeMat->getNPasses();

    for(UInt32 uiPass = 0; uiPass < uiNPasses; ++uiPass)
    {
        State *st = pPrimeMat->getState(uiPass);

        if(st != NULL)
        {
            a->dropFunctor(_drawFunc,
                           st,
                           pPrimeMat->getSortKey() + uiPass);
        }
        else
        {
            FINFO(("%s: Material %p has NULL state for pass %d\n",
                   OSG_FUNCNAME_MACRO, pPrimeMat, uiPass));
        }
    }

    if(a->pushVisibility())
    {
        if(a->selectVisibles() == 0)
        {
            a->popVisibility();
            return Action::Skip;
        }
    }

    return Action::Continue;
}
コード例 #3
0
void CPUSkinningAlgorithm::renderGeometry(
    RenderAction              *ract,
    SkinnedGeometry           *skinGeo,
    CPUSkinningDataAttachment *data   )
{
    Material      *pMat      = ract->getMaterial();
    PrimeMaterial *pPrimeMat = NULL;

    if(pMat == NULL)
    {
        if(skinGeo->getMaterial() != NULL)
        {
            pPrimeMat = skinGeo->getMaterial()->finalize(
                ract->getRenderProperties(), 
                ract->getCurrentOverrides(),
                ract->getWindow());
        }
    }
    else
    {
        pPrimeMat = pMat->finalize(
            ract->getRenderProperties(), 
            ract->getCurrentOverrides(),
            ract->getWindow());
    }

    if(pPrimeMat == NULL)
    {
        SNOTICE << "CPUSkinningAlgorithm::preDrawPrimitives: No Material "
                << "for SkinnedGeometry " << skinGeo
                << std::endl;

        pPrimeMat = getDefaultMaterial();
    }

    DrawEnv::DrawFunctor drawFunc  = boost::bind(
        &CPUSkinningAlgorithm::drawPrimitives, this, skinGeo, data, _1);
    UInt32               uiNPasses = pPrimeMat->getNPasses();
    
    for(UInt32 uiPass = 0; uiPass < uiNPasses; ++uiPass)
    {
        State *st = pPrimeMat->getState(uiPass);
        
        if(st != NULL)
        {
            ract->dropFunctor(drawFunc,
                              st, 
                              pPrimeMat->getSortKey() + uiPass);
        }
        else
        {
            FINFO(("%s: Material %p has NULL state for pass %d\n",
                   OSG_FUNCNAME_MACRO, pPrimeMat, uiPass));
        }
    }
}