Exemplo n.º 1
0
void 
ShaderGenerator::apply( osg::Geode& node )
{
    if ( !_active )
        return;

    bool ignore;
    if ( node.getUserValue(SHADERGEN_HINT_IGNORE, ignore) && ignore )
        return;

    osg::ref_ptr<osg::StateSet> stateset = node.getStateSet();
    if ( stateset.valid() )
    {
        _state->pushStateSet( stateset.get() );
    }

    unsigned numDrawables = node.getNumDrawables();
    bool traverseDrawables = true;

    // This block checks whether all the geode's drawables are equivalent,
    // i.e., they are the same type (geometry or text) and none of them
    // have their own state sets. IF that's the case, we can create a 
    // single shader program for the entire geode. This is an optimization.
    if ( stateset.valid() )
    {
        unsigned d;
        unsigned numInheritingText = 0, numInheritingGeometry = 0;
        for( d = 0; d < numDrawables; ++d )
        {
            osg::Drawable* drawable = node.getDrawable(d);
            if ( drawable->getStateSet() == 0L )
            {
                if ( drawable->asGeometry() )
                    numInheritingGeometry++;
                else if ( dynamic_cast<osgText::Text*>(drawable) )
                    numInheritingText++;
            }
        }

        if (numInheritingGeometry == numDrawables )
        {
            osg::ref_ptr<osg::StateSet> replacement;
            if ( processGeometry(stateset.get(), replacement) )
            {
                node.setStateSet(replacement.get() );
                traverseDrawables = false;
            }
        }
        else if (numInheritingText == numDrawables )
        {
            osg::ref_ptr<osg::StateSet> replacement;
            if ( processText(stateset.get(), replacement) )
            {
                node.setStateSet(replacement.get() );
                traverseDrawables = false;
            }
        }
    }

    // Drawables have state sets, so let's traverse them.
    if ( traverseDrawables )
    {
        for( unsigned d = 0; d < node.getNumDrawables(); ++d )
        {
            apply( node.getDrawable(d) );
        }
    }

    if ( stateset.valid() )
    {
        _state->popStateSet();
    }
}