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); } } }
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()); } }
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))); } } }
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; } }