Added support for multiple graphics context to osg::VertexProgram and osg::Impostor
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@@ -22,12 +22,14 @@ Impostor::Impostor()
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}
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ImpostorSprite* Impostor::findBestImpostorSprite(const osg::Vec3& currLocalEyePoint)
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ImpostorSprite* Impostor::findBestImpostorSprite(unsigned int contextID, const osg::Vec3& currLocalEyePoint) const
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{
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ImpostorSpriteList& impostorSpriteList = _impostorSpriteListBuffer[contextID];
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float min_distance2 = FLT_MAX;
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ImpostorSprite* impostorSprite = NULL;
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for(ImpostorSpriteList::iterator itr=_impostorSpriteList.begin();
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itr!=_impostorSpriteList.end();
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for(ImpostorSpriteList::iterator itr=impostorSpriteList.begin();
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itr!=impostorSpriteList.end();
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++itr)
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{
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float distance2 = (currLocalEyePoint-(*itr)->getStoredLocalEyePoint()).length2();
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@@ -40,18 +42,20 @@ ImpostorSprite* Impostor::findBestImpostorSprite(const osg::Vec3& currLocalEyePo
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return impostorSprite;
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}
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void Impostor::addImpostorSprite(ImpostorSprite* is)
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void Impostor::addImpostorSprite(unsigned int contextID, ImpostorSprite* is)
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{
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if (is && is->getParent()!=this)
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{
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ImpostorSpriteList& impostorSpriteList = _impostorSpriteListBuffer[contextID];
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// add it to my impostor list first, so it remains referenced
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// when its reference in the previous_owner is removed.
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_impostorSpriteList.push_back(is);
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impostorSpriteList.push_back(is);
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if (is->getParent())
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{
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Impostor* previous_owner = is->getParent();
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ImpostorSpriteList& isl = previous_owner->_impostorSpriteList;
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ImpostorSpriteList& isl = previous_owner->_impostorSpriteListBuffer[contextID];
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// find and erase reference to is.
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for(ImpostorSpriteList::iterator itr=isl.begin();
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@@ -13,19 +13,18 @@
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#include <osg/Notify>
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#include <osg/GLExtensions>
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#include <osg/VertexProgram>
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#include <osg/State>
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using namespace osg;
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VertexProgram::VertexProgram() :
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_vertexProgramId(0)
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VertexProgram::VertexProgram()
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{
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}
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VertexProgram::VertexProgram(const VertexProgram& vp,const CopyOp& copyop):
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osg::StateAttribute(vp,copyop),
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_vertexProgramId(vp._vertexProgramId)
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osg::StateAttribute(vp,copyop)
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{}
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@@ -53,16 +52,19 @@ void VertexProgram::apply(State& state) const
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static ProgramLocalParameter4fvProc s_glProgramLocalParameter4fv =
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(ProgramLocalParameter4fvProc)osg::getGLExtensionFuncPtr("glProgramLocalParameter4fvARB");
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GLuint& vertexProgramId=getVertexProgramID(state.getContextID());
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// Vertex Program
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if (_vertexProgramId != 0)
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if (vertexProgramId != 0)
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{
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s_glBindProgram( GL_VERTEX_PROGRAM_ARB, _vertexProgramId );
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s_glBindProgram( GL_VERTEX_PROGRAM_ARB, vertexProgramId );
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}
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else if (!_vertexProgram.empty())
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{
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::glGetError(); // Reset Error flags.
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s_glGenPrograms( 1, &_vertexProgramId );
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s_glBindProgram( GL_VERTEX_PROGRAM_ARB, _vertexProgramId );
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s_glGenPrograms( 1, &vertexProgramId );
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s_glBindProgram( GL_VERTEX_PROGRAM_ARB, vertexProgramId );
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s_glProgramString( GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
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_vertexProgram.length(), _vertexProgram.c_str());
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@@ -580,6 +580,9 @@ void CullVisitor::apply(Impostor& node)
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if (node_state) pushStateSet(node_state);
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const BoundingSphere& bs = node.getBound();
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unsigned int contextID = 0;
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if (_state.valid()) contextID = _state->getContextID();
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float distance2 = (eyeLocal-bs.center()).length2();
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if (!_impostorActive ||
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@@ -605,7 +608,7 @@ void CullVisitor::apply(Impostor& node)
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RefMatrix& matrix = getModelViewMatrix();
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// search for the best fit ImpostorSprite;
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ImpostorSprite* impostorSprite = node.findBestImpostorSprite(eyeLocal);
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ImpostorSprite* impostorSprite = node.findBestImpostorSprite(contextID,eyeLocal);
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if (impostorSprite)
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{
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@@ -673,6 +676,9 @@ void CullVisitor::apply(Impostor& node)
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ImpostorSprite* CullVisitor::createImpostorSprite(Impostor& node)
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{
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unsigned int contextID = 0;
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if (_state.valid()) contextID = _state->getContextID();
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// default to true right now, will dertermine if perspective from the
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// projection matrix...
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bool isPerspectiveProjection = true;
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@@ -905,9 +911,10 @@ ImpostorSprite* CullVisitor::createImpostorSprite(Impostor& node)
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// update frame number to show that impostor is in action.
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impostorSprite->setLastFrameUsed(getTraversalNumber());
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// have successfully created an impostor sprite so now need to
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// add it into the impostor.
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node.addImpostorSprite(impostorSprite);
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node.addImpostorSprite(contextID,impostorSprite);
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if (_depthSortImpostorSprites)
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{
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