diff --git a/src/osg/State.cpp b/src/osg/State.cpp index f22621597..649d6ec8a 100644 --- a/src/osg/State.cpp +++ b/src/osg/State.cpp @@ -52,6 +52,34 @@ void State::pushStateSet(const StateSet* dstate) _drawStateStack.push_back(dstate); if (dstate) { + // iterator through all OpenGL modes in incomming StateSet + // for each GLMode entry push it to the back of the appropriate + // mode stack, taking into consideration current override status. + const StateSet::ModeList& ds_modeList = dstate->getModeList(); + for(StateSet::ModeList::const_iterator mitr=ds_modeList.begin(); + mitr!=ds_modeList.end(); + ++mitr) + { + // get the mode stack for incomming GLmode {mitr->first}. + ModeStack& ms = _modeMap[mitr->first]; + if (ms.valueVec.empty()) + { + // first pair so simply push incomming pair to back. + ms.valueVec.push_back(mitr->second); + } + else if (ms.valueVec.back() & StateAttribute::OVERRIDE) // check the existing override flag + { + // push existing back since override keeps the previoius value. + ms.valueVec.push_back(ms.valueVec.back()); + } + else + { + // no override on so simply push incomming pair to back. + ms.valueVec.push_back(mitr->second); + } + ms.changed = true; + } + // iterator through all StateAttribute's in incomming StateSet // for each Type entry push it to the back of the appropriate // attribute stack, taking into consideration current override status. @@ -82,34 +110,6 @@ void State::pushStateSet(const StateSet* dstate) as.changed = true; } - // iterator through all OpenGL modes in incomming StateSet - // for each GLMode entry push it to the back of the appropriate - // mode stack, taking into consideration current override status. - const StateSet::ModeList& ds_modeList = dstate->getModeList(); - for(StateSet::ModeList::const_iterator mitr=ds_modeList.begin(); - mitr!=ds_modeList.end(); - ++mitr) - { - // get the mode stack for incomming GLmode {mitr->first}. - ModeStack& ms = _modeMap[mitr->first]; - if (ms.valueVec.empty()) - { - // first pair so simply push incomming pair to back. - ms.valueVec.push_back(mitr->second); - } - else if (ms.valueVec.back() & StateAttribute::OVERRIDE) // check the existing override flag - { - // push existing back since override keeps the previoius value. - ms.valueVec.push_back(ms.valueVec.back()); - } - else - { - // no override on so simply push incomming pair to back. - ms.valueVec.push_back(mitr->second); - } - ms.changed = true; - } - } } @@ -121,22 +121,6 @@ void State::popStateSet() if (dstate) { - // iterator through all StateAttribute's in incomming StateSet - // for each Type entry pop_back of the appropriate - // attribute stack. - const StateSet::AttributeList& ds_attributeList = dstate->getAttributeList(); - for(StateSet::AttributeList::const_iterator aitr=ds_attributeList.begin(); - aitr!=ds_attributeList.end(); - ++aitr) - { - // get the attribute stack for incomming type {aitr->first}. - AttributeStack& as = _attributeMap[aitr->first]; - if (!as.attributeVec.empty()) - { - as.attributeVec.pop_back(); - } - as.changed = true; - } // iterator through all OpenGL modes in incomming StateSet // for each GLMode entry pop_back of the appropriate @@ -155,6 +139,22 @@ void State::popStateSet() ms.changed = true; } + // iterator through all StateAttribute's in incomming StateSet + // for each Type entry pop_back of the appropriate + // attribute stack. + const StateSet::AttributeList& ds_attributeList = dstate->getAttributeList(); + for(StateSet::AttributeList::const_iterator aitr=ds_attributeList.begin(); + aitr!=ds_attributeList.end(); + ++aitr) + { + // get the attribute stack for incomming type {aitr->first}. + AttributeStack& as = _attributeMap[aitr->first]; + if (!as.attributeVec.empty()) + { + as.attributeVec.pop_back(); + } + as.changed = true; + } } // remove the top draw state from the stack. @@ -166,17 +166,6 @@ void State::captureCurrentState(StateSet& stateset) const // empty the stateset first. stateset.setAllToInherit(); - for(AttributeMap::const_iterator aitr=_attributeMap.begin(); - aitr!=_attributeMap.end(); - ++aitr) - { - const AttributeStack& as = aitr->second; - if (!as.attributeVec.empty()) - { - stateset.setAttribute(const_cast(as.attributeVec.back().first)); - } - } - for(ModeMap::const_iterator mitr=_modeMap.begin(); mitr!=_modeMap.end(); ++mitr) @@ -189,6 +178,17 @@ void State::captureCurrentState(StateSet& stateset) const } } + for(AttributeMap::const_iterator aitr=_attributeMap.begin(); + aitr!=_attributeMap.end(); + ++aitr) + { + const AttributeStack& as = aitr->second; + if (!as.attributeVec.empty()) + { + stateset.setAttribute(const_cast(as.attributeVec.back().first)); + } + } + } @@ -202,127 +202,6 @@ void State::apply(const StateSet* dstate) if (dstate) { - // first handle attribute changes - { - const StateSet::AttributeList& ds_attributeList = dstate->getAttributeList(); - StateSet::AttributeList::const_iterator ds_aitr=ds_attributeList.begin(); - - AttributeMap::iterator this_aitr=_attributeMap.begin(); - - while (this_aitr!=_attributeMap.end() && ds_aitr!=ds_attributeList.end()) - { - if (this_aitr->firstfirst) - { - - // note attribute type = this_aitr->first - AttributeStack& as = this_aitr->second; - if (as.changed) - { - as.changed = false; - if (!as.attributeVec.empty()) - { - const StateAttribute* new_attr = as.attributeVec.back().first; - apply_attribute(new_attr,as); - } - else - { - apply_global_default_attribute(as); - } - } - - ++this_aitr; - - } - else if (ds_aitr->firstfirst) - { - - // ds_mitr->first is a new attribute, therefore - // need to insert a new attribute entry for ds_aistr->first. - AttributeStack& as = _attributeMap[ds_aitr->first]; - - const StateAttribute* new_attr = ds_aitr->second.first.get(); - apply_attribute(new_attr,as); - - // will need to disable this mode on next apply so set it to changed. - as.changed = true; - - ++ds_aitr; - - } - else - { - // this_mitr & ds_mitr refer to the same mode, check the overide - // if any otherwise just apply the incomming mode. - - AttributeStack& as = this_aitr->second; - - if (!as.attributeVec.empty() && as.attributeVec.back().second) - { - // override is os, there just treat as a normal apply on modes. - - if (as.changed) - { - as.changed = false; - const StateAttribute* new_attr = as.attributeVec.back().first; - apply_attribute(new_attr,as); - } - } - else - { - // no override on or no previous entry, therefore consider incomming mode. - const StateAttribute* new_attr = ds_aitr->second.first.get(); - if (apply_attribute(new_attr,as)) - { - as.changed = true; - } - } - - ++this_aitr; - ++ds_aitr; - } - } - - // iterator over the remaining state modes to apply any previous changes. - for(; - this_aitr!=_attributeMap.end(); - ++this_aitr) - { - // note attribute type = this_aitr->first - AttributeStack& as = this_aitr->second; - if (as.changed) - { - as.changed = false; - if (!as.attributeVec.empty()) - { - const StateAttribute* new_attr = as.attributeVec.back().first; - apply_attribute(new_attr,as); - } - else - { - apply_global_default_attribute(as); - } - } - } - - // iterator over the remaining incomming modes to apply any new mode. - for(; - ds_aitr!=ds_attributeList.end(); - ++ds_aitr) - { - // ds_mitr->first is a new attribute, therefore - // need to insert a new attribute entry for ds_aistr->first. - AttributeStack& as = _attributeMap[ds_aitr->first]; - - const StateAttribute* new_attr = ds_aitr->second.first.get(); - apply_attribute(new_attr,as); - - // will need to update this attribute on next apply so set it to changed. - as.changed = true; - } - } - - - // then handle mode changes. { const StateSet::ModeList& ds_modeList = dstate->getModeList(); @@ -448,6 +327,128 @@ void State::apply(const StateSet* dstate) } + + // first handle attribute changes + { + const StateSet::AttributeList& ds_attributeList = dstate->getAttributeList(); + StateSet::AttributeList::const_iterator ds_aitr=ds_attributeList.begin(); + + AttributeMap::iterator this_aitr=_attributeMap.begin(); + + while (this_aitr!=_attributeMap.end() && ds_aitr!=ds_attributeList.end()) + { + if (this_aitr->firstfirst) + { + + // note attribute type = this_aitr->first + AttributeStack& as = this_aitr->second; + if (as.changed) + { + as.changed = false; + if (!as.attributeVec.empty()) + { + const StateAttribute* new_attr = as.attributeVec.back().first; + apply_attribute(new_attr,as); + } + else + { + apply_global_default_attribute(as); + } + } + + ++this_aitr; + + } + else if (ds_aitr->firstfirst) + { + + // ds_mitr->first is a new attribute, therefore + // need to insert a new attribute entry for ds_aistr->first. + AttributeStack& as = _attributeMap[ds_aitr->first]; + + const StateAttribute* new_attr = ds_aitr->second.first.get(); + apply_attribute(new_attr,as); + + // will need to disable this mode on next apply so set it to changed. + as.changed = true; + + ++ds_aitr; + + } + else + { + // this_mitr & ds_mitr refer to the same mode, check the overide + // if any otherwise just apply the incomming mode. + + AttributeStack& as = this_aitr->second; + + if (!as.attributeVec.empty() && as.attributeVec.back().second) + { + // override is os, there just treat as a normal apply on modes. + + if (as.changed) + { + as.changed = false; + const StateAttribute* new_attr = as.attributeVec.back().first; + apply_attribute(new_attr,as); + } + } + else + { + // no override on or no previous entry, therefore consider incomming mode. + const StateAttribute* new_attr = ds_aitr->second.first.get(); + if (apply_attribute(new_attr,as)) + { + as.changed = true; + } + } + + ++this_aitr; + ++ds_aitr; + } + } + + // iterator over the remaining state modes to apply any previous changes. + for(; + this_aitr!=_attributeMap.end(); + ++this_aitr) + { + // note attribute type = this_aitr->first + AttributeStack& as = this_aitr->second; + if (as.changed) + { + as.changed = false; + if (!as.attributeVec.empty()) + { + const StateAttribute* new_attr = as.attributeVec.back().first; + apply_attribute(new_attr,as); + } + else + { + apply_global_default_attribute(as); + } + } + } + + // iterator over the remaining incomming modes to apply any new mode. + for(; + ds_aitr!=ds_attributeList.end(); + ++ds_aitr) + { + // ds_mitr->first is a new attribute, therefore + // need to insert a new attribute entry for ds_aistr->first. + AttributeStack& as = _attributeMap[ds_aitr->first]; + + const StateAttribute* new_attr = ds_aitr->second.first.get(); + apply_attribute(new_attr,as); + + // will need to update this attribute on next apply so set it to changed. + as.changed = true; + } + } + + + } else { @@ -460,28 +461,6 @@ void State::apply(const StateSet* dstate) void State::apply() { - // go through all active StateAttribute's, applying where appropriate. - for(AttributeMap::iterator aitr=_attributeMap.begin(); - aitr!=_attributeMap.end(); - ++aitr) - { - AttributeStack& as = aitr->second; - if (as.changed) - { - as.changed = false; - if (!as.attributeVec.empty()) - { - const StateAttribute* new_attr = as.attributeVec.back().first; - apply_attribute(new_attr,as); - } - else - { - apply_global_default_attribute(as); - } - - } - } - // go through all active OpenGL modes, enabling/disable where // appropriate. for(ModeMap::iterator mitr=_modeMap.begin(); @@ -507,6 +486,28 @@ void State::apply() } } + + // go through all active StateAttribute's, applying where appropriate. + for(AttributeMap::iterator aitr=_attributeMap.begin(); + aitr!=_attributeMap.end(); + ++aitr) + { + AttributeStack& as = aitr->second; + if (as.changed) + { + as.changed = false; + if (!as.attributeVec.empty()) + { + const StateAttribute* new_attr = as.attributeVec.back().first; + apply_attribute(new_attr,as); + } + else + { + apply_global_default_attribute(as); + } + + } + } }