dded osg::ClipNode class for managing OpenGL clipping planes, and osgclip demo.
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@@ -66,6 +66,7 @@ class OSGUTIL_EXPORT CullVisitor : public osg::NodeVisitor
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virtual void apply(osg::Geode& node);
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virtual void apply(osg::Billboard& node);
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virtual void apply(osg::LightSource& node);
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virtual void apply(osg::ClipNode& node);
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virtual void apply(osg::Group& node);
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virtual void apply(osg::Transform& node);
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@@ -288,12 +289,13 @@ class OSGUTIL_EXPORT CullVisitor : public osg::NodeVisitor
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_currentRenderGraph->addLeaf(createOrReuseRenderLeaf(drawable,_projectionStack.back().get(),matrix,depth));
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}
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/** Add a light to current render graph.*/
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inline void addLight(osg::Light* light,osg::Matrix* matrix)
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/** Add an attribute which is positioned related to the modelview matrix.*/
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inline void addPositionedAttribute(osg::Matrix* matrix,const osg::StateAttribute* attr)
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{
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_currentRenderBin->_stage->addLight(light,matrix);
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_currentRenderBin->_stage->addPositionedAttribute(matrix,attr);
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}
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/** create an impostor sprite by setting up a pre-rendering stage
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* to generate the impostor texture. */
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osg::ImpostorSprite* createImpostorSprite(osg::Impostor& node);
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@@ -100,11 +100,11 @@ class OSGUTIL_EXPORT RenderStage : public RenderBin
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return _renderStageLighting.get();
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}
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virtual void addLight(osg::Light* light,osg::Matrix* matrix)
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virtual void addPositionedAttribute(osg::Matrix* matrix,const osg::StateAttribute* attr)
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{
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getRenderStageLighting()->addLight(light,matrix);
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getRenderStageLighting()->addPositionedAttribute(matrix,attr);
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}
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virtual void draw(osg::State& state,RenderLeaf*& previous);
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void addToDependencyList(RenderStage* rs);
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@@ -30,19 +30,19 @@ class OSGUTIL_EXPORT RenderStageLighting : public osg::Object
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virtual void reset();
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typedef std::pair< osg::Light*, osg::ref_ptr<osg::Matrix> > LightMatrixPair;
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typedef std::vector< LightMatrixPair > LightList;
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typedef std::pair< const osg::StateAttribute*, osg::ref_ptr<osg::Matrix> > AttrMatrixPair;
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typedef std::vector< AttrMatrixPair > AttrMatrixList;
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virtual void addLight(osg::Light* light,osg::Matrix* matrix)
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virtual void addPositionedAttribute(osg::Matrix* matrix,const osg::StateAttribute* attr)
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{
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_lightList.push_back(LightMatrixPair(light,matrix));
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_attrList.push_back(AttrMatrixPair(attr,matrix));
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}
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virtual void draw(osg::State& state,RenderLeaf*& previous);
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public:
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LightList _lightList;
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AttrMatrixList _attrList;
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protected:
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