Finally it seems to not come from the empty geode. The origin of the problem seems to be the uniform initialization during the building of the program which call a glUseProgram. If your scene never display the node that contains the shader and if there is no other shader on the scene, this "glUseProgram" is the only one that is called during your simulation. So, this shader is applied on all the scene. I fix this bug by switching off the shader (by calling glUseProgram(0) ) during the compilation of a state which does not contain the shader. "
185 lines
5.0 KiB
C++
185 lines
5.0 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#include <osgUtil/GLObjectsVisitor>
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#include <osg/Drawable>
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#include <osg/Notify>
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using namespace osg;
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using namespace osgUtil;
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GLObjectsVisitor::GLObjectsVisitor(Mode mode)
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{
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setTraversalMode(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN);
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_mode = mode;
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}
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void GLObjectsVisitor::apply(osg::Node& node)
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{
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if (node.getStateSet())
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{
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apply(*(node.getStateSet()));
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}
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traverse(node);
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}
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void GLObjectsVisitor::apply(osg::Geode& node)
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{
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if (node.getStateSet())
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{
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apply(*(node.getStateSet()));
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}
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for(unsigned int i=0;i<node.getNumDrawables();++i)
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{
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Drawable* drawable = node.getDrawable(i);
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if (drawable)
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{
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apply(*drawable);
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if (drawable->getStateSet())
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{
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apply(*(drawable->getStateSet()));
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}
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}
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}
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}
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void GLObjectsVisitor::apply(osg::Drawable& drawable)
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{
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if (_drawablesAppliedSet.count(&drawable)!=0) return;
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_drawablesAppliedSet.insert(&drawable);
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if (_mode&SWITCH_OFF_DISPLAY_LISTS)
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{
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drawable.setUseDisplayList(false);
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}
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if (_mode&SWITCH_ON_DISPLAY_LISTS)
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{
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drawable.setUseDisplayList(true);
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}
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if (_mode&COMPILE_DISPLAY_LISTS && _renderInfo.getState())
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{
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drawable.compileGLObjects(_renderInfo);
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}
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if (_mode&RELEASE_DISPLAY_LISTS)
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{
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drawable.releaseGLObjects(_renderInfo.getState());
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}
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if (_mode&SWITCH_ON_VERTEX_BUFFER_OBJECTS)
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{
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drawable.setUseVertexBufferObjects(true);
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}
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if (_mode&SWITCH_OFF_VERTEX_BUFFER_OBJECTS)
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{
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drawable.setUseVertexBufferObjects(false);
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}
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}
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void GLObjectsVisitor::apply(osg::StateSet& stateset)
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{
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if (_stateSetAppliedSet.count(&stateset)!=0) return;
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_stateSetAppliedSet.insert(&stateset);
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if (_mode & COMPILE_STATE_ATTRIBUTES && _renderInfo.getState())
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{
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stateset.compileGLObjects(*_renderInfo.getState());
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osg::Program* program = dynamic_cast<osg::Program*>(stateset.getAttribute(osg::StateAttribute::PROGRAM));
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if (program) _lastCompiledProgram = program;
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if (_lastCompiledProgram.valid() && !stateset.getUniformList().empty())
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{
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osg::Program::PerContextProgram* pcp = _lastCompiledProgram->getPCP(_renderInfo.getState()->getContextID());
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if (pcp)
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{
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pcp->useProgram();
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_renderInfo.getState()->setLastAppliedProgramObject(pcp);
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osg::StateSet::UniformList& ul = stateset.getUniformList();
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for(osg::StateSet::UniformList::iterator itr = ul.begin();
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itr != ul.end();
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++itr)
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{
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pcp->apply(*(itr->second.first));
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}
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}
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}
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else if(_renderInfo.getState()->getLastAppliedProgramObject()){
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GL2Extensions* extensions = GL2Extensions::Get(_renderInfo.getState()->getContextID(), true);
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extensions->glUseProgram(0);
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_renderInfo.getState()->setLastAppliedProgramObject(0);
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}
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}
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if (_mode & RELEASE_STATE_ATTRIBUTES)
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{
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stateset.releaseGLObjects(_renderInfo.getState());
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}
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if (_mode & CHECK_BLACK_LISTED_MODES)
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{
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stateset.checkValidityOfAssociatedModes(*_renderInfo.getState());
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}
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}
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GLObjectsOperation::GLObjectsOperation(GLObjectsVisitor::Mode mode):
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osg::GraphicsOperation("GLObjectOperation",false),
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_mode(mode)
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{
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}
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GLObjectsOperation::GLObjectsOperation(osg::Node* subgraph, GLObjectsVisitor::Mode mode):
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osg::GraphicsOperation("GLObjectOperation",false),
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_subgraph(subgraph),
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_mode(mode)
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{
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}
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void GLObjectsOperation::operator () (osg::GraphicsContext* context)
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{
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GLObjectsVisitor glObjectsVisitor(_mode);
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context->getState()->initializeExtensionProcs();
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glObjectsVisitor.setState(context->getState());
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// osg::notify(osg::NOTICE)<<"GLObjectsOperation::before <<<<<<<<<<<"<<std::endl;
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if (_subgraph.valid())
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{
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_subgraph->accept(glObjectsVisitor);
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}
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else
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{
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for(osg::GraphicsContext::Cameras::iterator itr = context->getCameras().begin();
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itr != context->getCameras().end();
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++itr)
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{
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(*itr)->accept(glObjectsVisitor);
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}
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}
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// osg::notify(osg::NOTICE)<<"GLObjectsOperation::after >>>>>>>>>>> "<<std::endl;
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}
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