Moved CullVisitor/RenderStage/RenderStageLighting across to managing lights entirely within RenderStageLighting, and changed the management of modelview matrices so that RenderLeaf now stores the absolute modelview matrix, rather than a model matrix as done previously. The later allows RenderLeaf's to do a glLoadMatrix rather than a glPushMatrix/glMultMatrix/glPopMatrix.
69 lines
1.4 KiB
C++
69 lines
1.4 KiB
C++
#include <osgUtil/RenderLeaf>
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#include <osgUtil/RenderGraph>
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using namespace osg;
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using namespace osgUtil;
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void RenderLeaf::render(State& state,RenderLeaf* previous)
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{
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if (previous)
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{
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RenderGraph* prev_rg = previous->_parent;
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RenderGraph* prev_rg_parent = prev_rg->_parent;
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RenderGraph* rg = _parent;
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if (prev_rg_parent!=rg->_parent)
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{
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RenderGraph::moveRenderGraph(state,prev_rg_parent,rg->_parent);
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// send state changes and matrix changes to OpenGL.
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state.apply(rg->_stateset.get());
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}
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else if (rg!=prev_rg)
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{
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// send state changes and matrix changes to OpenGL.
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state.apply(rg->_stateset.get());
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}
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Matrix* prev_matrix = previous->_matrix.get();
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if (_matrix != prev_matrix)
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{
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if (_matrix.valid())
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{
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glLoadMatrixf(_matrix->ptr());
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}
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else
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{
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glLoadIdentity();
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}
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}
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_drawable->draw(state);
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}
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else
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{
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RenderGraph::moveRenderGraph(state,NULL,_parent->_parent);
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// send state changes and matrix changes to OpenGL.
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state.apply(_parent->_stateset.get());
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if (_matrix.valid())
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{
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glLoadMatrixf(_matrix->ptr());
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}
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else
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{
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glLoadIdentity();
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}
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_drawable->draw(state);
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}
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}
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