Files
OpenSceneGraph/src/osgUtil/RenderStage.cpp
Robert Osfield 3da57d6d22 Added a osg::DegreesToRadians() and osg::RadiansToDegrees() method to osg/Math,
updated the ReaderWriterBMP.cpp (mods sent in my Geoff Michel) and
moved the osgUtil::Statistics to osg::Statistics in preperation to adding it
to the the Drawable base class.
2001-10-06 20:29:42 +00:00

148 lines
3.7 KiB
C++

#include <osg/Notify>
#include <osgUtil/RenderStage>
using namespace osg;
using namespace osgUtil;
// register a RenderStage prototype with the RenderBin prototype list.
//RegisterRenderBinProxy<RenderStage> s_registerRenderStageProxy;
RenderStage::RenderStage()
{
// point RenderBin's _stage to this to ensure that references to
// stage don't go tempted away to any other stage.
_stage = this;
_stageDrawnThisFrame = false;
_clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
_clearColor.set(0.0f,0.0f,0.0f,0.0f);
_clearAccum.set(0.0f,0.0f,0.0f,0.0f);
_clearDepth = 1.0;
_clearStencil = 0;
}
RenderStage::~RenderStage()
{
}
void RenderStage::reset()
{
_dependencyList.clear();
_stageDrawnThisFrame = false;
if (_renderStageLighting.valid()) _renderStageLighting->reset();
RenderBin::reset();
}
void RenderStage::addToDependencyList(RenderStage* rs)
{
if (rs) _dependencyList.push_back(rs);
}
void RenderStage::draw(osg::State& state,RenderLeaf*& previous)
{
if (_stageDrawnThisFrame) return;
if (!_viewport)
{
notify(FATAL) << "Error: cannot drawm stage due to undefined viewport."<<endl;
return;
}
_stageDrawnThisFrame = true;
for(DependencyList::iterator itr=_dependencyList.begin();
itr!=_dependencyList.end();
++itr)
{
(*itr)->draw(state,previous);
}
// set up the back buffer.
#define USE_SISSOR_TEST
#ifdef USE_SISSOR_TEST
glScissor( _viewport->x(), _viewport->y(), _viewport->width(), _viewport->height() );
glEnable( GL_SCISSOR_TEST );
#endif
_viewport->apply(state);
// glEnable( GL_DEPTH_TEST );
if (_clearMask & GL_COLOR_BUFFER_BIT)
glClearColor( _clearColor[0], _clearColor[1], _clearColor[2], _clearColor[3]);
if (_clearMask & GL_DEPTH_BUFFER_BIT)
glClearDepth( _clearDepth);
if (_clearMask & GL_STENCIL_BUFFER_BIT)
glClearStencil( _clearStencil);
if (_clearMask & GL_ACCUM_BUFFER_BIT)
glClearAccum( _clearAccum[0], _clearAccum[1], _clearAccum[2], _clearAccum[3]);
// clear a color bit planes - osg::ColorMask could also be used here.
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE);
glClear( _clearMask );
#ifdef USE_SISSOR_TEST
glDisable( GL_SCISSOR_TEST );
#endif
// pass the camera we're about to set up to state, so that
// subsequent operatiosn know about it, such as for CLOD etc.
state.setCamera(_camera.get());
// set up projection
const Matrix& projectionMat = _camera->getProjectionMatrix();
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glMultMatrixf(projectionMat.ptr());
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
Light* light = getLight();
if (getLightingMode()==RenderStageLighting::HEADLIGHT && light)
{
light->apply(state);
}
// set up camera modelview.
const Matrix& modelView = _camera->getModelViewMatrix();
glMultMatrixf(modelView.ptr());
if (getLightingMode()==RenderStageLighting::SKY_LIGHT && light)
{
light->apply(state);
}
// apply the lights.
if (_renderStageLighting.valid()) _renderStageLighting->draw(state,previous);
// draw the children and local.
RenderBin::draw(state,previous);
// now reset the state so its back in its default state.
if (previous)
{
RenderGraph::moveToRootRenderGraph(state,previous->_parent);
state.apply();
if (previous->_matrix.valid()) glPopMatrix();
previous = NULL;
}
}
// Statistics features
void RenderStage::getPrims(osg::Statistics *primStats)
{
if (_renderStageLighting.valid()) primStats->nlights+=_renderStageLighting->_lightList.size();
RenderBin::getPrims(primStats);
}