Files
OpenSceneGraph/src/osgSim/LightPointSpriteDrawable.cpp

130 lines
3.7 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include "LightPointSpriteDrawable.h"
#include <osg/Point>
using namespace osgSim;
LightPointSpriteDrawable::LightPointSpriteDrawable():
osgSim::LightPointDrawable()
{
_sprite = new osg::PointSprite;
}
LightPointSpriteDrawable::LightPointSpriteDrawable(const LightPointSpriteDrawable& lpsd,const osg::CopyOp& copyop):
osgSim::LightPointDrawable(lpsd,copyop)
{
}
void LightPointSpriteDrawable::drawImplementation(osg::State& state) const
{
if (!state.getModeValidity(GL_POINT_SPRITE_ARB))
{
LightPointDrawable::drawImplementation(state);
return;
}
state.applyMode(GL_POINT_SMOOTH,true);
state.applyMode(GL_BLEND,true);
state.applyMode(GL_LIGHTING,false);
state.applyTextureMode(0,GL_TEXTURE_2D,true);
state.applyMode(GL_POINT_SPRITE_ARB,true);
state.applyTextureAttribute(0,_sprite.get());
// Assume the point sprite texture map is already specified
// (typically in the owning LightPointNode StateSet).
glHint(GL_POINT_SMOOTH_HINT,GL_NICEST);
state.applyAttribute(_depthOn.get());
state.applyAttribute(_blendOneMinusSrcAlpha.get());
state.applyMode(GL_POINT_SMOOTH,true);
SizedLightPointList::const_iterator sitr;
unsigned int pointsize;
for(pointsize=1,sitr=_sizedOpaqueLightPointList.begin();
sitr!=_sizedOpaqueLightPointList.end();
++sitr,++pointsize)
{
const LightPointList& lpl = *sitr;
if (!lpl.empty())
{
glPointSize(pointsize);
//glInterleavedArrays(GL_C4UB_V3F,0,&lpl.front());
state.setInterleavedArrays(GL_C4UB_V3F,0,&lpl.front());
glDrawArrays(GL_POINTS,0,lpl.size());
}
}
state.applyMode(GL_BLEND,true);
state.applyAttribute(_depthOff.get());
state.applyAttribute(_blendOneMinusSrcAlpha.get());
for(pointsize=1,sitr=_sizedBlendedLightPointList.begin();
sitr!=_sizedBlendedLightPointList.end();
++sitr,++pointsize)
{
const LightPointList& lpl = *sitr;
if (!lpl.empty())
{
glPointSize(pointsize);
//glInterleavedArrays(GL_C4UB_V3F,0,&lpl.front());
state.setInterleavedArrays(GL_C4UB_V3F,0,&lpl.front());
glDrawArrays(GL_POINTS,0,lpl.size());
}
}
state.applyAttribute(_blendOne.get());
for(pointsize=1,sitr=_sizedAdditiveLightPointList.begin();
sitr!=_sizedAdditiveLightPointList.end();
++sitr,++pointsize)
{
const LightPointList& lpl = *sitr;
if (!lpl.empty())
{
//state.applyMode(GL_POINT_SMOOTH,pointsize!=1);
glPointSize(pointsize);
//glInterleavedArrays(GL_C4UB_V3F,0,&lpl.front());
state.setInterleavedArrays(GL_C4UB_V3F,0,&lpl.front());
glDrawArrays(GL_POINTS,0,lpl.size());
}
}
glPointSize(1);
glHint(GL_POINT_SMOOTH_HINT,GL_FASTEST);
state.haveAppliedAttribute(osg::StateAttribute::POINT);
state.dirtyAllVertexArrays();
state.disableAllVertexArrays();
// restore the state afterwards.
state.apply();
}