Files
OpenSceneGraph/src/osgUtil/GLObjectsVisitor.cpp
Robert Osfield aa833acfd3 Added support for releasing GLObjects, and renamed DisplayListVisitor the
GLObjectVisitor to better fit its function, and added support for releasing
objects as well as compiling them.
2004-07-20 05:37:59 +00:00

94 lines
2.2 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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 <osgUtil/GLObjectsVisitor>
#include <osg/Drawable>
using namespace osg;
using namespace osgUtil;
GLObjectsVisitor::GLObjectsVisitor(Mode mode)
{
setTraversalMode(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN);
_mode = mode;
_state = NULL;
}
void GLObjectsVisitor::apply(osg::Node& node)
{
if (node.getStateSet())
{
apply(*(node.getStateSet()));
}
traverse(node);
}
void GLObjectsVisitor::apply(osg::Geode& node)
{
if (node.getStateSet())
{
apply(*(node.getStateSet()));
}
for(unsigned int i=0;i<node.getNumDrawables();++i)
{
Drawable* drawable = node.getDrawable(i);
if (drawable)
{
apply(*drawable);
if (drawable->getStateSet())
{
apply(*(drawable->getStateSet()));
}
}
}
}
void GLObjectsVisitor::apply(osg::Drawable& drawable)
{
if (_mode&SWITCH_OFF_DISPLAY_LISTS)
{
drawable.setUseDisplayList(false);
}
if (_mode&SWITCH_ON_DISPLAY_LISTS)
{
drawable.setUseDisplayList(true);
}
if (_mode&COMPILE_DISPLAY_LISTS && _state.valid())
{
drawable.compileGLObjects(*_state);
}
if (_mode&RELEASE_DISPLAY_LISTS)
{
drawable.releaseGLObjects(_state.get());
}
}
void GLObjectsVisitor::apply(osg::StateSet& stateset)
{
if (_mode&COMPILE_STATE_ATTRIBUTES && _state.valid())
{
stateset.compileGLObjects(*_state);
}
if (_mode&RELEASE_STATE_ATTRIBUTES)
{
stateset.releaseGLObjects(_state.get());
}
}