本文整理汇总了C++中osg::Geode::setStateSet方法的典型用法代码示例。如果您正苦于以下问题:C++ Geode::setStateSet方法的具体用法?C++ Geode::setStateSet怎么用?C++ Geode::setStateSet使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类osg::Geode
的用法示例。
在下文中一共展示了Geode::setStateSet方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: apply
void
ShaderGenerator::apply( osg::Geode& geode )
{
if ( !_active ) return;
osg::ref_ptr<osg::StateSet> ss = geode.getStateSet();
if ( ss.valid() )
{
_state->pushStateSet( ss.get() );
osg::ref_ptr<osg::StateSet> replacement;
if ( processGeometry(ss.get(), replacement) )
{
_state->popStateSet();
// optimize state set sharing
if ( _stateSetCache.valid() )
_stateSetCache->share(replacement, replacement);
geode.setStateSet( replacement.get() );
_state->pushStateSet( replacement.get() );
}
}
for( unsigned d = 0; d < geode.getNumDrawables(); ++d )
{
apply( geode.getDrawable(d) );
}
if ( ss.valid() )
{
_state->popStateSet();
}
}
示例2: apply
void
ShaderGenerator::apply( osg::Geode& geode )
{
osg::ref_ptr<osg::StateSet> ss = geode.getStateSet();
if ( ss.valid() )
{
_state->pushStateSet( ss.get() );
osg::ref_ptr<osg::StateSet> replacement;
if ( processGeometry(ss.get(), replacement) )
{
_state->popStateSet();
geode.setStateSet( replacement.get() );
_state->pushStateSet( replacement.get() );
}
}
for( unsigned d = 0; d < geode.getNumDrawables(); ++d )
{
apply( geode.getDrawable(d) );
}
if ( ss.valid() )
{
_state->popStateSet();
}
}
示例3: apply
virtual void apply(osg::Geode& node)
{
if (node.getStateSet())
{
node.setStateSet(0);
++_numStateSetRemoved;
}
traverse(node);
}
示例4: apply
virtual void apply(osg::Geode& node)
{
if (node.getStateSet())
{
node.setStateSet(0);
++_numStateSetRemoved;
}
for(unsigned int i=0;i<node.getNumDrawables();++i)
{
osg::Drawable* drawable = node.getDrawable(i);
if (drawable && drawable->getStateSet())
{
drawable->setStateSet(0);
++_numStateSetRemoved;
}
}
traverse(node);
}
示例5: traverse
void
CountStateSets::apply( osg::Geode& node )
{
if( !processStateSet( node.getStateSet() ) && _removeEmptyStateSets )
{
node.setStateSet( NULL );
_removedStateSets++;
}
unsigned int idx;
for( idx=0; idx<node.getNumDrawables(); idx++ )
{
osg::Drawable* draw = node.getDrawable( idx );
if( !processStateSet( draw->getStateSet() ) && _removeEmptyStateSets )
{
draw->setStateSet( NULL );
_removedStateSets++;
}
}
traverse( node );
}
示例6: if
void
ShaderGenerator::apply( osg::Geode& node )
{
if ( !_active )
return;
if ( ignore(&node) )
return;
if ( _duplicateSharedSubgraphs )
duplicateSharedNode(node);
osg::ref_ptr<osg::StateSet> stateset = node.getStateSet();
if ( stateset.valid() )
{
_state->pushStateSet( stateset.get() );
}
unsigned numDrawables = node.getNumDrawables();
bool traverseDrawables = true;
#ifdef PROMOTE_EQUIVALENT_DRAWABLE_VP_TO_GEODE
// This block checks whether all the geode's drawables are equivalent,
// i.e., they are the same type (geometry or text) and none of them
// have their own state sets. IF that's the case, we can create a
// single shader program for the entire geode. This is an optimization.
if ( stateset.valid() )
{
unsigned d;
unsigned numInheritingText = 0, numInheritingGeometry = 0;
for( d = 0; d < numDrawables; ++d )
{
osg::Drawable* drawable = node.getDrawable(d);
if ( drawable->getStateSet() == 0L )
{
if ( drawable->asGeometry() )
numInheritingGeometry++;
else if ( dynamic_cast<osgText::Text*>(drawable) )
numInheritingText++;
}
}
if (numInheritingGeometry == numDrawables )
{
osg::ref_ptr<osg::StateSet> replacement;
if ( processGeometry(stateset.get(), replacement) )
{
node.setStateSet(replacement.get() );
traverseDrawables = false;
}
}
else if (numInheritingText == numDrawables )
{
osg::ref_ptr<osg::StateSet> replacement;
if ( processText(stateset.get(), replacement) )
{
node.setStateSet(replacement.get() );
traverseDrawables = false;
}
}
}
#endif
// Drawables have state sets, so let's traverse them.
if ( traverseDrawables )
{
for( unsigned d = 0; d < node.getNumDrawables(); ++d )
{
apply( node.getDrawable(d) );
}
}
if ( stateset.valid() )
{
_state->popStateSet();
}
}