本文整理汇总了C++中osg::State::applyAttribute方法的典型用法代码示例。如果您正苦于以下问题:C++ State::applyAttribute方法的具体用法?C++ State::applyAttribute怎么用?C++ State::applyAttribute使用的例子?那么, 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::State
的用法示例。
在下文中一共展示了State::applyAttribute方法的3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: drawFSTP
void DepthPeelBin::drawFSTP( osg::RenderInfo& renderInfo, osg::State& state, osg::GL2Extensions* ext, PerContextInfo& pci,
GLint& fstpLoc, GLint& texturePercentLoc )
{
TRACEDUMP("DepthPeelBin::drawFSTP");
// Set up the program and uniforms.
state.applyAttribute( _fstpProgram.get() );
if( fstpLoc < 0 )
#if OSG_SUPPORTS_UNIFORM_ID
fstpLoc = state.getUniformLocation( _fstpUniform->getNameID() );
#else
fstpLoc = state.getUniformLocation( _fstpUniform->getName() );
#endif
_fstpUniform->apply( ext, fstpLoc );
if( texturePercentLoc < 0 )
#if OSG_SUPPORTS_UNIFORM_ID
texturePercentLoc = state.getUniformLocation( _texturePercentUniform->getNameID() );
#else
texturePercentLoc = state.getUniformLocation( _texturePercentUniform->getName() );
#endif
_texturePercentUniform->apply( ext, texturePercentLoc );
state.setActiveTextureUnit( s_textureUnit+1 );
glBindTexture( GL_TEXTURE_2D, pci._colorTex );
state.applyAttribute( _fstpBlendFunc.get() );
state.applyMode( GL_BLEND, true );
state.applyMode( GL_DEPTH_TEST, false );
_fstp->draw( renderInfo );
state.setActiveTextureUnit( s_textureUnit+1 );
glBindTexture( GL_TEXTURE_2D, 0 );
}
示例2: apply
void VirtualProgram::apply( osg::State & state ) const
{
if( _shaderMap.empty() ) // Virtual Program works as normal Program
return Program::apply( state );
State::AttributeVec *av = &state.getAttributeVec(this);
#if NOTIFICATION_MESSAGES
std::ostream &os = osg::notify( osg::NOTICE );
os << "VirtualProgram cumulate Begin" << std::endl;
#endif
ShaderMap shaderMap;
for( State::AttributeVec::iterator i = av->begin(); i != av->end(); ++i )
{
const osg::StateAttribute * sa = i->first;
const VirtualProgram * vp = dynamic_cast< const VirtualProgram *>( sa );
if( vp && ( vp->_mask & _mask ) ) {
#if NOTIFICATION_MESSAGES
if( vp->getName().empty() )
os << "VirtualProgram cumulate [ Unnamed VP ] apply" << std::endl;
else
os << "VirtualProgram cumulate ["<< vp->getName() << "] apply" << std::endl;
#endif
for( ShaderMap::const_iterator i = vp->_shaderMap.begin();
i != vp->_shaderMap.end(); ++i )
{
shaderMap[ i->first ] = i->second;
}
} else {
#if NOTIFICATION_MESSAGES
os << "VirtualProgram cumulate ( not VP or mask not match ) ignored" << std::endl;
#endif
continue; // ignore osg::Programs
}
}
for( ShaderMap::const_iterator i = this->_shaderMap.begin();
i != this->_shaderMap.end(); ++i )
shaderMap[ i->first ] = i->second;
#if NOTIFICATION_MESSAGES
os << "VirtualProgram cumulate End" << std::endl;
#endif
if( shaderMap.size() ) {
ShaderList sl;
for( ShaderMap::iterator i = shaderMap.begin(); i != shaderMap.end(); ++i )
sl.push_back( i->second );
osg::ref_ptr< osg::Program > & program = _programMap[ sl ];
if( !program.valid() ) {
program = new osg::Program;
#if !MERGE_SHADERS
for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i )
program->addShader( i->get() );
#else
std::string strFragment;
std::string strVertex;
std::string strGeometry;
for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i )
{
if( i->get()->getType() == osg::Shader::FRAGMENT )
strFragment += i->get()->getShaderSource();
else if ( i->get()->getType() == osg::Shader::VERTEX )
strVertex += i->get()->getShaderSource();
else if ( i->get()->getType() == osg::Shader::GEOMETRY )
strGeometry += i->get()->getShaderSource();
}
if( strFragment.length() > 0 ) {
program->addShader( new osg::Shader( osg::Shader::FRAGMENT, strFragment ) );
#if NOTIFICATION_MESSAGES
os << "====VirtualProgram merged Fragment Shader:" << std::endl << strFragment << "====" << std::endl;
#endif
}
if( strVertex.length() > 0 ) {
program->addShader( new osg::Shader( osg::Shader::VERTEX, strVertex ) );
#if NOTIFICATION_MESSAGES
os << "VirtualProgram merged Vertex Shader:" << std::endl << strVertex << "====" << std::endl;
#endif
}
if( strGeometry.length() > 0 ) {
program->addShader( new osg::Shader( osg::Shader::GEOMETRY, strGeometry ) );
#if NOTIFICATION_MESSAGES
os << "VirtualProgram merged Geometry Shader:" << std::endl << strGeometry << "====" << std::endl;
#endif
}
#endif
}
state.applyAttribute( program.get() );
//.........这里部分代码省略.........
示例3: apply
//.........这里部分代码省略.........
const osg::StateAttribute* sa = i->first;
const VirtualProgram* vp = dynamic_cast< const VirtualProgram* >( sa );
if( vp && ( vp->_mask & _mask ) )
{
for( ShaderMap::const_iterator i = vp->_shaderMap.begin(); i != vp->_shaderMap.end(); ++i )
{
shaderMap[ i->first ] = i->second;
}
}
}
}
// next add the local shader components to the map:
for( ShaderMap::const_iterator i = _shaderMap.begin(); i != _shaderMap.end(); ++i )
shaderMap[ i->first ] = i->second;
if( shaderMap.size() )
{
// next, assemble a list of the shaders in the map so we can compare it:
ShaderList sl;
for( ShaderMap::iterator i = shaderMap.begin(); i != shaderMap.end(); ++i )
sl.push_back( i->second );
// see if there's already a program associated with this list:
osg::Program* program = 0L;
ProgramMap::iterator p = _programMap.find( sl );
if ( p != _programMap.end() )
{
program = p->second.get();
}
else
{
ShaderFactory* sf = osgEarth::Registry::instance()->getShaderFactory();
// build a new set of accumulated functions, to support the creation of main()
const_cast<VirtualProgram*>(this)->refreshAccumulatedFunctions( state );
osg::Shader* vert_main = sf->createVertexShaderMain( _accumulatedFunctions );
const_cast<VirtualProgram*>(this)->setShader( "osgearth_vert_main", vert_main );
shaderMap[ ShaderSemantic("osgearth_vert_main", osg::Shader::VERTEX) ] = vert_main;
osg::Shader* frag_main = sf->createFragmentShaderMain( _accumulatedFunctions );
const_cast<VirtualProgram*>(this)->setShader( "osgearth_frag_main", frag_main );
shaderMap[ ShaderSemantic("osgearth_frag_main", osg::Shader::FRAGMENT) ] = frag_main;
// rebuild the shader list now that we've changed the shader map.
sl.clear();
for( ShaderMap::iterator i = shaderMap.begin(); i != shaderMap.end(); ++i )
sl.push_back( i->second );
// Create a new program and add all our shaders.
program = new osg::Program();
#if !MERGE_SHADERS
for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i )
{
program->addShader( i->get() );
}
#else
std::string strFragment;
std::string strVertex;
std::string strGeometry;
for( ShaderList::iterator i = sl.begin(); i != sl.end(); ++i )
{
if( i->get()->getType() == osg::Shader::FRAGMENT )
strFragment += i->get()->getShaderSource();
else if ( i->get()->getType() == osg::Shader::VERTEX )
strVertex += i->get()->getShaderSource();
else if ( i->get()->getType() == osg::Shader::GEOMETRY )
strGeometry += i->get()->getShaderSource();
}
if( strFragment.length() > 0 )
{
program->addShader( new osg::Shader( osg::Shader::FRAGMENT, strFragment ) );
}
if( strVertex.length() > 0 )
{
program->addShader( new osg::Shader( osg::Shader::VERTEX, strVertex ) );
}
if( strGeometry.length() > 0 )
{
program->addShader( new osg::Shader( osg::Shader::GEOMETRY, strGeometry ) );
}
#endif
// finally, cache the program so we only regenerate it when it changes.
_programMap[ sl ] = program;
}
// finally, apply the program attribute.
state.applyAttribute( program );
}
else
{
Program::apply( state );
}
}