Refactored the subsurface PolygonOffset code so that it uses sensible values and also moves management of the PolygonOffset and Depth attribute objects into the Document object rather than using static vars.
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194b7a32e7
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@ -45,6 +45,7 @@ Document::Document() :
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_lightPointAnimationPoolParent(false),
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_shaderPoolParent(false)
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{
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_subsurfaceDepth = new osg::Depth(osg::Depth::LESS, 0.0, 1.0,false);
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}
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Document::~Document()
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@ -110,6 +111,22 @@ osg::Node* Document::getInstanceDefinition(int no)
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return NULL;
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}
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void Document::setSubSurfacePolygonOffset(int level, osg::PolygonOffset* po)
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{
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_subsurfacePolygonOffsets[level] = po;
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}
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osg::PolygonOffset* Document::getSubSurfacePolygonOffset(int level)
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{
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osg::notify(osg::DEBUG_INFO)<<"Document::getSubSurfacePolygonOffset("<<level<<")"<<std::endl;
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osg::ref_ptr<osg::PolygonOffset>& po = _subsurfacePolygonOffsets[level];
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if (!po)
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{
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po = new osg::PolygonOffset(-1.0f*float(level), -1.0f);
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}
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return po.get();
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}
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double flt::unitsToMeters(CoordUnits unit)
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{
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switch (unit)
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@ -24,6 +24,8 @@
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#include <osg/Notify>
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#include <osg/Transform>
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#include <osg/Geometry>
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#include <osg/PolygonOffset>
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#include <osg/Depth>
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#include <osgDB/ReaderWriter>
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#include "Types.h"
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@ -166,6 +168,12 @@ class Document
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ShaderPool* getOrCreateShaderPool();
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bool getShaderPoolParent() const { return _shaderPoolParent; }
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void setSubSurfacePolygonOffset(int level, osg::PolygonOffset* po);
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osg::PolygonOffset* getSubSurfacePolygonOffset(int level);
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void setSubSurfaceDepth(osg::Depth* depth) { _subsurfaceDepth = depth; }
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osg::Depth* getSubSurfaceDepth() { return _subsurfaceDepth.get(); }
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// Options
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void setReplaceClampWithClampToEdge(bool flag) { _replaceClampWithClampToEdge = flag; }
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@ -184,7 +192,7 @@ class Document
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bool getDoUnitsConversion() const { return _doUnitsConversion; }
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void setDesiredUnits(CoordUnits units ) { _desiredUnits=units; }
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CoordUnits getDesiredUnits() const { return _desiredUnits; }
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void setKeepExternalReferences( bool flag) { _keepExternalReferences=flag; }
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bool getKeepExternalReferences() const { return _keepExternalReferences; }
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@ -225,6 +233,11 @@ class Document
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osg::ref_ptr<LightPointAppearancePool> _lightPointAppearancePool;
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osg::ref_ptr<LightPointAnimationPool> _lightPointAnimationPool;
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osg::ref_ptr<ShaderPool> _shaderPool;
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typedef std::map<int, osg::ref_ptr<osg::PolygonOffset> > SubSurfacePolygonOffsets;
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SubSurfacePolygonOffsets _subsurfacePolygonOffsets;
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osg::ref_ptr<osg::Depth> _subsurfaceDepth;
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bool _colorPoolParent;
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bool _texturePoolParent;
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bool _materialPoolParent;
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@ -23,8 +23,6 @@
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#include <osg/Geometry>
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#include <osg/Texture2D>
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#include <osg/CullFace>
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#include <osg/PolygonOffset>
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#include <osg/Depth>
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#include <osg/BlendFunc>
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#include <osgUtil/TransformAttributeFunctor>
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#include "Registry.h"
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@ -383,28 +381,12 @@ protected:
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// Subface
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if (document.subfaceLevel() > 0)
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{
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static osg::ref_ptr<osg::PolygonOffset> polygonOffset = new osg::PolygonOffset(-10.0f, -40.0f);
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stateset->setAttributeAndModes(polygonOffset.get(), osg::StateAttribute::ON);
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static osg::ref_ptr<osg::Depth> depth = new osg::Depth(osg::Depth::LESS, 0.0, 1.0,false);
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stateset->setAttribute(depth.get());
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stateset->setAttributeAndModes(document.getSubSurfacePolygonOffset(document.subfaceLevel()), osg::StateAttribute::ON);
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stateset->setAttribute(document.getSubSurfaceDepth());
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stateset->setRenderBinDetails(document.subfaceLevel(),"RenderBin");
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}
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#if 0
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// note from Robert Osfield, this "optimization" breaks multi-textured datasets that mix single texture
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// and mulit-texture geometries as the Multitexture parsing can come after the below code, and accidentally
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// polute the non multi-texture geometries StateSet.
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// A simple share stateset optimization.
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static osg::ref_ptr<osg::StateSet> lastStateset;
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if (lastStateset.valid() && (stateset->compare(*lastStateset,false)==0))
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stateset = lastStateset;
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else
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lastStateset = stateset;
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#endif
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_geode->setStateSet(stateset.get());
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// Add to parent.
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@ -952,28 +934,12 @@ protected:
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// Subface
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if (document.subfaceLevel() > 0)
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{
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static osg::ref_ptr<osg::PolygonOffset> polygonOffset = new osg::PolygonOffset(-10.0f, -40.0f);
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stateset->setAttributeAndModes(polygonOffset.get(), osg::StateAttribute::ON);
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static osg::ref_ptr<osg::Depth> depth = new osg::Depth(osg::Depth::LESS, 0.0, 1.0,false);
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stateset->setAttribute(depth.get());
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stateset->setAttributeAndModes(document.getSubSurfacePolygonOffset(document.subfaceLevel()), osg::StateAttribute::ON);
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stateset->setAttribute(document.getSubSurfaceDepth());
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stateset->setRenderBinDetails(document.subfaceLevel(),"RenderBin");
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}
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#if 0
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// note from Robert Osfield, this "optimization" breaks multi-textured datasets that mix single texture
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// and mulit-texture geometries as the Multitexture parsing can come after the below code, and accidentally
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// polute the non multi-texture geometries StateSet.
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// A simple share stateset optimization.
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static osg::ref_ptr<osg::StateSet> lastStateset;
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if (lastStateset.valid() && (stateset->compare(*lastStateset,false)==0))
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stateset = lastStateset;
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else
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lastStateset = stateset;
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#endif
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_geode->setStateSet(stateset.get());
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// Add to parent.
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