#include #include #include using namespace osg; using namespace osgUtil; // register a RenderStage prototype with the RenderBin prototype list. //RegisterRenderBinProxy s_registerRenderStageProxy; RenderStage::RenderStage() { // point RenderBin's _stage to this to ensure that references to // stage don't go tempted away to any other stage. _stage = this; _stageDrawnThisFrame = false; _clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT; _clearColor.set(0.0f,0.0f,0.0f,0.0f); _clearAccum.set(0.0f,0.0f,0.0f,0.0f); _clearDepth = 1.0; _clearStencil = 0; } RenderStage::~RenderStage() { } void RenderStage::reset() { _dependencyList.clear(); _stageDrawnThisFrame = false; if (_renderStageLighting.valid()) _renderStageLighting->reset(); RenderBin::reset(); } void RenderStage::addToDependencyList(RenderStage* rs) { if (rs) _dependencyList.push_back(rs); } void RenderStage::draw(osg::State& state,RenderLeaf*& previous) { if (_stageDrawnThisFrame) return; if (!_viewport) { notify(FATAL) << "Error: cannot draw stage due to undefined viewport."<< std::endl; return; } _stageDrawnThisFrame = true; for(DependencyList::iterator itr=_dependencyList.begin(); itr!=_dependencyList.end(); ++itr) { (*itr)->draw(state,previous); } // set up the back buffer. //state.applyAttribute(_viewport.get()); _viewport->apply(state); #define USE_SISSOR_TEST #ifdef USE_SISSOR_TEST glScissor( _viewport->x(), _viewport->y(), _viewport->width(), _viewport->height() ); glEnable( GL_SCISSOR_TEST ); #endif // glEnable( GL_DEPTH_TEST ); // set which color planes to operate on. if (_colorMask.valid()) _colorMask->apply(state); else glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); if (_clearMask & GL_COLOR_BUFFER_BIT) glClearColor( _clearColor[0], _clearColor[1], _clearColor[2], _clearColor[3]); if (_clearMask & GL_DEPTH_BUFFER_BIT) glClearDepth( _clearDepth); if (_clearMask & GL_STENCIL_BUFFER_BIT) glClearStencil( _clearStencil); if (_clearMask & GL_ACCUM_BUFFER_BIT) glClearAccum( _clearAccum[0], _clearAccum[1], _clearAccum[2], _clearAccum[3]); glClear( _clearMask ); #ifdef USE_SISSOR_TEST glDisable( GL_SCISSOR_TEST ); #endif glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); // apply the lights. if (_renderStageLighting.valid()) _renderStageLighting->draw(state,previous); // draw the children and local. RenderBin::draw(state,previous); // now reset the state so its back in its default state. if (previous) { RenderGraph::moveToRootRenderGraph(state,previous->_parent); state.apply(); previous = NULL; } } // Statistics features bool RenderStage::getStats(Statistics* primStats) { if (_renderStageLighting.valid()) primStats->addLight(_renderStageLighting->_lightList.size()); return RenderBin::getStats(primStats); }