/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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 "LightPointSpriteDrawable.h" #include using namespace osgSim; LightPointSpriteDrawable::LightPointSpriteDrawable(): osgSim::LightPointDrawable() { _sprite = new osg::PointSprite; } LightPointSpriteDrawable::LightPointSpriteDrawable(const LightPointSpriteDrawable& lpsd,const osg::CopyOp& copyop): osgSim::LightPointDrawable(lpsd,copyop) { } void LightPointSpriteDrawable::drawImplementation(osg::State& state) const { if (!state.getModeValidity(GL_POINT_SPRITE_ARB)) { LightPointDrawable::drawImplementation(state); return; } state.applyMode(GL_POINT_SMOOTH,true); state.applyMode(GL_BLEND,true); state.applyMode(GL_LIGHTING,false); state.applyTextureMode(0,GL_TEXTURE_2D,true); state.applyMode(GL_POINT_SPRITE_ARB,true); state.applyTextureAttribute(0,_sprite.get()); // Assume the point sprite texture map is already specified // (typically in the owning LightPointNode StateSet). glHint(GL_POINT_SMOOTH_HINT,GL_NICEST); state.applyAttribute(_depthOn.get()); state.applyAttribute(_blendOneMinusSrcAlpha.get()); state.applyMode(GL_POINT_SMOOTH,true); SizedLightPointList::const_iterator sitr; unsigned int pointsize; for(pointsize=1,sitr=_sizedOpaqueLightPointList.begin(); sitr!=_sizedOpaqueLightPointList.end(); ++sitr,++pointsize) { const LightPointList& lpl = *sitr; if (!lpl.empty()) { glPointSize(pointsize); //glInterleavedArrays(GL_C4UB_V3F,0,&lpl.front()); state.setInterleavedArrays(GL_C4UB_V3F,0,&lpl.front()); glDrawArrays(GL_POINTS,0,lpl.size()); } } state.applyMode(GL_BLEND,true); state.applyAttribute(_depthOff.get()); state.applyAttribute(_blendOneMinusSrcAlpha.get()); for(pointsize=1,sitr=_sizedBlendedLightPointList.begin(); sitr!=_sizedBlendedLightPointList.end(); ++sitr,++pointsize) { const LightPointList& lpl = *sitr; if (!lpl.empty()) { glPointSize(pointsize); //glInterleavedArrays(GL_C4UB_V3F,0,&lpl.front()); state.setInterleavedArrays(GL_C4UB_V3F,0,&lpl.front()); glDrawArrays(GL_POINTS,0,lpl.size()); } } state.applyAttribute(_blendOne.get()); for(pointsize=1,sitr=_sizedAdditiveLightPointList.begin(); sitr!=_sizedAdditiveLightPointList.end(); ++sitr,++pointsize) { const LightPointList& lpl = *sitr; if (!lpl.empty()) { //state.applyMode(GL_POINT_SMOOTH,pointsize!=1); glPointSize(pointsize); //glInterleavedArrays(GL_C4UB_V3F,0,&lpl.front()); state.setInterleavedArrays(GL_C4UB_V3F,0,&lpl.front()); glDrawArrays(GL_POINTS,0,lpl.size()); } } glPointSize(1); glHint(GL_POINT_SMOOTH_HINT,GL_FASTEST); state.haveAppliedAttribute(osg::StateAttribute::POINT); state.dirtyAllVertexArrays(); state.disableAllVertexArrays(); // restore the state afterwards. state.apply(); }