/* -*-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 #include #include using namespace osg; using namespace osgUtil; GLObjectsVisitor::GLObjectsVisitor(Mode mode) { setTraversalMode(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN); _mode = mode; _state = NULL; } void GLObjectsVisitor::apply(osg::Node& node) { if (node.getStateSet()) { apply(*(node.getStateSet())); } traverse(node); } void GLObjectsVisitor::apply(osg::Geode& node) { if (node.getStateSet()) { apply(*(node.getStateSet())); } for(unsigned int i=0;igetStateSet()) { apply(*(drawable->getStateSet())); } } } } void GLObjectsVisitor::apply(osg::Drawable& drawable) { if (_drawablesAppliedSet.count(&drawable)!=0) return; _drawablesAppliedSet.insert(&drawable); if (_mode&SWITCH_OFF_DISPLAY_LISTS) { drawable.setUseDisplayList(false); } if (_mode&SWITCH_ON_DISPLAY_LISTS) { drawable.setUseDisplayList(true); } if (_mode&COMPILE_DISPLAY_LISTS && _state.valid()) { drawable.compileGLObjects(*_state); } if (_mode&RELEASE_DISPLAY_LISTS) { drawable.releaseGLObjects(_state.get()); } if (_mode&SWITCH_ON_VERTEX_BUFFER_OBJECTS) { drawable.setUseVertexBufferObjects(true); } if (_mode&SWITCH_OFF_VERTEX_BUFFER_OBJECTS) { drawable.setUseVertexBufferObjects(false); } } void GLObjectsVisitor::apply(osg::StateSet& stateset) { if (_stateSetAppliedSet.count(&stateset)!=0) return; _stateSetAppliedSet.insert(&stateset); if (_mode & COMPILE_STATE_ATTRIBUTES && _state.valid()) { stateset.compileGLObjects(*_state); } if (_mode & RELEASE_STATE_ATTRIBUTES) { stateset.releaseGLObjects(_state.get()); } if (_mode & CHECK_BLACK_LISTED_MODES) { stateset.checkValidityOfAssociatedModes(*_state.get()); } }