return v;
}
- osg::Vec4& rgbaVec4()
+ osg::Vec4 rgbaVec4()
{
- return rgba().osg();
+ return toOsg(rgba());
}
SGVec4f &initialRgba() {
const SGPropertyNode* node = getConfig()->getChild("property-base");
if (node)
inputRoot = getModelRoot()->getNode(node->getStringValue(), true);
- if (getConfig()->hasChild("texture-prop")) {
- osg::StateSet* stateSet = group->getOrCreateStateSet();
- stateSet->setDataVariance(osg::Object::DYNAMIC);
- }
+ osg::StateSet* stateSet = group->getOrCreateStateSet();
if (getConfig()->hasChild("texture")) {
std::string textureName = getConfig()->getStringValue("texture");
std::string textureFile;
textureFile = osgDB::findFileInPath(textureName, texturePathList);
if (!textureFile.empty()) {
- osg::StateSet* stateSet = group->getOrCreateStateSet();
osg::Texture2D* texture2D = SGLoadTexture2D(textureFile);
if (texture2D) {
stateSet->setTextureAttribute(0, texture2D,
}
if (getConfig()->hasChild("threshold-prop") ||
getConfig()->hasChild("threshold")) {
- osg::StateSet* stateSet = group->getOrCreateStateSet();
osg::AlphaFunc* alphaFunc = new osg::AlphaFunc;
alphaFunc->setFunction(osg::AlphaFunc::GREATER);
float threshold = getConfig()->getFloatValue("threshold", 0);
suppliedColors |= SHININESS;
if (getConfig()->hasChild("transparency"))
suppliedColors |= TRANSPARENCY;
-
+ osg::Material* mat = 0;
if (suppliedColors != 0) {
- osg::StateSet* stateSet = group->getOrCreateStateSet();
- osg::Material* mat;
-
- if (defaultMaterial.valid()) {
- mat = defaultMaterial.get();
+ if (defaultMaterial.valid()) {
+ mat = defaultMaterial.get();
+ } else {
+ mat = new osg::Material;
+ mat->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
+ }
+ mat->setDataVariance(osg::Object::DYNAMIC);
+ unsigned defaultColorModeMask = 0;
+ mat->setUpdateCallback(0); // Just to make sure.
+ switch (mat->getColorMode()) {
+ case osg::Material::OFF:
+ defaultColorModeMask = 0;
+ break;
+ case osg::Material::AMBIENT:
+ defaultColorModeMask = AMBIENT;
+ break;
+ case osg::Material::DIFFUSE:
+ defaultColorModeMask = DIFFUSE;
+ break;
+ case osg::Material::AMBIENT_AND_DIFFUSE:
+ defaultColorModeMask = AMBIENT | DIFFUSE;
+ break;
+ case osg::Material::SPECULAR:
+ defaultColorModeMask = SPECULAR;
+ break;
+ case osg::Material::EMISSION:
+ defaultColorModeMask = EMISSION;
+ break;
+ }
+ // Copy the color found by traversing geometry into the material
+ // in case we need to specify it (e.g., transparency) and it is
+ // not specified by the animation.
+ if (defaultAmbientDiffuse.x() >= 0) {
+ if (defaultColorModeMask & AMBIENT)
+ mat->setAmbient(osg::Material::FRONT_AND_BACK, defaultAmbientDiffuse);
+ if (defaultColorModeMask & DIFFUSE)
+ mat->setDiffuse(osg::Material::FRONT_AND_BACK, defaultAmbientDiffuse);
+ }
+ // Compute which colors in the animation override colors set via
+ // colorMode / glColor, and set the colorMode for the animation's
+ // material accordingly.
+ if (suppliedColors & TRANSPARENCY) {
+ // All colors will be affected by the material. Hope all the
+ // defaults are fine, if needed.
+ mat->setColorMode(osg::Material::OFF);
+ } else if ((suppliedColors & defaultColorModeMask) != 0) {
+ // First deal with the complicated AMBIENT/DIFFUSE case.
+ if ((defaultColorModeMask & AMBIENT_DIFFUSE) != 0) {
+ // glColor can supply colors not specified by the animation.
+ unsigned matColorModeMask = ((~suppliedColors & defaultColorModeMask)
+ & AMBIENT_DIFFUSE);
+ if ((matColorModeMask & DIFFUSE) != 0)
+ mat->setColorMode(osg::Material::DIFFUSE);
+ else if ((matColorModeMask & AMBIENT) != 0)
+ mat->setColorMode(osg::Material::AMBIENT);
+ else
+ mat->setColorMode(osg::Material::OFF);
} else {
- mat = new osg::Material;
- mat->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
- }
- mat->setDataVariance(osg::Object::DYNAMIC);
- unsigned defaultColorModeMask = 0;
- mat->setUpdateCallback(0); // Just to make sure.
- switch (mat->getColorMode()) {
- case osg::Material::OFF:
- defaultColorModeMask = 0;
- break;
- case osg::Material::AMBIENT:
- defaultColorModeMask = AMBIENT;
- break;
- case osg::Material::DIFFUSE:
- defaultColorModeMask = DIFFUSE;
- break;
- case osg::Material::AMBIENT_AND_DIFFUSE:
- defaultColorModeMask = AMBIENT | DIFFUSE;
- break;
- case osg::Material::SPECULAR:
- defaultColorModeMask = SPECULAR;
- break;
- case osg::Material::EMISSION:
- defaultColorModeMask = EMISSION;
- break;
- }
- // Copy the color found by traversing geometry into the material
- // in case we need to specify it (e.g., transparency) and it is
- // not specified by the animation.
- if (defaultAmbientDiffuse.x() >= 0) {
- if (defaultColorModeMask & AMBIENT)
- mat->setAmbient(osg::Material::FRONT_AND_BACK, defaultAmbientDiffuse);
- if (defaultColorModeMask & DIFFUSE)
- mat->setDiffuse(osg::Material::FRONT_AND_BACK, defaultAmbientDiffuse);
- }
- // Compute which colors in the animation override colors set via
- // colorMode / glColor, and set the colorMode for the animation's
- // material accordingly.
- if (suppliedColors & TRANSPARENCY) {
- // All colors will be affected by the material. Hope all the
- // defaults are fine, if needed.
- mat->setColorMode(osg::Material::OFF);
- } else if ((suppliedColors & defaultColorModeMask) != 0) {
- // First deal with the complicated AMBIENT/DIFFUSE case.
- if ((defaultColorModeMask & AMBIENT_DIFFUSE) != 0) {
- // glColor can supply colors not specified by the animation.
- unsigned matColorModeMask = ((~suppliedColors & defaultColorModeMask)
- & AMBIENT_DIFFUSE);
- if ((matColorModeMask & DIFFUSE) != 0)
- mat->setColorMode(osg::Material::DIFFUSE);
- else if ((matColorModeMask & AMBIENT) != 0)
- mat->setColorMode(osg::Material::AMBIENT);
- else
- mat->setColorMode(osg::Material::OFF);
- } else {
- // The animation overrides the glColor color.
- mat->setColorMode(osg::Material::OFF);
- }
- } else {
- // No overlap between the animation and color mode, so leave
- // the color mode alone.
+ // The animation overrides the glColor color.
+ mat->setColorMode(osg::Material::OFF);
}
- stateSet->setAttribute(mat,(osg::StateAttribute::ON
- | osg::StateAttribute::OVERRIDE));
+ } else {
+ // No overlap between the animation and color mode, so leave
+ // the color mode alone.
+ }
+ stateSet->setAttribute(mat,(osg::StateAttribute::ON
+ | osg::StateAttribute::OVERRIDE));
+ }
+ bool matAnimated = false;
+ if (mat) {
+ MaterialPropertyAdapter adapter(getConfig(), inputRoot);
+ adapter.setMaterialValues(stateSet);
+ matAnimated = adapter.isAnimated();
+ }
+ if (matAnimated || getConfig()->hasChild("texture-prop")
+ || getConfig()->hasChild("threshold-prop") || getCondition()) {
+ stateSet->setDataVariance(osg::Object::DYNAMIC);
+ group->setUpdateCallback(new UpdateCallback(texturePathList,
+ getCondition(),
+ getConfig(), inputRoot));
+ } else {
+ stateSet->setDataVariance(osg::Object::STATIC);
}
- group->setUpdateCallback(new UpdateCallback(texturePathList,
- getCondition(),
- getConfig(), inputRoot));
parent.addChild(group);
return group;
}