#include <simgear/props/condition.hxx>
#include <simgear/props/props.hxx>
+#include <simgear/scene/material/Effect.hxx>
+#include <simgear/scene/material/EffectGeode.hxx>
+#include <simgear/scene/material/Pass.hxx>
+#include <simgear/scene/material/Technique.hxx>
#include <simgear/scene/model/model.hxx>
+using namespace std;
+
namespace {
/**
* Get a color from properties.
virtual void apply(osg::Geode& node)
{
- maybeGetMaterialValues(node.getStateSet());
+ using namespace simgear;
+ EffectGeode* eg = dynamic_cast<EffectGeode*>(&node);
+ if (eg) {
+ const Effect* effect = eg->getEffect();
+ if (effect)
+ for (vector<osg::ref_ptr<Technique> >::const_iterator itr
+ = effect->techniques.begin(), end = effect->techniques.end();
+ itr != end;
+ ++itr) {
+ const Technique* tniq = itr->get();
+ for (vector<osg::ref_ptr<Pass> >::const_iterator pitr
+ = tniq->passes.begin(), pend = tniq->passes.end();
+ pitr != pend;
+ ++pitr)
+ maybeGetMaterialValues(pitr->get());
+ }
+ } else {
+ maybeGetMaterialValues(node.getStateSet());
+ }
int numDrawables = node.getNumDrawables();
for (int i = 0; i < numDrawables; i++) {
osg::Geometry* geom = dynamic_cast<osg::Geometry*>(node.getDrawable(i));
}
}
- void maybeGetMaterialValues(osg::StateSet* stateSet)
+ void maybeGetMaterialValues(const osg::StateSet* stateSet)
{
if (!stateSet)
return;
- osg::Material* nodeMat
- = dynamic_cast<osg::Material*>(stateSet->getAttribute(osg::StateAttribute::MATERIAL));
+ const osg::Material* nodeMat
+ = dynamic_cast<const osg::Material*>(stateSet
+ ->getAttribute(osg::StateAttribute
+ ::MATERIAL));
if (!nodeMat)
return;
material = nodeMat;
}
- osg::ref_ptr<osg::Material> material;
+ osg::ref_ptr<const osg::Material> material;
osg::Vec4 ambientDiffuse;
};