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openmw-tes3mp/components/terrain/terraindrawable.cpp

90 lines
2.2 KiB
C++

#include "terraindrawable.hpp"
#include <osgUtil/CullVisitor>
#include <components/sceneutil/lightmanager.hpp>
namespace Terrain
{
TerrainDrawable::TerrainDrawable()
{
}
TerrainDrawable::TerrainDrawable(const TerrainDrawable &copy, const osg::CopyOp &copyop)
: osg::Geometry(copy, copyop)
, mPasses(copy.mPasses)
, mLightListCallback(copy.mLightListCallback)
{
}
void TerrainDrawable::accept(osg::NodeVisitor &nv)
{
if (nv.getVisitorType() != osg::NodeVisitor::CULL_VISITOR)
{
osg::Geometry::accept(nv);
}
else if (nv.validNodeMask(*this))
{
nv.pushOntoNodePath(this);
cull(static_cast<osgUtil::CullVisitor*>(&nv));
nv.popFromNodePath();
}
}
inline float distance(const osg::Vec3& coord,const osg::Matrix& matrix)
{
return -((float)coord[0]*(float)matrix(0,2)+(float)coord[1]*(float)matrix(1,2)+(float)coord[2]*(float)matrix(2,2)+matrix(3,2));
}
void TerrainDrawable::cull(osgUtil::CullVisitor *cv)
{
const osg::BoundingBox& bb = getBoundingBox();
if (_cullingActive && cv->isCulled(getBoundingBox()))
return;
osg::RefMatrix& matrix = *cv->getModelViewMatrix();
float depth = bb.valid() ? distance(bb.center(),matrix) : 0.0f;
if (osg::isNaN(depth))
return;
bool pushedLight = mLightListCallback && mLightListCallback->pushLightState(this, cv);
for (PassVector::const_iterator it = mPasses.begin(); it != mPasses.end(); ++it)
{
cv->pushStateSet(*it);
cv->addDrawableAndDepth(this, &matrix, depth);
cv->popStateSet();
}
if (pushedLight)
cv->popStateSet();
}
void TerrainDrawable::setPasses(const TerrainDrawable::PassVector &passes)
{
mPasses = passes;
}
void TerrainDrawable::setLightListCallback(SceneUtil::LightListCallback *lightListCallback)
{
mLightListCallback = lightListCallback;
}
void TerrainDrawable::compileGLObjects(osg::RenderInfo &renderInfo) const
{
for (PassVector::const_iterator it = mPasses.begin(); it != mPasses.end(); ++it)
{
osg::StateSet* stateset = *it;
stateset->compileGLObjects(*renderInfo.getState());
}
osg::Geometry::compileGLObjects(renderInfo);
}
}