Partially revert "Attach shaders to geometry that lacks a stateset if necessary"

This reverts commit 6aef366fd3.
depth-refraction
AnyOldName3 2 years ago
parent cbd14833fd
commit aee1edaf9e

@ -865,51 +865,73 @@ namespace Shader
void ShaderVisitor::apply(osg::Geometry& geometry)
{
pushRequirements(geometry);
bool needPop = (geometry.getStateSet() != nullptr);
if (geometry.getStateSet()) // TODO: check if stateset affects shader permutation before pushing it
{
pushRequirements(geometry);
applyStateSet(geometry.getStateSet(), geometry);
}
if (!mRequirements.empty())
{
const ShaderRequirements& reqs = mRequirements.back();
adjustGeometry(geometry, reqs);
const ShaderRequirements& reqs = mRequirements.back();
adjustGeometry(geometry, reqs);
createProgram(reqs);
createProgram(reqs);
}
else
ensureFFP(geometry);
popRequirements();
if (needPop)
popRequirements();
}
void ShaderVisitor::apply(osg::Drawable& drawable)
{
pushRequirements(drawable);
if (drawable.getStateSet())
applyStateSet(drawable.getStateSet(), drawable);
bool needPop = drawable.getStateSet();
const ShaderRequirements& reqs = mRequirements.back();
createProgram(reqs);
if (auto rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable))
{
osg::ref_ptr<osg::Geometry> sourceGeometry = rig->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
rig->setSourceGeometry(sourceGeometry);
}
else if (auto morph = dynamic_cast<SceneUtil::MorphGeometry*>(&drawable))
if (needPop)
{
osg::ref_ptr<osg::Geometry> sourceGeometry = morph->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
morph->setSourceGeometry(sourceGeometry);
pushRequirements(drawable);
if (drawable.getStateSet())
applyStateSet(drawable.getStateSet(), drawable);
}
else if (auto osgaRig = dynamic_cast<SceneUtil::RigGeometryHolder*>(&drawable))
if (!mRequirements.empty())
{
osg::ref_ptr<SceneUtil::OsgaRigGeometry> sourceOsgaRigGeometry = osgaRig->getSourceRigGeometry();
osg::ref_ptr<osg::Geometry> sourceGeometry = sourceOsgaRigGeometry->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
const ShaderRequirements& reqs = mRequirements.back();
createProgram(reqs);
if (auto rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable))
{
sourceOsgaRigGeometry->setSourceGeometry(sourceGeometry);
osgaRig->setSourceRigGeometry(sourceOsgaRigGeometry);
osg::ref_ptr<osg::Geometry> sourceGeometry = rig->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
rig->setSourceGeometry(sourceGeometry);
}
else if (auto morph = dynamic_cast<SceneUtil::MorphGeometry*>(&drawable))
{
osg::ref_ptr<osg::Geometry> sourceGeometry = morph->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
morph->setSourceGeometry(sourceGeometry);
}
else if (auto osgaRig = dynamic_cast<SceneUtil::RigGeometryHolder*>(&drawable))
{
osg::ref_ptr<SceneUtil::OsgaRigGeometry> sourceOsgaRigGeometry = osgaRig->getSourceRigGeometry();
osg::ref_ptr<osg::Geometry> sourceGeometry = sourceOsgaRigGeometry->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
{
sourceOsgaRigGeometry->setSourceGeometry(sourceGeometry);
osgaRig->setSourceRigGeometry(sourceOsgaRigGeometry);
}
}
}
else
ensureFFP(drawable);
popRequirements();
if (needPop)
popRequirements();
}
void ShaderVisitor::setAllowedToModifyStateSets(bool allowed)

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