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lizhengjin
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分析drawImplementation(osg::RenderInfo& renderInfo,RenderLeaf*& previous)

void RenderBin::drawImplementation(osg::RenderInfo& renderInfo,RenderLeaf*& previous)
{
    osg::State& state = *renderInfo.getState();

    // osg::notify(osg::NOTICE)<<"begin RenderBin::drawImplementation "<<className()<<" sortMode "<<getSortMode()<<std::endl;


    unsigned int numToPop = (previous ? StateGraph::numToPop(previous->_parent) : 0);
    if (numToPop>1) --numToPop;
    unsigned int insertStateSetPosition = state.getStateSetStackSize() - numToPop;//自动插入一个_stateset用于处理透明渲染,见构造函数

    if (_stateset.valid())
    {
        state.insertStateSet(insertStateSetPosition, _stateset.get());
    }


    // draw first set of draw bins.
    RenderBinList::iterator rbitr;                                                     //_bins在生成的时候可以自动排序(由于是map类型),所以先执行->first小于0的
    for(rbitr = _bins.begin();
        rbitr!=_bins.end() && rbitr->first<0;
        ++rbitr)
    {
        rbitr->second->draw(renderInfo,previous);                           //由于是递归调用,所以不断地向下层遍历,一直递归调用到最低层的renderBin
    }

    // draw fine grained ordering.
    for(RenderLeafList::iterator rlitr= _renderLeafList.begin();          //渲染叶,在渲染前排序的时候,由_stateGraphList复制过来,同时清空
        rlitr!= _renderLeafList.end();                                               //
        ++rlitr)
    {
        RenderLeaf* rl = *rlitr;
        rl->render(renderInfo,previous);                                         //_stateGraphList,如果是深度排序,则把所有的_stateGraphiList里面的渲染叶完考备过来
        previous = rl;
    }


    bool draw_forward = true; //(_sortMode!=SORT_BY_STATE) || (state.getFrameStamp()->getFrameNumber() % 2)==0;

    // draw coarse grained ordering.
    if (draw_forward)//如果不是从后到前排序,则不需要从_stateGraphlist里面拷备出渲染叶,
    {
        for(StateGraphList::iterator oitr=_stateGraphList.begin();
            oitr!=_stateGraphList.end();
            ++oitr)
        {

            for(StateGraph::LeafList::iterator dw_itr = (*oitr)->_leaves.begin();
                dw_itr != (*oitr)->_leaves.end();
                ++dw_itr)
            {
                RenderLeaf* rl = dw_itr->get();
                rl->render(renderInfo,previous);
                previous = rl;

            }
        }
    }
    else
    {
        for(StateGraphList::reverse_iterator oitr=_stateGraphList.rbegin();
            oitr!=_stateGraphList.rend();
            ++oitr)
        {

            for(StateGraph::LeafList::iterator dw_itr = (*oitr)->_leaves.begin();
                dw_itr != (*oitr)->_leaves.end();
                ++dw_itr)
            {
                RenderLeaf* rl = dw_itr->get();
                rl->render(renderInfo,previous);
                previous = rl;

            }
        }
    }

    // draw post bins.
    for(;
        rbitr!=_bins.end();
        ++rbitr)
    {
        rbitr->second->draw(renderInfo,previous);       //渲染编号大于0的
    }

    if (_stateset.valid())
    {
        state.removeStateSet(insertStateSetPosition);
        // state.apply();
    }


    // osg::notify(osg::NOTICE)<<"end RenderBin::drawImplementation "<<className()<<std::endl;

   //以上函数递归调用,先渲染状态树最底层的,并且编号小于o的,接着是大于o的,然后渲染倒数第二层的编号小于o,接着是倒数第二层编号大于o的

   //渲染树和状态树的相对层数相同,相同层数的drawable放在相同层数的bin里面
}

posted on 2010-09-29 20:25  lizhengjin  阅读(1109)  评论(1)    收藏  举报
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