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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
    }

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  • 原文地址:https://www.cnblogs.com/lizhengjin/p/1838775.html
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