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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
*/
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#ifndef OSG_STATE
#define OSG_STATE 1
#include <osg/Export>
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#include <osg/GLExtensions>
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#include <osg/StateSet>
#include <osg/Matrix>
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#include <osg/Uniform>
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#include <osg/BufferObject>
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#include <osg/Observer>
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#include <osg/Timer>
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#include <osg/VertexArrayState>
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#include <osg/ShaderComposer>
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#include <osg/FrameStamp>
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#include <osg/DisplaySettings>
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#include <osg/Polytope>
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#include <osg/Viewport>
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#include <osg/AttributeDispatchers>
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#include <osg/GraphicsCostEstimator>
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#include <iosfwd>
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#include <vector>
#include <map>
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#include <set>
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#include <string>
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#ifndef GL_TEXTURE0
#define GL_TEXTURE0 0x84C0
#endif
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namespace osg {
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/** macro for use with osg::StateAttribute::apply methods for detecting and
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* reporting OpenGL error messages.*/
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#define OSG_GL_DEBUG(message) \
if (state.getFineGrainedErrorDetection()) \
{ \
GLenum errorNo = glGetError(); \
if (errorNo!=GL_NO_ERROR) \
{ \
osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<" "<<message<<endl; \
}\
}
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// forward declare GraphicsContext, View and State
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class GraphicsContext;
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/** Encapsulates the current applied OpenGL modes, attributes and vertex arrays settings,
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* implements lazy state updating and provides accessors for querying the current state.
* The venerable Red Book says that "OpenGL is a state machine", and this class
* represents the OpenGL state in OSG. Furthermore, \c State also has other
* important features:
* - It works as a stack of states (see \c pushStateSet() and
* \c popStateSet()). Manipulating this stack of OpenGL states manually is
* seldom needed, since OSG does this in the most common situations.
* - It implements lazy state updating. This means that, if one requests a
* state change and that particular state is already in the requested state,
* no OpenGL call will be made. This ensures that the OpenGL pipeline is not
* stalled by unnecessary state changes.
* - It allows to query the current OpenGL state without calls to \c glGet*(),
* which typically stall the graphics pipeline (see, for instance,
* \c captureCurrentState() and \c getModelViewMatrix()).
*/
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class OSG_EXPORT State : public Referenced
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{
public :
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State();
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/** Set the graphics context associated with that owns this State object.*/
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void setGraphicsContext(GraphicsContext* context) { _graphicsContext = context; }
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/** Get the graphics context associated with that owns this State object.*/
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GraphicsContext* getGraphicsContext() { return _graphicsContext; }
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/** Get the const graphics context associated with that owns this State object.*/
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const GraphicsContext* getGraphicsContext() const { return _graphicsContext; }
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/** Set the current OpenGL context uniqueID.
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* The ContextID is used by classes like osg::StateAttribute's and osg::Drawable's to
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* help manage separate OpenGL objects, such as display lists, vertex buffer objects
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* and texture object for each graphics context. The ContextID simply acts as an index
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* into arrays that these classes maintain for the purpose of storing GL object handles.
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*
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* Note, osgViewer::GraphicsWindow will automatically set up the ContextID for you,
* so you will rearely need to set this yourself.
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*
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* The exception is when creating your own graphics context, where you should set
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* the ContextID uniquely for each graphics context.
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*
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* Typical settings for ContextID are 0,1,2,3... up to the maximum
* number of graphics contexts you have set up. By default contextID is 0.
*/
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inline void setContextID(unsigned int contextID) { _contextID=contextID; }
/** Get the current OpenGL context unique ID.*/
inline unsigned int getContextID() const { return _contextID; }
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// ExtensionMap contains GL Extentsions objects used by StateAttribue to call OpenGL extensions/advanced features
typedef std::map<const std::type_info*, osg::ref_ptr<osg::Referenced> > ExtensionMap;
ExtensionMap _extensionMap;
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/** Get a specific GL extensions object or GraphicsObjectManager, initialize if not already present.
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* Note, must only be called from a the graphics context thread associated with this osg::State. */
template<typename T>
T* get()
{
const std::type_info* id(&typeid(T));
osg::ref_ptr<osg::Referenced>& ptr = _extensionMap[id];
if (!ptr)
{
ptr = new T(_contextID);
}
return static_cast<T*>(ptr.get());
}
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/** Get a specific GL extensions object or GraphicsObjectManager if it already exists in the extension map.
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* Note, safe to call outwith a the graphics context thread associated with this osg::State.
* Returns NULL if the desired extension object has not been created yet.*/
template<typename T>
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const T* get() const
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{
const std::type_info* id(&typeid(T));
ExtensionMap::const_iterator itr = _extensionMap.find(id);
if (itr==_extensionMap.end()) return 0;
else return itr->second.get();
}
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/** Set a specific GL extensions object pr GraphicsObjectManager. */
template<typename T>
void set(T* ptr)
{
const std::type_info* id(&typeid(T));
_extensionMap[id] = ptr;
}
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/* deprecated.*/
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void setShaderCompositionEnabled(bool flag) { _shaderCompositionEnabled = flag; }
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/* deprecated.*/
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bool getShaderCompositionEnabled() const { return _shaderCompositionEnabled; }
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/** deprecated.*/
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void setShaderComposer(ShaderComposer* sc) { _shaderComposer = sc; }
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/** deprecated.*/
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ShaderComposer* getShaderComposer() { return _shaderComposer.get(); }
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/** deprecated.*/
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const ShaderComposer* getShaderComposer() const { return _shaderComposer.get(); }
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/** Get the unform list in which to inject any uniforms that StateAttribute::apply(State&) methods provide.*/
StateSet::UniformList& getCurrentShaderCompositionUniformList() { return _currentShaderCompositionUniformList; }
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/** Convenience method for StateAttribute::apply(State&) methods to pass on their uniforms to osg::State so it can apply them at the appropriate point.*/
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void applyShaderCompositionUniform(const osg::Uniform* uniform, StateAttribute::OverrideValue value=StateAttribute::ON)
{
StateSet::RefUniformPair& up = _currentShaderCompositionUniformList[uniform->getName()];
up.first = const_cast<Uniform*>(uniform);
up.second = value;
}
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/** Push stateset onto state stack.*/
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void pushStateSet(const StateSet* dstate);
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/** Pop stateset off state stack.*/
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void popStateSet();
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/** pop all statesets off state stack, ensuring it is empty ready for the next frame.
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* Note, to return OpenGL to default state, one should do any state.popAllStatSets(); state.apply().*/
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void popAllStateSets();
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/** Insert stateset onto state stack.*/
void insertStateSet(unsigned int pos,const StateSet* dstate);
/** Pop stateset off state stack.*/
void removeStateSet(unsigned int pos);
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/** Get the number of StateSet's on the StateSet stack.*/
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unsigned int getStateSetStackSize() { return static_cast<unsigned int>(_stateStateStack.size()); }
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/** Pop StateSet's for the StateSet stack till its size equals the specified size.*/
void popStateSetStackToSize(unsigned int size) { while (_stateStateStack.size()>size) popStateSet(); }
typedef std::vector<const StateSet*> StateSetStack;
/** Get the StateSet stack.*/
StateSetStack& getStateSetStack() { return _stateStateStack; }
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/** Copy the modes and attributes which capture the current state.*/
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void captureCurrentState(StateSet& stateset) const;
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/** Release all OpenGL objects associated cached by this osg::State object.*/
void releaseGLObjects();
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/** reset the state object to an empty stack.*/
void reset();
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inline const Viewport* getCurrentViewport() const
{
return static_cast<const Viewport*>(getLastAppliedAttribute(osg::StateAttribute::VIEWPORT));
}
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void setInitialViewMatrix(const osg::RefMatrix* matrix);
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inline const osg::Matrix& getInitialViewMatrix() const { return *_initialViewMatrix; }
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inline const osg::Matrix& getInitialInverseViewMatrix() const { return _initialInverseViewMatrix; }
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void applyProjectionMatrix(const osg::RefMatrix* matrix);
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inline const osg::Matrix& getProjectionMatrix() const { return *_projection; }
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void applyModelViewMatrix(const osg::RefMatrix* matrix);
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void applyModelViewMatrix(const osg::Matrix&);
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const osg::Matrix& getModelViewMatrix() const { return *_modelView; }
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void setUseModelViewAndProjectionUniforms(bool flag) { _useModelViewAndProjectionUniforms = flag; }
bool getUseModelViewAndProjectionUniforms() const { return _useModelViewAndProjectionUniforms; }
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void updateModelViewAndProjectionMatrixUniforms();
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void applyModelViewAndProjectionUniformsIfRequired();
osg::Uniform* getModelViewMatrixUniform() { return _modelViewMatrixUniform.get(); }
osg::Uniform* getProjectionMatrixUniform() { return _projectionMatrixUniform.get(); }
osg::Uniform* getModelViewProjectionMatrixUniform() { return _modelViewProjectionMatrixUniform.get(); }
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osg::Uniform* getNormalMatrixUniform() { return _normalMatrixUniform.get(); }
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Polytope getViewFrustum() const;
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void setUseVertexAttributeAliasing(bool flag);
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bool getUseVertexAttributeAliasing() const { return _useVertexAttributeAliasing ; }
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typedef std::vector<VertexAttribAlias> VertexAttribAliasList;
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/** Reset the vertex attribute aliasing to osg's default. This method needs to be called before render anything unless you really know what you're doing !*/
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void resetVertexAttributeAlias(bool compactAliasing=true, unsigned int numTextureUnits=8);
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/** Set the vertex attribute aliasing for "vertex". This method needs to be called before render anything unless you really know what you're doing !*/
void setVertexAlias(const VertexAttribAlias& alias) { _vertexAlias = alias; }
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const VertexAttribAlias& getVertexAlias() { return _vertexAlias; }
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/** Set the vertex attribute aliasing for "normal". This method needs to be called before render anything unless you really know what you're doing !*/
void setNormalAlias(const VertexAttribAlias& alias) { _normalAlias = alias; }
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const VertexAttribAlias& getNormalAlias() { return _normalAlias; }
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/** Set the vertex attribute aliasing for "color". This method needs to be called before render anything unless you really know what you're doing !*/
void setColorAlias(const VertexAttribAlias& alias) { _colorAlias = alias; }
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const VertexAttribAlias& getColorAlias() { return _colorAlias; }
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/** Set the vertex attribute aliasing for "secondary color". This method needs to be called before render anything unless you really know what you're doing !*/
void setSecondaryColorAlias(const VertexAttribAlias& alias) { _secondaryColorAlias = alias; }
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const VertexAttribAlias& getSecondaryColorAlias() { return _secondaryColorAlias; }
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/** Set the vertex attribute aliasing for "fog coord". This method needs to be called before render anything unless you really know what you're doing !*/
void setFogCoordAlias(const VertexAttribAlias& alias) { _fogCoordAlias = alias; }
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const VertexAttribAlias& getFogCoordAlias() { return _fogCoordAlias; }
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/** Set the vertex attribute aliasing list for texture coordinates. This method needs to be called before render anything unless you really know what you're doing !*/
void setTexCoordAliasList(const VertexAttribAliasList& aliasList) { _texCoordAliasList = aliasList; }
const VertexAttribAliasList& getTexCoordAliasList() { return _texCoordAliasList; }
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/** Set the vertex attribute binding list. This method needs to be called before render anything unless you really know what you're doing !*/
void setAttributeBindingList(const Program::AttribBindingList& attribBindingList) { _attributeBindingList = attribBindingList; }
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const Program::AttribBindingList& getAttributeBindingList() { return _attributeBindingList; }
bool convertVertexShaderSourceToOsgBuiltIns(std::string& source) const;
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/** Apply stateset.*/
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void apply(const StateSet* dstate);
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/** Updates the OpenGL state so that it matches the \c StateSet at the
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* top of the stack of <tt>StateSet</tt>s maintained internally by a
* \c State.
*/
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void apply();
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/** Apply any shader composed state.*/
void applyShaderComposition();
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void glDrawBuffer(GLenum buffer);
GLenum getDrawBuffer() const { return _drawBuffer; }
void glReadBuffer(GLenum buffer);
GLenum getReadBuffer() const { return _readBuffer; }
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/** Set whether a particular OpenGL mode is valid in the current graphics context.
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* Use to disable OpenGL modes that are not supported by current graphics drivers/context.*/
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inline void setModeValidity(StateAttribute::GLMode mode,bool valid)
{
ModeStack& ms = _modeMap[mode];
ms.valid = valid;
}
/** Get whether a particular OpenGL mode is valid in the current graphics context.
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* Use to disable OpenGL modes that are not supported by current graphics drivers/context.*/
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inline bool getModeValidity(StateAttribute::GLMode mode)
{
ModeStack& ms = _modeMap[mode];
return ms.valid;
}
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inline void setGlobalDefaultModeValue(StateAttribute::GLMode mode,bool enabled)
{
ModeStack& ms = _modeMap[mode];
ms.global_default_value = enabled;
}
inline bool getGlobalDefaultModeValue(StateAttribute::GLMode mode)
{
return _modeMap[mode].global_default_value;
}
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inline bool getLastAppliedModeValue(StateAttribute::GLMode mode)
{
return _modeMap[mode].last_applied_value;
}
/** Proxy helper class for applyig a model in a local scope, with the preivous value being resotred automatically on leaving the scope that proxy was created.*/
struct ApplyModeProxy
{
inline ApplyModeProxy(osg::State& state, GLenum mode, bool value):_state(state), _mode(mode)
{
_previous_value = _state.getLastAppliedModeValue(mode);
_need_to_apply_value = (_previous_value!=value);
if (_need_to_apply_value) _state.applyMode(_mode, value);
}
inline ~ApplyModeProxy()
{
if (_need_to_apply_value) _state.applyMode(_mode, _previous_value);
}
osg::State& _state;
GLenum _mode;
bool _previous_value;
bool _need_to_apply_value;
};
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struct ApplyTextureModeProxy
{
inline ApplyTextureModeProxy(osg::State& state, unsigned int unit, GLenum mode, bool value):_state(state), _unit(unit), _mode(mode)
{
_previous_value = _state.getLastAppliedTextureModeValue(_unit, _mode);
_need_to_apply_value = (_previous_value!=value);
if (_need_to_apply_value) _state.applyTextureMode(_unit, _mode, value);
}
inline ~ApplyTextureModeProxy()
{
if (_need_to_apply_value) _state.applyTextureMode(_unit, _mode, _previous_value);
}
osg::State& _state;
unsigned int _unit;
GLenum _mode;
bool _previous_value;
bool _need_to_apply_value;
};
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/** Apply an OpenGL mode if required. This is a wrapper around
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* \c glEnable() and \c glDisable(), that just actually calls these
* functions if the \c enabled flag is different than the current
* state.
* @return \c true if the state was actually changed. \c false
* otherwise. Notice that a \c false return does not indicate
* an error, it just means that the mode was already set to the
* same value as the \c enabled parameter.
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*/
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inline bool applyMode(StateAttribute::GLMode mode,bool enabled)
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{
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ModeStack& ms = _modeMap[mode];
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ms.changed = true;
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return applyMode(mode,enabled,ms);
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}
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inline void setGlobalDefaultTextureModeValue(unsigned int unit, StateAttribute::GLMode mode,bool enabled)
{
ModeMap& modeMap = getOrCreateTextureModeMap(unit);
ModeStack& ms = modeMap[mode];
ms.global_default_value = enabled;
}
inline bool getGlobalDefaultTextureModeValue(unsigned int unit, StateAttribute::GLMode mode)
{
ModeMap& modeMap = getOrCreateTextureModeMap(unit);
ModeStack& ms = modeMap[mode];
return ms.global_default_value;
}
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inline bool applyTextureMode(unsigned int unit, StateAttribute::GLMode mode,bool enabled)
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{
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ModeMap& modeMap = getOrCreateTextureModeMap(unit);
ModeStack& ms = modeMap[mode];
ms.changed = true;
return applyModeOnTexUnit(unit,mode,enabled,ms);
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}
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inline bool getLastAppliedTextureModeValue(unsigned int unit, StateAttribute::GLMode mode)
{
ModeMap& modeMap = getOrCreateTextureModeMap(unit);
ModeStack& ms = modeMap[mode];
return ms.last_applied_value;
}
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inline void setGlobalDefaultAttribute(const StateAttribute* attribute)
{
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AttributeStack& as = _attributeMap[attribute->getTypeMemberPair()];
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as.global_default_attribute = attribute;
}
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inline const StateAttribute* getGlobalDefaultAttribute(StateAttribute::Type type, unsigned int member=0)
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{
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AttributeStack& as = _attributeMap[StateAttribute::TypeMemberPair(type,member)];
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return as.global_default_attribute.get();
}
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/** Apply an attribute if required. */
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inline bool applyAttribute(const StateAttribute* attribute)
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{
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AttributeStack& as = _attributeMap[attribute->getTypeMemberPair()];
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as.changed = true;
return applyAttribute(attribute,as);
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}
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inline void setGlobalDefaultTextureAttribute(unsigned int unit, const StateAttribute* attribute)
{
AttributeMap& attributeMap = getOrCreateTextureAttributeMap(unit);
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AttributeStack& as = attributeMap[attribute->getTypeMemberPair()];
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as.global_default_attribute = attribute;
}
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inline const StateAttribute* getGlobalDefaultTextureAttribute(unsigned int unit, StateAttribute::Type type, unsigned int member = 0)
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{
AttributeMap& attributeMap = getOrCreateTextureAttributeMap(unit);
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AttributeStack& as = attributeMap[StateAttribute::TypeMemberPair(type,member)];
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return as.global_default_attribute.get();
}
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inline bool applyTextureAttribute(unsigned int unit, const StateAttribute* attribute)
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{
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AttributeMap& attributeMap = getOrCreateTextureAttributeMap(unit);
AttributeStack& as = attributeMap[attribute->getTypeMemberPair()];
as.changed = true;
return applyAttributeOnTexUnit(unit,attribute,as);
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}
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/** Mode has been set externally, update state to reflect this setting.*/
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void haveAppliedMode(StateAttribute::GLMode mode,StateAttribute::GLModeValue value);
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/** Mode has been set externally, therefore dirty the associated mode in osg::State
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* so it is applied on next call to osg::State::apply(..)*/
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void haveAppliedMode(StateAttribute::GLMode mode);
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/** Attribute has been applied externally, update state to reflect this setting.*/
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void haveAppliedAttribute(const StateAttribute* attribute);
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/** Attribute has been applied externally,
* and therefore this attribute type has been dirtied
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* and will need to be re-applied on next osg::State.apply(..).
* note, if you have an osg::StateAttribute which you have applied externally
* then use the have_applied(attribute) method as this will cause the osg::State to
* track the current state more accurately and enable lazy state updating such
* that only changed state will be applied.*/
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void haveAppliedAttribute(StateAttribute::Type type, unsigned int member=0);
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/** Get whether the current specified mode is enabled (true) or disabled (false).*/
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bool getLastAppliedMode(StateAttribute::GLMode mode) const;
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/** Get the current specified attribute, return NULL if one has not yet been applied.*/
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const StateAttribute* getLastAppliedAttribute(StateAttribute::Type type, unsigned int member=0) const;
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/** texture Mode has been set externally, update state to reflect this setting.*/
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void haveAppliedTextureMode(unsigned int unit, StateAttribute::GLMode mode,StateAttribute::GLModeValue value);
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/** texture Mode has been set externally, therefore dirty the associated mode in osg::State
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* so it is applied on next call to osg::State::apply(..)*/
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void haveAppliedTextureMode(unsigned int unit, StateAttribute::GLMode mode);
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/** texture Attribute has been applied externally, update state to reflect this setting.*/
void haveAppliedTextureAttribute(unsigned int unit, const StateAttribute* attribute);
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/** texture Attribute has been applied externally,
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* and therefore this attribute type has been dirtied
* and will need to be re-applied on next osg::State.apply(..).
* note, if you have an osg::StateAttribute which you have applied externally
* then use the have_applied(attribute) method as this will the osg::State to
* track the current state more accurately and enable lazy state updating such
* that only changed state will be applied.*/
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void haveAppliedTextureAttribute(unsigned int unit, StateAttribute::Type type, unsigned int member=0);
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/** Get whether the current specified texture mode is enabled (true) or disabled (false).*/
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bool getLastAppliedTextureMode(unsigned int unit, StateAttribute::GLMode mode) const;
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/** Get the current specified texture attribute, return NULL if one has not yet been applied.*/
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const StateAttribute* getLastAppliedTextureAttribute(unsigned int unit, StateAttribute::Type type, unsigned int member=0) const;
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/** Dirty the modes previously applied in osg::State.*/
void dirtyAllModes();
/** Dirty the modes attributes previously applied in osg::State.*/
void dirtyAllAttributes();
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/** Proxy helper class for applyig a VertexArrayState in a local scope, with the preivous value being resotred automatically on leaving the scope that proxy was created.*/
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struct SetCurrentVertexArrayStateProxy
{
SetCurrentVertexArrayStateProxy(osg::State& state, VertexArrayState* vas):_state(state) { _state.setCurrentVertexArrayState(vas); }
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~SetCurrentVertexArrayStateProxy() { _state.setCurrentToGlobalVertexArrayState(); }
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osg::State& _state;
};
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/** Set the CurrentVetexArrayState object that take which vertex arrays are bound.*/
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void setCurrentVertexArrayState(VertexArrayState* vas) { _vas = vas; }
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/** Get the CurrentVetexArrayState object that take which vertex arrays are bound.*/
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VertexArrayState* getCurrentVertexArrayState() const { return _vas; }
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/** Set the getCurrentVertexArrayState to the GlobalVertexArrayState.*/
void setCurrentToGlobalVertexArrayState() { _vas = _globalVertexArrayState.get(); }
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/** Reset the CurrentVertexArrayState/VertexArrayObject if it's value matches the specificied vas - use when deleting a vas.*/
void resetCurrentVertexArrayStateOnMatch(VertexArrayState* vas)
{
if (vas->getVertexArrayObject()== _currentVAO) _currentVAO = 0;
if (_vas==vas) _vas = _globalVertexArrayState.get();
}
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/** disable the vertex, normal, color, tex coords, secondary color, fog coord and index arrays.*/
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void disableAllVertexArrays();
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void lazyDisablingOfVertexAttributes() { _vas->lazyDisablingOfVertexAttributes(); }
void applyDisablingOfVertexAttributes() { _vas->applyDisablingOfVertexAttributes(*this); }
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void setCurrentVertexBufferObject(osg::GLBufferObject* vbo) { _vas->setCurrentVertexBufferObject(vbo); }
const GLBufferObject* getCurrentVertexBufferObject() { return _vas->getCurrentVertexBufferObject(); }
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void bindVertexBufferObject(osg::GLBufferObject* vbo) { _vas->bindVertexBufferObject(vbo); }
void unbindVertexBufferObject() { _vas->unbindVertexBufferObject(); }
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void setCurrentElementBufferObject(osg::GLBufferObject* ebo) { _vas->setCurrentElementBufferObject(ebo); }
const GLBufferObject* getCurrentElementBufferObject() { return _vas->getCurrentElementBufferObject(); }
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void bindElementBufferObject(osg::GLBufferObject* ebo) { _vas->bindElementBufferObject(ebo); }
void unbindElementBufferObject() { _vas->unbindElementBufferObject(); }
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void setCurrentPixelBufferObject(osg::GLBufferObject* pbo) { _currentPBO = pbo; }
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const GLBufferObject* getCurrentPixelBufferObject() const { return _currentPBO; }
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inline void bindPixelBufferObject(osg::GLBufferObject* pbo)
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{
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if (pbo)
{
if (pbo == _currentPBO) return;
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if (pbo->isDirty()) pbo->compileBuffer();
else pbo->bindBuffer();
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_currentPBO = pbo;
}
else
{
unbindPixelBufferObject();
}
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}
inline void unbindPixelBufferObject()
{
if (!_currentPBO) return;
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_glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,0);
_currentPBO = 0;
}
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inline void bindDrawIndirectBufferObject(osg::GLBufferObject* ibo)
{
if (ibo->isDirty())
{
ibo->compileBuffer();
_currentDIBO = ibo;
}
else if (ibo != _currentDIBO)
{
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ibo->bindBuffer();
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_currentDIBO = ibo;
}
}
inline void unbindDrawIndirectBufferObject()
{
if (!_currentDIBO) return;
_glBindBuffer(GL_DRAW_INDIRECT_BUFFER,0);
_currentDIBO = 0;
}
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void setCurrentVertexArrayObject(GLuint vao) { _currentVAO = vao; }
GLuint getCurrentVertexArrayObject() const { return _currentVAO; }
inline void bindVertexArrayObject(const VertexArrayState* vas) { bindVertexArrayObject(vas->getVertexArrayObject()); }
inline void bindVertexArrayObject(GLuint vao) { if (_currentVAO!=vao) { _glExtensions->glBindVertexArray(vao); _currentVAO = vao; } }
inline void unbindVertexArrayObject() { if (_currentVAO!=0) { _glExtensions->glBindVertexArray(0); _currentVAO = 0; } }
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typedef std::vector<GLushort> IndicesGLushort;
IndicesGLushort _quadIndicesGLushort[4];
typedef std::vector<GLuint> IndicesGLuint;
IndicesGLuint _quadIndicesGLuint[4];
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void drawQuads(GLint first, GLsizei count, GLsizei primCount=0);
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inline void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
{
if (primcount>=1 && _glDrawArraysInstanced!=0) _glDrawArraysInstanced(mode, first, count, primcount);
else glDrawArrays(mode, first, count);
}
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inline void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei primcount )
{
if (primcount>=1 && _glDrawElementsInstanced!=0) _glDrawElementsInstanced(mode, count, type, indices, primcount);
else glDrawElements(mode, count, type, indices);
}
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inline void Vertex(float x, float y, float z, float w=1.0f)
{
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#if defined(OSG_GL_VERTEX_FUNCS_AVAILABLE) && !defined(OSG_GLES1_AVAILABLE)
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if (_useVertexAttributeAliasing) _glVertexAttrib4f( _vertexAlias._location, x,y,z,w);
else glVertex4f(x,y,z,w);
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#else
_glVertexAttrib4f( _vertexAlias._location, x,y,z,w);
#endif
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}
inline void Color(float r, float g, float b, float a=1.0f)
{
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#ifdef OSG_GL_VERTEX_FUNCS_AVAILABLE
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if (_useVertexAttributeAliasing) _glVertexAttrib4f( _colorAlias._location, r,g,b,a);
else glColor4f(r,g,b,a);
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#else
_glVertexAttrib4f( _colorAlias._location, r,g,b,a);
#endif
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}
void Normal(float x, float y, float z)
{
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#ifdef OSG_GL_VERTEX_FUNCS_AVAILABLE
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if (_useVertexAttributeAliasing) _glVertexAttrib4f( _normalAlias._location, x,y,z,0.0);
else glNormal3f(x,y,z);
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#else
_glVertexAttrib4f( _normalAlias._location, x,y,z,0.0);
#endif
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}
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void TexCoord(float x, float y=0.0f, float z=0.0f, float w=1.0f)
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{
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#if !defined(OSG_GLES1_AVAILABLE)
#ifdef OSG_GL_VERTEX_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing) _glVertexAttrib4f( _texCoordAliasList[0]._location, x,y,z,w);
else glTexCoord4f(x,y,z,w);
#else
_glVertexAttrib4f( _texCoordAliasList[0]._location, x,y,z,w);
#endif
#endif
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}
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void MultiTexCoord(unsigned int unit, float x, float y=0.0f, float z=0.0f, float w=1.0f)
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{
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#if !defined(OSG_GLES1_AVAILABLE)
#ifdef OSG_GL_VERTEX_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing) _glVertexAttrib4f( _texCoordAliasList[unit]._location, x,y,z,w);
else _glMultiTexCoord4f(GL_TEXTURE0+unit,x,y,z,w);
#else
_glVertexAttrib4f( _texCoordAliasList[unit]._location, x,y,z,w);
#endif
#endif
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}
void VerteAttrib(unsigned int location, float x, float y=0.0f, float z=0.0f, float w=0.0f)
{
_glVertexAttrib4f( location, x,y,z,w);
}
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/** Wrapper around glInterleavedArrays(..).
* also resets the internal array points and modes within osg::State to keep the other
* vertex array operations consistent. */
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void setInterleavedArrays( GLenum format, GLsizei stride, const GLvoid* pointer) { _vas->setInterleavedArrays( *this, format, stride, pointer); }
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/** Set the vertex pointer using an osg::Array, and manage any VBO that are required.*/
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inline void setVertexPointer(const Array* array) { _vas->setVertexArray(*this, array); }
inline void setVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr, GLboolean normalized=GL_FALSE) { _vas->setVertexArray( *this, size, type, stride, ptr, normalized); }
inline void disableVertexPointer() { _vas->disableVertexArray(*this); }
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inline void setNormalPointer(const Array* array) { _vas->setNormalArray(*this, array); }
inline void setNormalPointer( GLenum type, GLsizei stride, const GLvoid *ptr, GLboolean normalized=GL_FALSE ) { _vas->setNormalArray( *this, type, stride, ptr, normalized); }
inline void disableNormalPointer() { _vas->disableNormalArray(*this); }
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inline void setColorPointer(const Array* array) { _vas->setColorArray(*this, array); }
inline void setColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr, GLboolean normalized=GL_TRUE ) { _vas->setColorArray(*this, size, type, stride, ptr, normalized); }
inline void disableColorPointer() { _vas->disableColorArray(*this); }
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inline bool isSecondaryColorSupported() const { return _isSecondaryColorSupported; }
inline void setSecondaryColorPointer(const Array* array) { _vas->setSecondaryColorArray(*this, array); }
inline void disableSecondaryColorPointer() { _vas->disableSecondaryColorArray(*this); }
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inline bool isFogCoordSupported() const { return _isFogCoordSupported; }
inline void setFogCoordPointer(const Array* array) { _vas->setFogCoordArray(*this, array); }
inline void disableFogCoordPointer() { _vas->disableFogCoordArray(*this); }
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inline void setTexCoordPointer(unsigned int unit, const Array* array) { _vas->setTexCoordArray(*this, unit, array); }
inline void setTexCoordPointer( unsigned int unit, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr, GLboolean normalized=GL_FALSE ) { _vas->setTexCoordArray(*this, unit, size, type, stride, ptr, normalized); }
inline void disableTexCoordPointer( unsigned int unit ) { _vas->disableTexCoordArray(*this, unit); }
inline void disableTexCoordPointersAboveAndIncluding( unsigned int unit ) { _vas->disableTexCoordArrayAboveAndIncluding(*this, unit); }
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/// For GL>=2.0 uses GL_MAX_TEXTURE_COORDS, for GL<2 uses GL_MAX_TEXTURE_UNITS
inline GLint getMaxTextureCoords() const { return _glMaxTextureCoords; }
/// For GL>=2.0 uses GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, for GL<2 uses GL_MAX_TEXTURE_UNITS
inline GLint getMaxTextureUnits() const { return _glMaxTextureUnits; }
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/** Set the current texture unit, return true if selected,
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* false if selection failed such as when multi texturing is not supported.
* note, only updates values that change.*/
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inline bool setActiveTextureUnit( unsigned int unit );
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/** Get the current texture unit.*/
unsigned int getActiveTextureUnit() const { return _currentActiveTextureUnit; }
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/** Set the current tex coord array texture unit, return true if selected,
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* false if selection failed such as when multi texturing is not supported.
* note, only updates values that change.*/
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bool setClientActiveTextureUnit( unsigned int unit );
/** Get the current tex coord array texture unit.*/
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unsigned int getClientActiveTextureUnit() const;
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inline void setVertexAttribPointer(unsigned int unit, const Array* array) { _vas->setVertexAttribArray(*this, unit, array); }
inline void setVertexAttribLPointer(unsigned int unit, const Array* array) { _vas->setVertexAttribArray(*this, unit, array); }
inline void setVertexAttribIPointer(unsigned int unit, const Array* array) { _vas->setVertexAttribArray(*this, unit, array); }
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inline void disableVertexAttribPointer( unsigned int index ) { _vas->disableVertexAttribArray(*this, index); }
inline void disableVertexAttribPointersAboveAndIncluding( unsigned int index ) { _vas->disableVertexAttribArray(*this, index); }
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/** dirty the vertex, normal, color, tex coords, secondary color, fog coord and index arrays.*/
void dirtyAllVertexArrays();
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inline bool isVertexBufferObjectSupported() const { return _isVertexBufferObjectSupported; }
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inline bool useVertexBufferObject(bool useVBO) const { return _forceVertexBufferObject || (_isVertexBufferObjectSupported && useVBO); }
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inline bool isVertexArrayObjectSupported() const { return _isVertexArrayObjectSupported; }
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inline bool useVertexArrayObject(bool useVAO) const { return _forceVertexArrayObject || (_isVertexArrayObjectSupported && useVAO); }
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inline void setLastAppliedProgramObject(const Program::PerContextProgram* program)
{
if (_lastAppliedProgramObject!=program)
{
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_lastAppliedProgramObject = program;
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}
}
inline const Program::PerContextProgram* getLastAppliedProgramObject() const { return _lastAppliedProgramObject; }
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inline GLint getUniformLocation( unsigned int uniformNameID ) const { return _lastAppliedProgramObject ? _lastAppliedProgramObject->getUniformLocation(uniformNameID) : -1; }
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/**
* Alternative version of getUniformLocation( unsigned int uniformNameID )
* retrofited into OSG for backward compatibility with osgCal,
* after uniform ids were refactored from std::strings to GLints in OSG version 2.9.10.
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*
* Drawbacks: This method is not particularly fast. It has to access mutexed static
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* map of uniform ids. So don't overuse it or your app performance will suffer.
*/
inline GLint getUniformLocation( const std::string & uniformName ) const { return _lastAppliedProgramObject ? _lastAppliedProgramObject->getUniformLocation(uniformName) : -1; }
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inline GLint getAttribLocation( const std::string& name ) const { return _lastAppliedProgramObject ? _lastAppliedProgramObject->getAttribLocation(name) : -1; }
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typedef std::pair<const StateAttribute*,StateAttribute::OverrideValue> AttributePair;
typedef std::vector<AttributePair> AttributeVec;
AttributeVec& getAttributeVec( const osg::StateAttribute* attribute )
{
AttributeStack& as = _attributeMap[ attribute->getTypeMemberPair() ];
return as.attributeVec;
}
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/** Set the frame stamp for the current frame.*/
inline void setFrameStamp(FrameStamp* fs) { _frameStamp = fs; }
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/** Get the frame stamp for the current frame.*/
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inline FrameStamp* getFrameStamp() { return _frameStamp.get(); }
/** Get the const frame stamp for the current frame.*/
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inline const FrameStamp* getFrameStamp() const { return _frameStamp.get(); }
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/** Set the DisplaySettings. Note, nothing is applied, the visual settings are just
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* used in the State object to pass the current visual settings to Drawables
* during rendering. */
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inline void setDisplaySettings(DisplaySettings* vs) { _displaySettings = vs; }
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/** Get the const DisplaySettings */
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inline const DisplaySettings* getDisplaySettings() const { return _displaySettings.get(); }
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/** Get the DisplaySettings that is current active DisplaySettings to be used by osg::State, - if DisplaySettings is not directly assigned then fallback to DisplaySettings::instance(). */
inline DisplaySettings* getActiveDisplaySettings() { return _displaySettings.valid() ? _displaySettings.get() : osg::DisplaySettings::instance().get(); }
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/** Get the const DisplaySettings that is current active DisplaySettings to be used by osg::State, - if DisplaySettings is not directly assigned then fallback to DisplaySettings::instance(). */
inline const DisplaySettings* getActiveDisplaySettings() const { return _displaySettings.valid() ? _displaySettings.get() : osg::DisplaySettings::instance().get(); }
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/** Set flag for early termination of the draw traversal.*/
void setAbortRenderingPtr(bool* abortPtr) { _abortRenderingPtr = abortPtr; }
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/** Get flag for early termination of the draw traversal,
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* if true steps should be taken to complete rendering early.*/
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bool getAbortRendering() const { return _abortRenderingPtr!=0?(*_abortRenderingPtr):false; }
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struct DynamicObjectRenderingCompletedCallback : public osg::Referenced
{
virtual void completed(osg::State*) = 0;
};
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/** Set the callback to be called when the dynamic object count hits 0.*/
void setDynamicObjectRenderingCompletedCallback(DynamicObjectRenderingCompletedCallback* cb){ _completeDynamicObjectRenderingCallback = cb; }
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/** Get the callback to be called when the dynamic object count hits 0.*/
DynamicObjectRenderingCompletedCallback* getDynamicObjectRenderingCompletedCallback() { return _completeDynamicObjectRenderingCallback.get(); }
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/** Set the number of dynamic objects that will be rendered in this graphics context this frame.*/
void setDynamicObjectCount(unsigned int count, bool callCallbackOnZero = false)
{
if (_dynamicObjectCount != count)
{
_dynamicObjectCount = count;
if (_dynamicObjectCount==0 && callCallbackOnZero && _completeDynamicObjectRenderingCallback.valid())
{
_completeDynamicObjectRenderingCallback->completed(this);
}
}
}
/** Get the number of dynamic objects that will be rendered in this graphics context this frame.*/
unsigned int getDynamicObjectCount() const { return _dynamicObjectCount; }
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/** Decrement the number of dynamic objects left to render this frame, and once the count goes to zero call the
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* DynamicObjectRenderingCompletedCallback to inform of completion.*/
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inline void decrementDynamicObjectCount()
{
--_dynamicObjectCount;
if (_dynamicObjectCount==0 && _completeDynamicObjectRenderingCallback.valid())
{
_completeDynamicObjectRenderingCallback->completed(this);
}
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}
void setMaxTexturePoolSize(unsigned int size);
unsigned int getMaxTexturePoolSize() const { return _maxTexturePoolSize; }
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void setMaxBufferObjectPoolSize(unsigned int size);
unsigned int getMaxBufferObjectPoolSize() const { return _maxBufferObjectPoolSize; }
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enum CheckForGLErrors
{
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/** NEVER_CHECK_GL_ERRORS hints that OpenGL need not be checked for, this
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is the fastest option since checking for errors does incur a small overhead.*/
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NEVER_CHECK_GL_ERRORS,
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/** ONCE_PER_FRAME means that OpenGL errors will be checked for once per
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frame, the overhead is still small, but at least OpenGL errors that are occurring
will be caught, the reporting isn't fine grained enough for debugging purposes.*/
ONCE_PER_FRAME,
/** ONCE_PER_ATTRIBUTE means that OpenGL errors will be checked for after
every attribute is applied, allow errors to be directly associated with
particular operations which makes debugging much easier.*/
ONCE_PER_ATTRIBUTE
};
/** Set whether and how often OpenGL errors should be checked for.*/
void setCheckForGLErrors(CheckForGLErrors check) { _checkGLErrors = check; }
/** Get whether and how often OpenGL errors should be checked for.*/
CheckForGLErrors getCheckForGLErrors() const { return _checkGLErrors; }
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bool checkGLErrors(const char* str1=0, const char* str2=0) const;
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bool checkGLErrors(StateAttribute::GLMode mode) const;
bool checkGLErrors(const StateAttribute* attribute) const;
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/** print out the internal details of osg::State - useful for debugging.*/
void print(std::ostream& fout) const;
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/** Initialize extension used by osg::State.*/
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void initializeExtensionProcs();
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/** Get the helper class for dispatching osg::Arrays as OpenGL attribute data.*/
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inline AttributeDispatchers& getAttributeDispatchers() { return _arrayDispatchers; }
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/** Set the helper class that provides applications with estimate on how much different graphics operations will cost.*/
inline void setGraphicsCostEstimator(GraphicsCostEstimator* gce) { _graphicsCostEstimator = gce; }
/** Get the helper class that provides applications with estimate on how much different graphics operations will cost.*/
inline GraphicsCostEstimator* getGraphicsCostEstimator() { return _graphicsCostEstimator.get(); }
/** Get the cont helper class that provides applications with estimate on how much different graphics operations will cost.*/
inline const GraphicsCostEstimator* getGraphicsCostEstimator() const { return _graphicsCostEstimator.get(); }
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/** Support for synchronizing the system time and the timestamp
* counter available with ARB_timer_query. Note that State
* doesn't update these values itself.
*/
Timer_t getStartTick() const { return _startTick; }
void setStartTick(Timer_t tick) { _startTick = tick; }
Timer_t getGpuTick() const { return _gpuTick; }
double getGpuTime() const
{
return osg::Timer::instance()->delta_s(_startTick, _gpuTick);
}
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GLuint64 getGpuTimestamp() const { return _gpuTimestamp; }
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void setGpuTimestamp(Timer_t tick, GLuint64 timestamp)
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{
_gpuTick = tick;
_gpuTimestamp = timestamp;
}
int getTimestampBits() const { return _timestampBits; }
void setTimestampBits(int bits) { _timestampBits = bits; }
/** called by the GraphicsContext just before GraphicsContext::swapBuffersImplementation().*/
virtual void frameCompleted();
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struct ModeStack
{
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typedef std::vector<StateAttribute::GLModeValue> ValueVec;
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ModeStack()
{
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valid = true;
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changed = false;
last_applied_value = false;
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global_default_value = false;
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}
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void print(std::ostream& fout) const;
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bool valid;
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bool changed;
bool last_applied_value;
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bool global_default_value;
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ValueVec valueVec;
};
struct AttributeStack
{
AttributeStack()
{
changed = false;
last_applied_attribute = 0L;
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last_applied_shadercomponent = 0L;
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global_default_attribute = 0L;
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}
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void print(std::ostream& fout) const;
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/** apply an attribute if required, passing in attribute and appropriate attribute stack */
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bool changed;
const StateAttribute* last_applied_attribute;
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const ShaderComponent* last_applied_shadercomponent;
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ref_ptr<const StateAttribute> global_default_attribute;
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AttributeVec attributeVec;
};
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struct UniformStack
{
typedef std::pair<const Uniform*,StateAttribute::OverrideValue> UniformPair;
typedef std::vector<UniformPair> UniformVec;
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UniformStack() {}
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void print(std::ostream& fout) const;
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UniformVec uniformVec;
};
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struct DefineStack
{
typedef std::vector<StateSet::DefinePair> DefineVec;
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DefineStack():
changed(false) {}
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void print(std::ostream& fout) const;
bool changed;
DefineVec defineVec;
};
struct DefineMap
{
DefineMap():
changed(false) {}
typedef std::map<std::string, DefineStack> DefineStackMap;
DefineStackMap map;
bool changed;
StateSet::DefineList currentDefines;
bool updateCurrentDefines();
};
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typedef std::map<StateAttribute::GLMode,ModeStack> ModeMap;
typedef std::vector<ModeMap> TextureModeMapList;
typedef std::map<StateAttribute::TypeMemberPair,AttributeStack> AttributeMap;
typedef std::vector<AttributeMap> TextureAttributeMapList;
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typedef std::map<std::string, UniformStack> UniformMap;
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typedef std::vector< ref_ptr<const Matrix> > MatrixStack;
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inline const ModeMap& getModeMap() const {return _modeMap;}
inline const AttributeMap& getAttributeMap() const {return _attributeMap;}
inline const UniformMap& getUniformMap() const {return _uniformMap;}
inline DefineMap& getDefineMap() {return _defineMap;}
inline const DefineMap& getDefineMap() const {return _defineMap;}
inline const TextureModeMapList& getTextureModeMapList() const {return _textureModeMapList;}
inline const TextureAttributeMapList& getTextureAttributeMapList() const {return _textureAttributeMapList;}
std::string getDefineString(const osg::ShaderDefines& shaderDefines);
bool supportsShaderRequirements(const osg::ShaderDefines& shaderRequirements);
bool supportsShaderRequirement(const std::string& shaderRequirement);
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protected:
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virtual ~State();
GraphicsContext* _graphicsContext;
unsigned int _contextID;
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osg::ref_ptr<VertexArrayState> _globalVertexArrayState;
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VertexArrayState* _vas;
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bool _shaderCompositionEnabled;
bool _shaderCompositionDirty;
osg::ref_ptr<ShaderComposer> _shaderComposer;
osg::Program* _currentShaderCompositionProgram;
StateSet::UniformList _currentShaderCompositionUniformList;
ref_ptr<FrameStamp> _frameStamp;
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GLenum _drawBuffer;
GLenum _readBuffer;
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ref_ptr<const RefMatrix> _identity;
ref_ptr<const RefMatrix> _initialViewMatrix;
ref_ptr<const RefMatrix> _projection;
ref_ptr<const RefMatrix> _modelView;
ref_ptr<RefMatrix> _modelViewCache;
bool _useModelViewAndProjectionUniforms;
ref_ptr<Uniform> _modelViewMatrixUniform;
ref_ptr<Uniform> _projectionMatrixUniform;
ref_ptr<Uniform> _modelViewProjectionMatrixUniform;
ref_ptr<Uniform> _normalMatrixUniform;
Matrix _initialInverseViewMatrix;
ref_ptr<DisplaySettings> _displaySettings;
bool* _abortRenderingPtr;
CheckForGLErrors _checkGLErrors;
bool _useVertexAttributeAliasing;
VertexAttribAlias _vertexAlias;
VertexAttribAlias _normalAlias;
VertexAttribAlias _colorAlias;
VertexAttribAlias _secondaryColorAlias;
VertexAttribAlias _fogCoordAlias;
VertexAttribAliasList _texCoordAliasList;
Program::AttribBindingList _attributeBindingList;
void setUpVertexAttribAlias(VertexAttribAlias& alias, GLuint location, const std::string glName, const std::string osgName, const std::string& declaration);
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/** Apply an OpenGL mode if required, passing in mode, enable flag and
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* appropriate mode stack. This is a wrapper around \c glEnable() and
* \c glDisable(), that just actually calls these functions if the
* \c enabled flag is different than the current state.
* @return \c true if the state was actually changed. \c false
* otherwise. Notice that a \c false return does not indicate
* an error, it just means that the mode was already set to the
* same value as the \c enabled parameter.
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*/
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inline bool applyMode(StateAttribute::GLMode mode,bool enabled,ModeStack& ms)
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{
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if (ms.valid && ms.last_applied_value != enabled)
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{
ms.last_applied_value = enabled;
if (enabled) glEnable(mode);
else glDisable(mode);
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if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(mode);
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return true;
}
else
return false;
}
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inline bool applyModeOnTexUnit(unsigned int unit,StateAttribute::GLMode mode,bool enabled,ModeStack& ms)
{
if (ms.valid && ms.last_applied_value != enabled)
{
if (setActiveTextureUnit(unit))
{
ms.last_applied_value = enabled;
if (enabled) glEnable(mode);
else glDisable(mode);
if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(mode);
return true;
}
else
return false;
}
else
return false;
}
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/** apply an attribute if required, passing in attribute and appropriate attribute stack */
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inline bool applyAttribute(const StateAttribute* attribute,AttributeStack& as)
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{
if (as.last_applied_attribute != attribute)
{
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if (!as.global_default_attribute.valid()) as.global_default_attribute = attribute->cloneType()->asStateAttribute();
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as.last_applied_attribute = attribute;
attribute->apply(*this);
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const ShaderComponent* sc = attribute->getShaderComponent();
if (as.last_applied_shadercomponent != sc)
{
as.last_applied_shadercomponent = sc;
_shaderCompositionDirty = true;
}
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if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(attribute);
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return true;
}
else
return false;
}
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inline bool applyAttributeOnTexUnit(unsigned int unit,const StateAttribute* attribute,AttributeStack& as)
{
if (as.last_applied_attribute != attribute)
{
if (setActiveTextureUnit(unit))
{
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if (!as.global_default_attribute.valid()) as.global_default_attribute = attribute->cloneType()->asStateAttribute();
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as.last_applied_attribute = attribute;
attribute->apply(*this);
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const ShaderComponent* sc = attribute->getShaderComponent();
if (as.last_applied_shadercomponent != sc)
{
as.last_applied_shadercomponent = sc;
_shaderCompositionDirty = true;
}
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if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(attribute);
return true;
}
else
return false;
}
else
return false;
}
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inline bool applyGlobalDefaultAttribute(AttributeStack& as)
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{
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if (as.last_applied_attribute != as.global_default_attribute.get())
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{
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as.last_applied_attribute = as.global_default_attribute.get();
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if (as.global_default_attribute.valid())
{
as.global_default_attribute->apply(*this);
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const ShaderComponent* sc = as.global_default_attribute->getShaderComponent();
if (as.last_applied_shadercomponent != sc)
{
as.last_applied_shadercomponent = sc;
_shaderCompositionDirty = true;
}
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if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(as.global_default_attribute.get());
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}
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return true;
}
else
return false;
}
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inline bool applyGlobalDefaultAttributeOnTexUnit(unsigned int unit,AttributeStack& as)
{
if (as.last_applied_attribute != as.global_default_attribute.get())
{
if (setActiveTextureUnit(unit))
{
as.last_applied_attribute = as.global_default_attribute.get();
if (as.global_default_attribute.valid())
{
as.global_default_attribute->apply(*this);
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const ShaderComponent* sc = as.global_default_attribute->getShaderComponent();
if (as.last_applied_shadercomponent != sc)
{
as.last_applied_shadercomponent = sc;
_shaderCompositionDirty = true;
}
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if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(as.global_default_attribute.get());
}
return true;
}
else
return false;
}
else
return false;
}
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ModeMap _modeMap;
AttributeMap _attributeMap;
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UniformMap _uniformMap;
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DefineMap _defineMap;
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TextureModeMapList _textureModeMapList;
TextureAttributeMapList _textureAttributeMapList;
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const Program::PerContextProgram* _lastAppliedProgramObject;
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StateSetStack _stateStateStack;
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unsigned int _maxTexturePoolSize;
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unsigned int _maxBufferObjectPoolSize;
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unsigned int _currentActiveTextureUnit;
unsigned int _currentClientActiveTextureUnit;
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GLBufferObject* _currentPBO;
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GLBufferObject* _currentDIBO;
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GLuint _currentVAO;
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inline ModeMap& getOrCreateTextureModeMap(unsigned int unit)
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{
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if (unit>=_textureModeMapList.size()) _textureModeMapList.resize(unit+1);
return _textureModeMapList[unit];
}
inline AttributeMap& getOrCreateTextureAttributeMap(unsigned int unit)
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{
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if (unit>=_textureAttributeMapList.size()) _textureAttributeMapList.resize(unit+1);
return _textureAttributeMapList[unit];
}
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inline void pushModeList(ModeMap& modeMap,const StateSet::ModeList& modeList);
inline void pushAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList);
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inline void pushUniformList(UniformMap& uniformMap,const StateSet::UniformList& uniformList);
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inline void pushDefineList(DefineMap& defineMap,const StateSet::DefineList& defineList);
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inline void popModeList(ModeMap& modeMap,const StateSet::ModeList& modeList);
inline void popAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList);
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inline void popUniformList(UniformMap& uniformMap,const StateSet::UniformList& uniformList);
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inline void popDefineList(DefineMap& defineMap,const StateSet::DefineList& defineList);
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inline void applyModeList(ModeMap& modeMap,const StateSet::ModeList& modeList);
inline void applyAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList);
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inline void applyUniformList(UniformMap& uniformMap,const StateSet::UniformList& uniformList);
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inline void applyDefineList(DefineMap& defineMap,const StateSet::DefineList& defineList);
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inline void applyModeMap(ModeMap& modeMap);
inline void applyAttributeMap(AttributeMap& attributeMap);
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inline void applyUniformMap(UniformMap& uniformMap);
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inline void applyModeListOnTexUnit(unsigned int unit,ModeMap& modeMap,const StateSet::ModeList& modeList);
inline void applyAttributeListOnTexUnit(unsigned int unit,AttributeMap& attributeMap,const StateSet::AttributeList& attributeList);
inline void applyModeMapOnTexUnit(unsigned int unit,ModeMap& modeMap);
inline void applyAttributeMapOnTexUnit(unsigned int unit,AttributeMap& attributeMap);
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void haveAppliedMode(ModeMap& modeMap,StateAttribute::GLMode mode,StateAttribute::GLModeValue value);
void haveAppliedMode(ModeMap& modeMap,StateAttribute::GLMode mode);
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void haveAppliedAttribute(AttributeMap& attributeMap,const StateAttribute* attribute);
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void haveAppliedAttribute(AttributeMap& attributeMap,StateAttribute::Type type, unsigned int member);
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bool getLastAppliedMode(const ModeMap& modeMap,StateAttribute::GLMode mode) const;
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const StateAttribute* getLastAppliedAttribute(const AttributeMap& attributeMap,StateAttribute::Type type, unsigned int member) const;
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void loadModelViewMatrix();
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bool _isSecondaryColorSupported;
bool _isFogCoordSupported;
bool _isVertexBufferObjectSupported;
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bool _isVertexArrayObjectSupported;
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bool _forceVertexBufferObject;
bool _forceVertexArrayObject;
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typedef void (GL_APIENTRY * ActiveTextureProc) (GLenum texture);
typedef void (GL_APIENTRY * FogCoordPointerProc) (GLenum type, GLsizei stride, const GLvoid *pointer);
typedef void (GL_APIENTRY * SecondaryColorPointerProc) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
typedef void (GL_APIENTRY * MultiTexCoord4fProc) (GLenum target, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GL_APIENTRY * VertexAttrib4fProc)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
typedef void (GL_APIENTRY * VertexAttrib4fvProc)(GLuint index, const GLfloat *v);
typedef void (GL_APIENTRY * VertexAttribPointerProc) (unsigned int, GLint, GLenum, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
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typedef void (GL_APIENTRY * VertexAttribIPointerProc) (unsigned int, GLint, GLenum, GLsizei stride, const GLvoid *pointer);
typedef void (GL_APIENTRY * VertexAttribLPointerProc) (unsigned int, GLint, GLenum, GLsizei stride, const GLvoid *pointer);
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typedef void (GL_APIENTRY * EnableVertexAttribProc) (unsigned int);
typedef void (GL_APIENTRY * DisableVertexAttribProc) (unsigned int);
typedef void (GL_APIENTRY * BindBufferProc) (GLenum target, GLuint buffer);
typedef void (GL_APIENTRY * DrawArraysInstancedProc)( GLenum mode, GLint first, GLsizei count, GLsizei primcount );
typedef void (GL_APIENTRY * DrawElementsInstancedProc)( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei primcount );
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bool _extensionProcsInitialized;
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GLint _glMaxTextureCoords;
GLint _glMaxTextureUnits;
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ActiveTextureProc _glClientActiveTexture;
ActiveTextureProc _glActiveTexture;
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MultiTexCoord4fProc _glMultiTexCoord4f;
VertexAttrib4fProc _glVertexAttrib4f;
VertexAttrib4fvProc _glVertexAttrib4fv;
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FogCoordPointerProc _glFogCoordPointer;
SecondaryColorPointerProc _glSecondaryColorPointer;
VertexAttribPointerProc _glVertexAttribPointer;
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VertexAttribIPointerProc _glVertexAttribIPointer;
VertexAttribLPointerProc _glVertexAttribLPointer;
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EnableVertexAttribProc _glEnableVertexAttribArray;
DisableVertexAttribProc _glDisableVertexAttribArray;
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BindBufferProc _glBindBuffer;
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DrawArraysInstancedProc _glDrawArraysInstanced;
DrawElementsInstancedProc _glDrawElementsInstanced;
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osg::ref_ptr<GLExtensions> _glExtensions;
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unsigned int _dynamicObjectCount;
osg::ref_ptr<DynamicObjectRenderingCompletedCallback> _completeDynamicObjectRenderingCallback;
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AttributeDispatchers _arrayDispatchers;
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osg::ref_ptr<GraphicsCostEstimator> _graphicsCostEstimator;
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Timer_t _startTick;
Timer_t _gpuTick;
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GLuint64 _gpuTimestamp;
int _timestampBits;
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};
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inline void State::pushModeList(ModeMap& modeMap,const StateSet::ModeList& modeList)
{
for(StateSet::ModeList::const_iterator mitr=modeList.begin();
mitr!=modeList.end();
++mitr)
{
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// get the mode stack for incoming GLmode {mitr->first}.
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ModeStack& ms = modeMap[mitr->first];
if (ms.valueVec.empty())
{
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// first pair so simply push incoming pair to back.
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ms.valueVec.push_back(mitr->second);
}
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else if ((ms.valueVec.back() & StateAttribute::OVERRIDE) && !(mitr->second & StateAttribute::PROTECTED)) // check the existing override flag
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{
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// push existing back since override keeps the previous value.
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ms.valueVec.push_back(ms.valueVec.back());
}
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else
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{
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// no override on so simply push incoming pair to back.
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ms.valueVec.push_back(mitr->second);
}
ms.changed = true;
}
}
inline void State::pushAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList)
{
for(StateSet::AttributeList::const_iterator aitr=attributeList.begin();
aitr!=attributeList.end();
++aitr)
{
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// get the attribute stack for incoming type {aitr->first}.
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AttributeStack& as = attributeMap[aitr->first];
if (as.attributeVec.empty())
{
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// first pair so simply push incoming pair to back.
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as.attributeVec.push_back(
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AttributePair(aitr->second.first.get(),aitr->second.second));
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}
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else if ((as.attributeVec.back().second & StateAttribute::OVERRIDE) && !(aitr->second.second & StateAttribute::PROTECTED)) // check the existing override flag
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{
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// push existing back since override keeps the previous value.
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as.attributeVec.push_back(as.attributeVec.back());
}
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else
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{
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// no override on so simply push incoming pair to back.
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as.attributeVec.push_back(
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AttributePair(aitr->second.first.get(),aitr->second.second));
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}
as.changed = true;
}
}
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inline void State::pushUniformList(UniformMap& uniformMap,const StateSet::UniformList& uniformList)
{
for(StateSet::UniformList::const_iterator aitr=uniformList.begin();
aitr!=uniformList.end();
++aitr)
{
// get the attribute stack for incoming type {aitr->first}.
UniformStack& us = uniformMap[aitr->first];
if (us.uniformVec.empty())
{
// first pair so simply push incoming pair to back.
us.uniformVec.push_back(
UniformStack::UniformPair(aitr->second.first.get(),aitr->second.second));
}
else if ((us.uniformVec.back().second & StateAttribute::OVERRIDE) && !(aitr->second.second & StateAttribute::PROTECTED)) // check the existing override flag
{
// push existing back since override keeps the previous value.
us.uniformVec.push_back(us.uniformVec.back());
}
else
{
// no override on so simply push incoming pair to back.
us.uniformVec.push_back(
UniformStack::UniformPair(aitr->second.first.get(),aitr->second.second));
}
}
}
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inline void State::pushDefineList(DefineMap& defineMap,const StateSet::DefineList& defineList)
{
for(StateSet::DefineList::const_iterator aitr=defineList.begin();
aitr!=defineList.end();
++aitr)
{
// get the attribute stack for incoming type {aitr->first}.
DefineStack& ds = defineMap.map[aitr->first];
DefineStack::DefineVec& dv = ds.defineVec;
if (dv.empty())
{
// first pair so simply push incoming pair to back.
dv.push_back(StateSet::DefinePair(aitr->second.first,aitr->second.second));
ds.changed = true;
defineMap.changed = true;
}
else if ((ds.defineVec.back().second & StateAttribute::OVERRIDE) && !(aitr->second.second & StateAttribute::PROTECTED)) // check the existing override flag
{
// push existing back since override keeps the previous value.
ds.defineVec.push_back(ds.defineVec.back());
}
else
{
// no override on so simply push incoming pair to back.
dv.push_back(StateSet::DefinePair(aitr->second.first,aitr->second.second));
// if the back of the stack has changed since the last then mark it as changed.
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bool changed = (dv[dv.size()-2] != dv.back());
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if (changed)
{
ds.changed = true;
defineMap.changed = true;
}
}
}
}
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inline void State::popModeList(ModeMap& modeMap,const StateSet::ModeList& modeList)
{
for(StateSet::ModeList::const_iterator mitr=modeList.begin();
mitr!=modeList.end();
++mitr)
{
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// get the mode stack for incoming GLmode {mitr->first}.
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ModeStack& ms = modeMap[mitr->first];
if (!ms.valueVec.empty())
{
ms.valueVec.pop_back();
}
ms.changed = true;
}
}
inline void State::popAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList)
{
for(StateSet::AttributeList::const_iterator aitr=attributeList.begin();
aitr!=attributeList.end();
++aitr)
{
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// get the attribute stack for incoming type {aitr->first}.
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AttributeStack& as = attributeMap[aitr->first];
if (!as.attributeVec.empty())
{
as.attributeVec.pop_back();
}
as.changed = true;
}
}
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inline void State::popUniformList(UniformMap& uniformMap,const StateSet::UniformList& uniformList)
{
for(StateSet::UniformList::const_iterator aitr=uniformList.begin();
aitr!=uniformList.end();
++aitr)
{
// get the attribute stack for incoming type {aitr->first}.
UniformStack& us = uniformMap[aitr->first];
if (!us.uniformVec.empty())
{
us.uniformVec.pop_back();
}
}
}
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inline void State::popDefineList(DefineMap& defineMap,const StateSet::DefineList& defineList)
{
for(StateSet::DefineList::const_iterator aitr=defineList.begin();
aitr!=defineList.end();
++aitr)
{
// get the attribute stack for incoming type {aitr->first}.
DefineStack& ds = defineMap.map[aitr->first];
DefineStack::DefineVec& dv = ds.defineVec;
if (!dv.empty())
{
// if the stack has less than 2 entries or new back vs old back are different then mark the DefineStack as changed
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if ((dv.size() < 2) || (dv[dv.size()-2] != dv.back()))
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{
ds.changed = true;
defineMap.changed = true;
}
dv.pop_back();
}
}
}
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inline void State::applyModeList(ModeMap& modeMap,const StateSet::ModeList& modeList)
{
StateSet::ModeList::const_iterator ds_mitr = modeList.begin();
ModeMap::iterator this_mitr=modeMap.begin();
while (this_mitr!=modeMap.end() && ds_mitr!=modeList.end())
{
if (this_mitr->first<ds_mitr->first)
{
// note GLMode = this_mitr->first
ModeStack& ms = this_mitr->second;
if (ms.changed)
{
ms.changed = false;
if (!ms.valueVec.empty())
{
bool new_value = ms.valueVec.back() & StateAttribute::ON;
applyMode(this_mitr->first,new_value,ms);
}
else
{
// assume default of disabled.
applyMode(this_mitr->first,ms.global_default_value,ms);
}
}
++this_mitr;
}
else if (ds_mitr->first<this_mitr->first)
{
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// ds_mitr->first is a new mode, therefore
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// need to insert a new mode entry for ds_mistr->first.
ModeStack& ms = modeMap[ds_mitr->first];
bool new_value = ds_mitr->second & StateAttribute::ON;
applyMode(ds_mitr->first,new_value,ms);
// will need to disable this mode on next apply so set it to changed.
ms.changed = true;
++ds_mitr;
}
else
{
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// this_mitr & ds_mitr refer to the same mode, check the override
// if any otherwise just apply the incoming mode.
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ModeStack& ms = this_mitr->second;
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if (!ms.valueVec.empty() && (ms.valueVec.back() & StateAttribute::OVERRIDE) && !(ds_mitr->second & StateAttribute::PROTECTED))
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{
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// override is on, just treat as a normal apply on modes.
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if (ms.changed)
{
ms.changed = false;
bool new_value = ms.valueVec.back() & StateAttribute::ON;
applyMode(this_mitr->first,new_value,ms);
}
}
else
{
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// no override on or no previous entry, therefore consider incoming mode.
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bool new_value = ds_mitr->second & StateAttribute::ON;
if (applyMode(ds_mitr->first,new_value,ms))
{
ms.changed = true;
}
}
++this_mitr;
++ds_mitr;
}
}
// iterator over the remaining state modes to apply any previous changes.
for(;
this_mitr!=modeMap.end();
++this_mitr)
{
// note GLMode = this_mitr->first
ModeStack& ms = this_mitr->second;
if (ms.changed)
{
ms.changed = false;
if (!ms.valueVec.empty())
{
bool new_value = ms.valueVec.back() & StateAttribute::ON;
applyMode(this_mitr->first,new_value,ms);
}
else
{
// assume default of disabled.
applyMode(this_mitr->first,ms.global_default_value,ms);
}
}
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}
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// iterator over the remaining incoming modes to apply any new mode.
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for(;
ds_mitr!=modeList.end();
++ds_mitr)
{
ModeStack& ms = modeMap[ds_mitr->first];
bool new_value = ds_mitr->second & StateAttribute::ON;
applyMode(ds_mitr->first,new_value,ms);
// will need to disable this mode on next apply so set it to changed.
ms.changed = true;
}
}
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inline void State::applyModeListOnTexUnit(unsigned int unit,ModeMap& modeMap,const StateSet::ModeList& modeList)
{
StateSet::ModeList::const_iterator ds_mitr = modeList.begin();
ModeMap::iterator this_mitr=modeMap.begin();
while (this_mitr!=modeMap.end() && ds_mitr!=modeList.end())
{
if (this_mitr->first<ds_mitr->first)
{
// note GLMode = this_mitr->first
ModeStack& ms = this_mitr->second;
if (ms.changed)
{
ms.changed = false;
if (!ms.valueVec.empty())
{
bool new_value = ms.valueVec.back() & StateAttribute::ON;
applyModeOnTexUnit(unit,this_mitr->first,new_value,ms);
}
else
{
// assume default of disabled.
applyModeOnTexUnit(unit,this_mitr->first,ms.global_default_value,ms);
}
}
++this_mitr;
}
else if (ds_mitr->first<this_mitr->first)
{
// ds_mitr->first is a new mode, therefore
// need to insert a new mode entry for ds_mistr->first.
ModeStack& ms = modeMap[ds_mitr->first];
bool new_value = ds_mitr->second & StateAttribute::ON;
applyModeOnTexUnit(unit,ds_mitr->first,new_value,ms);
// will need to disable this mode on next apply so set it to changed.
ms.changed = true;
++ds_mitr;
}
else
{
// this_mitr & ds_mitr refer to the same mode, check the override
// if any otherwise just apply the incoming mode.
ModeStack& ms = this_mitr->second;
if (!ms.valueVec.empty() && (ms.valueVec.back() & StateAttribute::OVERRIDE) && !(ds_mitr->second & StateAttribute::PROTECTED))
{
// override is on, just treat as a normal apply on modes.
if (ms.changed)
{
ms.changed = false;
bool new_value = ms.valueVec.back() & StateAttribute::ON;
applyModeOnTexUnit(unit,this_mitr->first,new_value,ms);
}
}
else
{
// no override on or no previous entry, therefore consider incoming mode.
bool new_value = ds_mitr->second & StateAttribute::ON;
if (applyModeOnTexUnit(unit,ds_mitr->first,new_value,ms))
{
ms.changed = true;
}
}
++this_mitr;
++ds_mitr;
}
}
// iterator over the remaining state modes to apply any previous changes.
for(;
this_mitr!=modeMap.end();
++this_mitr)
{
// note GLMode = this_mitr->first
ModeStack& ms = this_mitr->second;
if (ms.changed)
{
ms.changed = false;
if (!ms.valueVec.empty())
{
bool new_value = ms.valueVec.back() & StateAttribute::ON;
applyModeOnTexUnit(unit,this_mitr->first,new_value,ms);
}
else
{
// assume default of disabled.
applyModeOnTexUnit(unit,this_mitr->first,ms.global_default_value,ms);
}
}
}
// iterator over the remaining incoming modes to apply any new mode.
for(;
ds_mitr!=modeList.end();
++ds_mitr)
{
ModeStack& ms = modeMap[ds_mitr->first];
bool new_value = ds_mitr->second & StateAttribute::ON;
applyModeOnTexUnit(unit,ds_mitr->first,new_value,ms);
// will need to disable this mode on next apply so set it to changed.
ms.changed = true;
}
}
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inline void State::applyAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList)
{
StateSet::AttributeList::const_iterator ds_aitr=attributeList.begin();
AttributeMap::iterator this_aitr=attributeMap.begin();
while (this_aitr!=attributeMap.end() && ds_aitr!=attributeList.end())
{
if (this_aitr->first<ds_aitr->first)
{
// note attribute type = this_aitr->first
AttributeStack& as = this_aitr->second;
if (as.changed)
{
as.changed = false;
if (!as.attributeVec.empty())
{
const StateAttribute* new_attr = as.attributeVec.back().first;
applyAttribute(new_attr,as);
}
else
{
applyGlobalDefaultAttribute(as);
}
}
++this_aitr;
}
else if (ds_aitr->first<this_aitr->first)
{
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// ds_aitr->first is a new attribute, therefore
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// need to insert a new attribute entry for ds_aitr->first.
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AttributeStack& as = attributeMap[ds_aitr->first];
const StateAttribute* new_attr = ds_aitr->second.first.get();
applyAttribute(new_attr,as);
as.changed = true;
++ds_aitr;
}
else
{
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// this_mitr & ds_mitr refer to the same attribute, check the override
// if any otherwise just apply the incoming attribute
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AttributeStack& as = this_aitr->second;
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if (!as.attributeVec.empty() && (as.attributeVec.back().second & StateAttribute::OVERRIDE) && !(ds_aitr->second.second & StateAttribute::PROTECTED))
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{
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// override is on, just treat as a normal apply on attribute.
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if (as.changed)
{
as.changed = false;
const StateAttribute* new_attr = as.attributeVec.back().first;
applyAttribute(new_attr,as);
}
}
else
{
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// no override on or no previous entry, therefore consider incoming attribute.
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const StateAttribute* new_attr = ds_aitr->second.first.get();
if (applyAttribute(new_attr,as))
{
as.changed = true;
}
}
++this_aitr;
++ds_aitr;
}
}
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// iterator over the remaining state attributes to apply any previous changes.
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for(;
this_aitr!=attributeMap.end();
++this_aitr)
{
// note attribute type = this_aitr->first
AttributeStack& as = this_aitr->second;
if (as.changed)
{
as.changed = false;
if (!as.attributeVec.empty())
{
const StateAttribute* new_attr = as.attributeVec.back().first;
applyAttribute(new_attr,as);
}
else
{
applyGlobalDefaultAttribute(as);
}
}
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}
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// iterator over the remaining incoming attribute to apply any new attribute.
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for(;
ds_aitr!=attributeList.end();
++ds_aitr)
{
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// ds_aitr->first is a new attribute, therefore
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// need to insert a new attribute entry for ds_aitr->first.
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AttributeStack& as = attributeMap[ds_aitr->first];
const StateAttribute* new_attr = ds_aitr->second.first.get();
applyAttribute(new_attr,as);
// will need to update this attribute on next apply so set it to changed.
as.changed = true;
}
}
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inline void State::applyAttributeListOnTexUnit(unsigned int unit,AttributeMap& attributeMap,const StateSet::AttributeList& attributeList)
{
StateSet::AttributeList::const_iterator ds_aitr=attributeList.begin();
AttributeMap::iterator this_aitr=attributeMap.begin();
while (this_aitr!=attributeMap.end() && ds_aitr!=attributeList.end())
{
if (this_aitr->first<ds_aitr->first)
{
// note attribute type = this_aitr->first
AttributeStack& as = this_aitr->second;
if (as.changed)
{
as.changed = false;
if (!as.attributeVec.empty())
{
const StateAttribute* new_attr = as.attributeVec.back().first;
applyAttributeOnTexUnit(unit,new_attr,as);
}
else
{
applyGlobalDefaultAttributeOnTexUnit(unit,as);
}
}
++this_aitr;
}
else if (ds_aitr->first<this_aitr->first)
{
// ds_aitr->first is a new attribute, therefore
// need to insert a new attribute entry for ds_aitr->first.
AttributeStack& as = attributeMap[ds_aitr->first];
const StateAttribute* new_attr = ds_aitr->second.first.get();
applyAttributeOnTexUnit(unit,new_attr,as);
as.changed = true;
++ds_aitr;
}
else
{
// this_mitr & ds_mitr refer to the same attribute, check the override
// if any otherwise just apply the incoming attribute
AttributeStack& as = this_aitr->second;
if (!as.attributeVec.empty() && (as.attributeVec.back().second & StateAttribute::OVERRIDE) && !(ds_aitr->second.second & StateAttribute::PROTECTED))
{
// override is on, just treat as a normal apply on attribute.
if (as.changed)
{
as.changed = false;
const StateAttribute* new_attr = as.attributeVec.back().first;
applyAttributeOnTexUnit(unit,new_attr,as);
}
}
else
{
// no override on or no previous entry, therefore consider incoming attribute.
const StateAttribute* new_attr = ds_aitr->second.first.get();
if (applyAttributeOnTexUnit(unit,new_attr,as))
{
as.changed = true;
}
}
++this_aitr;
++ds_aitr;
}
}
// iterator over the remaining state attributes to apply any previous changes.
for(;
this_aitr!=attributeMap.end();
++this_aitr)
{
// note attribute type = this_aitr->first
AttributeStack& as = this_aitr->second;
if (as.changed)
{
as.changed = false;
if (!as.attributeVec.empty())
{
const StateAttribute* new_attr = as.attributeVec.back().first;
applyAttributeOnTexUnit(unit,new_attr,as);
}
else
{
applyGlobalDefaultAttributeOnTexUnit(unit,as);
}
}
}
// iterator over the remaining incoming attribute to apply any new attribute.
for(;
ds_aitr!=attributeList.end();
++ds_aitr)
{
// ds_aitr->first is a new attribute, therefore
// need to insert a new attribute entry for ds_aitr->first.
AttributeStack& as = attributeMap[ds_aitr->first];
const StateAttribute* new_attr = ds_aitr->second.first.get();
applyAttributeOnTexUnit(unit,new_attr,as);
// will need to update this attribute on next apply so set it to changed.
as.changed = true;
}
}
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inline void State::applyUniformList(UniformMap& uniformMap,const StateSet::UniformList& uniformList)
{
if (!_lastAppliedProgramObject) return;
StateSet::UniformList::const_iterator ds_aitr=uniformList.begin();
UniformMap::iterator this_aitr=uniformMap.begin();
while (this_aitr!=uniformMap.end() && ds_aitr!=uniformList.end())
{
if (this_aitr->first<ds_aitr->first)
{
// note attribute type = this_aitr->first
UniformStack& as = this_aitr->second;
if (!as.uniformVec.empty())
{
_lastAppliedProgramObject->apply(*as.uniformVec.back().first);
}
++this_aitr;
}
else if (ds_aitr->first<this_aitr->first)
{
_lastAppliedProgramObject->apply(*(ds_aitr->second.first.get()));
++ds_aitr;
}
else
{
// this_mitr & ds_mitr refer to the same attribute, check the override
// if any otherwise just apply the incoming attribute
UniformStack& as = this_aitr->second;
if (!as.uniformVec.empty() && (as.uniformVec.back().second & StateAttribute::OVERRIDE) && !(ds_aitr->second.second & StateAttribute::PROTECTED))
{
// override is on, just treat as a normal apply on uniform.
_lastAppliedProgramObject->apply(*as.uniformVec.back().first);
}
else
{
// no override on or no previous entry, therefore consider incoming attribute.
_lastAppliedProgramObject->apply(*(ds_aitr->second.first.get()));
}
++this_aitr;
++ds_aitr;
}
}
// iterator over the remaining state attributes to apply any previous changes.
for(;
this_aitr!=uniformMap.end();
++this_aitr)
{
// note attribute type = this_aitr->first
UniformStack& as = this_aitr->second;
if (!as.uniformVec.empty())
{
_lastAppliedProgramObject->apply(*as.uniformVec.back().first);
}
}
// iterator over the remaining incoming attribute to apply any new attribute.
for(;
ds_aitr!=uniformList.end();
++ds_aitr)
{
_lastAppliedProgramObject->apply(*(ds_aitr->second.first.get()));
}
}
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inline void State::applyDefineList(DefineMap& defineMap, const StateSet::DefineList& defineList)
{
StateSet::DefineList::const_iterator dl_itr = defineList.begin();
DefineMap::DefineStackMap::iterator dm_itr = defineMap.map.begin();
defineMap.changed = false;
defineMap.currentDefines.clear();
while (dm_itr!=defineMap.map.end() && dl_itr!=defineList.end())
{
if (dm_itr->first<dl_itr->first)
{
DefineStack& ds = dm_itr->second;
DefineStack::DefineVec& dv = ds.defineVec;
if (!dv.empty() && (dv.back().second & StateAttribute::ON)!=0) defineMap.currentDefines[dm_itr->first] = dv.back();
++dm_itr;
}
else if (dl_itr->first<dm_itr->first)
{
if ((dl_itr->second.second & StateAttribute::ON)!=0) defineMap.currentDefines[dl_itr->first] = dl_itr->second;
++dl_itr;
}
else
{
// this_mitr & ds_mitr refer to the same mode, check the override
// if any otherwise just apply the incoming mode.
DefineStack& ds = dm_itr->second;
DefineStack::DefineVec& dv = ds.defineVec;
if (!dv.empty() && (dv.back().second & StateAttribute::OVERRIDE)!=0 && !(dl_itr->second.second & StateAttribute::PROTECTED))
{
// override is on, just treat as a normal apply on modes.
if ((dv.back().second & StateAttribute::ON)!=0) defineMap.currentDefines[dm_itr->first] = dv.back();
}
else
{
// no override on or no previous entry, therefore consider incoming mode.
if ((dl_itr->second.second & StateAttribute::ON)!=0) defineMap.currentDefines[dl_itr->first] = dl_itr->second;
}
++dm_itr;
++dl_itr;
}
}
// iterator over the remaining state modes to apply any previous changes.
for(;
dm_itr!=defineMap.map.end();
++dm_itr)
{
// note GLMode = this_mitr->first
DefineStack& ds = dm_itr->second;
DefineStack::DefineVec& dv = ds.defineVec;
if (!dv.empty() && (dv.back().second & StateAttribute::ON)!=0) defineMap.currentDefines[dm_itr->first] = dv.back();
}
// iterator over the remaining incoming modes to apply any new mode.
for(;
dl_itr!=defineList.end();
++dl_itr)
{
if ((dl_itr->second.second & StateAttribute::ON)!=0) defineMap.currentDefines[dl_itr->first] = dl_itr->second;
}
}
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inline void State::applyModeMap(ModeMap& modeMap)
{
for(ModeMap::iterator mitr=modeMap.begin();
mitr!=modeMap.end();
++mitr)
{
// note GLMode = mitr->first
ModeStack& ms = mitr->second;
if (ms.changed)
{
ms.changed = false;
if (!ms.valueVec.empty())
{
bool new_value = ms.valueVec.back() & StateAttribute::ON;
applyMode(mitr->first,new_value,ms);
}
else
{
// assume default of disabled.
applyMode(mitr->first,ms.global_default_value,ms);
}
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}
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}
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}
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inline void State::applyModeMapOnTexUnit(unsigned int unit,ModeMap& modeMap)
{
for(ModeMap::iterator mitr=modeMap.begin();
mitr!=modeMap.end();
++mitr)
{
// note GLMode = mitr->first
ModeStack& ms = mitr->second;
if (ms.changed)
{
ms.changed = false;
if (!ms.valueVec.empty())
{
bool new_value = ms.valueVec.back() & StateAttribute::ON;
applyModeOnTexUnit(unit,mitr->first,new_value,ms);
}
else
{
// assume default of disabled.
applyModeOnTexUnit(unit,mitr->first,ms.global_default_value,ms);
}
}
}
}
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inline void State::applyAttributeMap(AttributeMap& attributeMap)
{
for(AttributeMap::iterator aitr=attributeMap.begin();
aitr!=attributeMap.end();
++aitr)
{
AttributeStack& as = aitr->second;
if (as.changed)
{
as.changed = false;
if (!as.attributeVec.empty())
{
const StateAttribute* new_attr = as.attributeVec.back().first;
applyAttribute(new_attr,as);
}
else
{
applyGlobalDefaultAttribute(as);
}
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}
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}
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}
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inline void State::applyAttributeMapOnTexUnit(unsigned int unit,AttributeMap& attributeMap)
{
for(AttributeMap::iterator aitr=attributeMap.begin();
aitr!=attributeMap.end();
++aitr)
{
AttributeStack& as = aitr->second;
if (as.changed)
{
as.changed = false;
if (!as.attributeVec.empty())
{
const StateAttribute* new_attr = as.attributeVec.back().first;
applyAttributeOnTexUnit(unit,new_attr,as);
}
else
{
applyGlobalDefaultAttributeOnTexUnit(unit,as);
}
}
}
}
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inline void State::applyUniformMap(UniformMap& uniformMap)
{
if (!_lastAppliedProgramObject) return;
for(UniformMap::iterator aitr=uniformMap.begin();
aitr!=uniformMap.end();
++aitr)
{
UniformStack& as = aitr->second;
if (!as.uniformVec.empty())
{
_lastAppliedProgramObject->apply(*as.uniformVec.back().first);
}
}
}
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inline bool State::setActiveTextureUnit( unsigned int unit )
{
if (unit!=_currentActiveTextureUnit)
{
if (_glActiveTexture && unit < (unsigned int)(maximum(_glMaxTextureCoords,_glMaxTextureUnits)) )
{
_glActiveTexture(GL_TEXTURE0+unit);
_currentActiveTextureUnit = unit;
}
else
{
return unit==0;
}
}
return true;
}
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// forward declare speciailization of State::get() method
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template<> inline GLExtensions* State::get<GLExtensions>() { return _glExtensions.get(); }
template<> inline const GLExtensions* State::get<GLExtensions>() const { return _glExtensions.get(); }
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template<> inline void State::set<GLExtensions>(GLExtensions* ptr) { _glExtensions = ptr; }
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}
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#endif