OpenSceneGraph/include/osg/StateSet

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* 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
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
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#ifndef OSG_STATESET
#define OSG_STATESET 1
#include <osg/Object>
#include <osg/StateAttribute>
#include <osg/ref_ptr>
#include <map>
#include <vector>
#include <string>
namespace osg {
/**
Encapsulates OpenGL state modes and attributes.
Used to specific textures etc of osg::Drawable's which hold references
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to a single osg::StateSet. StateSet can be shared between Drawable's
and is recommend if possible as it minimize expensive state changes
in the graphics pipeline.
*/
class SG_EXPORT StateSet : public Object
{
public :
StateSet();
StateSet(const StateSet&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
virtual Object* cloneType() const { return new StateSet(); }
virtual Object* clone(const CopyOp& copyop) const { return new StateSet(*this,copyop); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const StateSet*>(obj)!=NULL; }
virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "StateSet"; }
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
int compare(const StateSet& rhs,bool compareAttributeContents=false) const;
bool operator < (const StateSet& rhs) const { return compare(rhs)<0; }
bool operator == (const StateSet& rhs) const { return compare(rhs)==0; }
bool operator != (const StateSet& rhs) const { return compare(rhs)!=0; }
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/** set all the modes to on or off so that it defines a
complete state, typically used for a default global state.*/
void setGlobalDefaults();
/** set all the modes to inherit, typically used to signify
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nodes which inherit all of their modes for the global state.*/
void setAllToInherit();
/** merge this stateset with stateset rhs, this overrides
* the rhs if OVERRIDE is specified, otherwise rhs takes precedence.*/
void merge(const StateSet& rhs);
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/** a container to map GLModes to their respective GLModeValues.*/
typedef std::map<StateAttribute::GLMode,StateAttribute::GLModeValue> ModeList;
/** set this StateSet to contain specified GLMode and value.*/
void setMode(StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
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/** set this StateSet to inherit specified GLMode type from parents.
* has the effect of deleting any GlMode of specified type from StateSet.*/
void setModeToInherit(StateAttribute::GLMode mode);
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/** get specified GLModeValue for specified GLMode.
* returns INHERIT if no GLModeValue is contained within StateSet.*/
StateAttribute::GLModeValue getMode(StateAttribute::GLMode mode) const;
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/** return the list of all GLModes contained in this StateSet.*/
inline ModeList& getModeList() { return _modeList; }
/** return the const list of all GLModes contained in this const StateSet.*/
inline const ModeList& getModeList() const { return _modeList; }
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/** simple pairing between an attribute and its override flag.*/
typedef std::pair<ref_ptr<StateAttribute>,StateAttribute::OverrideValue> RefAttributePair;
/** a container to map StateAttribyte::Types to their respective RefAttributePair.*/
typedef std::map<StateAttribute::Type,RefAttributePair> AttributeList;
/** set this StateSet to contain specified attribute and override flag.*/
void setAttribute(StateAttribute *attribute, StateAttribute::OverrideValue value=StateAttribute::OFF);
/** set this StateSet to contain specified attribute and set the associated GLMode's to specified value.*/
void setAttributeAndModes(StateAttribute *attribute, StateAttribute::GLModeValue value=StateAttribute::ON);
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/** set this StateSet to inherit specified attribute type from parents.
* has the effect of deleting any state attributes of specified type from StateSet.*/
void setAttributeToInherit(StateAttribute::Type type);
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/** get specified StateAttribute for specified type.
* returns NULL if no type is contained within StateSet.*/
StateAttribute* getAttribute(StateAttribute::Type type);
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/** get specified const StateAttribute for specified type.
* returns NULL if no type is contained within const StateSet.*/
const StateAttribute* getAttribute(StateAttribute::Type type) const;
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/** get specified RefAttributePair for specified type.
* returns NULL if no type is contained within StateSet.*/
const RefAttributePair* getAttributePair(StateAttribute::Type type) const;
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/** return the list of all StateAttributes contained in this StateSet.*/
inline AttributeList& getAttributeList() { return _attributeList; }
/** return the const list of all StateAttributes contained in this const StateSet.*/
inline const AttributeList& getAttributeList() const { return _attributeList; }
typedef std::vector<ModeList> TextureModeList;
/** set this StateSet to contain specified GLMode and value.*/
void setTextureMode(unsigned int unit,StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
/** set this StateSet to inherit specified GLMode type from parents.
* has the effect of deleting any GlMode of specified type from StateSet.*/
void setTextureModeToInherit(unsigned int unit,StateAttribute::GLMode mode);
/** get specified GLModeValue for specified GLMode.
* returns INHERIT if no GLModeValue is contained within StateSet.*/
StateAttribute::GLModeValue getTextureMode(unsigned int unit,StateAttribute::GLMode mode) const;
/** return the list of all Texture related GLModes contained in this StateSet.*/
inline TextureModeList& getTextureModeList() { return _textureModeList; }
/** return the const list of all Texture related GLModes contained in this const StateSet.*/
inline const TextureModeList& getTextureModeList() const { return _textureModeList; }
typedef std::vector<AttributeList> TextureAttributeList;
/** set this StateSet to contain specified attribute and override flag.*/
void setTextureAttribute(unsigned int unit,StateAttribute *attribute, StateAttribute::OverrideValue value=StateAttribute::OFF);
/** set this StateSet to contain specified attribute and set the associated GLMode's to specified value.*/
void setTextureAttributeAndModes(unsigned int unit,StateAttribute *attribute, StateAttribute::GLModeValue value=StateAttribute::ON);
/** set this StateSet to inherit specified attribute type from parents.
* has the effect of deleting any state attributes of specified type from StateSet.*/
void setTextureAttributeToInherit(unsigned int unit,StateAttribute::Type type);
/** get specified Texture related StateAttribute for specified type.
* returns NULL if no type is contained within StateSet.*/
StateAttribute* getTextureAttribute(unsigned int unit,StateAttribute::Type type);
/** get specified Texture related const StateAttribute for specified type.
* returns NULL if no type is contained within const StateSet.*/
const StateAttribute* getTextureAttribute(unsigned int unit,StateAttribute::Type type) const;
/** get specified Texture related RefAttributePair for specified type.
* returns NULL if no type is contained within StateSet.*/
const RefAttributePair* getTextureAttributePair(unsigned int unit,StateAttribute::Type type) const;
/** return the list of all Texture related StateAttributes contained in this StateSet.*/
inline TextureAttributeList& getTextureAttributeList() { return _textureAttributeList; }
/** return the const list of all Texture related StateAttributes contained in this const StateSet.*/
inline const TextureAttributeList& getTextureAttributeList() const { return _textureAttributeList; }
void setAssociatedModes(const StateAttribute* attribute, StateAttribute::GLModeValue value);
void setAssociatedTextureModes(unsigned int unit,const StateAttribute* attribute, StateAttribute::GLModeValue value);
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enum RenderingHint
{
DEFAULT_BIN = 0,
OPAQUE_BIN = 1,
TRANSPARENT_BIN = 2
};
/** set the RenderingHint of the StateSet.
* RenderingHint is used by osgUtil::Renderer to determine which
* draw bin to drop associated osg::Drawables in. For opaque
* objects OPAQUE_BIN would typical used, which TRANSPARENT_BIN
* should be used for objects which need to be depth sorted.*/
void setRenderingHint(int hint);
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/** get the RenderingHint of the StateSet.*/
inline int getRenderingHint() const { return _renderingHint; }
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enum RenderBinMode
{
INHERIT_RENDERBIN_DETAILS,
USE_RENDERBIN_DETAILS,
OVERRIDE_RENDERBIN_DETAILS,
ENCLOSE_RENDERBIN_DETAILS
};
/** set the render bin details.*/
void setRenderBinDetails(int binNum,const std::string& binName,RenderBinMode mode=USE_RENDERBIN_DETAILS);
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/** set the render bin details to inherit.*/
void setRenderBinToInherit();
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/** get the render bin mode.*/
inline RenderBinMode getRenderBinMode() const { return _binMode; }
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/** get whether the render bin details are set and should be used.*/
inline bool useRenderBinDetails() const { return _binMode!=INHERIT_RENDERBIN_DETAILS; }
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/** get the render bin number.*/
inline int getBinNumber() const { return _binNum; }
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/** get the render bin name.*/
inline const std::string& getBinName() const { return _binName; }
/** call compile on all StateAttributes contained within this StateSet.*/
void compile(State& state) const;
protected :
virtual ~StateSet();
StateSet& operator = (const StateSet&) { return *this; }
ModeList _modeList;
AttributeList _attributeList;
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TextureModeList _textureModeList;
TextureAttributeList _textureAttributeList;
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inline ModeList& getOrCreateTextureModeList(unsigned int unit)
{
if (unit>=_textureModeList.size()) _textureModeList.resize(unit+1);
return _textureModeList[unit];
}
inline AttributeList& getOrCreateTextureAttributeList(unsigned int unit)
{
if (unit>=_textureAttributeList.size()) _textureAttributeList.resize(unit+1);
return _textureAttributeList[unit];
}
int compareModes(const ModeList& lhs,const ModeList& rhs);
int compareAttributePtrs(const AttributeList& lhs,const AttributeList& rhs);
int compareAttributeContents(const AttributeList& lhs,const AttributeList& rhs);
void setMode(ModeList& modeList,StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
void setModeToInherit(ModeList& modeList,StateAttribute::GLMode mode);
StateAttribute::GLModeValue getMode(const ModeList& modeList,StateAttribute::GLMode mode) const;
void setAssociatedModes(ModeList& modeList,const StateAttribute* attribute, StateAttribute::GLModeValue value);
void setAttribute(AttributeList& attributeList,StateAttribute *attribute, const StateAttribute::OverrideValue value=StateAttribute::OFF);
StateAttribute* getAttribute(AttributeList& attributeList,const StateAttribute::Type type);
const StateAttribute* getAttribute(const AttributeList& attributeList,const StateAttribute::Type type) const;
const RefAttributePair* getAttributePair(const AttributeList& attributeList,const StateAttribute::Type type) const;
int _renderingHint;
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RenderBinMode _binMode;
int _binNum;
std::string _binName;
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};
}
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#endif