OpenSceneGraph/src/osg/StateSet.cpp

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#include <stdio.h>
#include <osg/StateSet>
#include <osg/State>
#include <osg/Notify>
#include <osg/AlphaFunc>
#include <osg/Material>
#include <osg/CullFace>
#include <osg/FrontFace>
#include <osg/PolygonMode>
#include <osg/Transparency>
#include <osg/Depth>
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using namespace osg;
StateSet::StateSet()
{
setDataVariance(osg::StateAttribute::STATIC);
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_renderingHint = DEFAULT_BIN;
setRendingBinToInherit();
}
StateSet::StateSet(const StateSet& rhs,const CopyOp& copyop):Object(rhs,copyop)
{
_modeList = rhs._modeList;
for(AttributeList::const_iterator itr=rhs._attributeList.begin();
itr!=rhs._attributeList.end();
++itr)
{
StateAttribute::Type type = itr->first;
const RefAttributePair& rap = itr->second;
StateAttribute* attr = copyop(rap.first.get());
if (attr) _attributeList[type]=RefAttributePair(attr,rap.second);
}
// copy texture related modes.
_textureModeList = rhs._textureModeList;
// set up the size of the texture attribute list.
_textureAttributeList.resize(rhs._textureAttributeList.size());
// copy the contents across.
for(unsigned int i=0;i<rhs._textureAttributeList.size();++i)
{
AttributeList& lhs_attributeList = _textureAttributeList[i];
const AttributeList& rhs_attributeList = rhs._textureAttributeList[i];
for(AttributeList::const_iterator itr=rhs_attributeList.begin();
itr!=rhs_attributeList.end();
++itr)
{
StateAttribute::Type type = itr->first;
const RefAttributePair& rap = itr->second;
StateAttribute* attr = copyop(rap.first.get());
if (attr) lhs_attributeList[type]=RefAttributePair(attr,rap.second);
}
}
_renderingHint = rhs._renderingHint;
_binMode = rhs._binMode;
_binNum = rhs._binNum;
_binName = rhs._binName;
}
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StateSet::~StateSet()
{
// note, all attached state attributes will be automatically
// unreferenced by ref_ptr<> and therefore there is no need to
// delete the memory manually.
}
int StateSet::compare(const StateSet& rhs,bool compareAttributeContents) const
{
if (_textureAttributeList.size()<rhs._textureAttributeList.size()) return -1;
if (_textureAttributeList.size()>rhs._textureAttributeList.size()) return 1;
for(unsigned int ai=0;ai<_textureAttributeList.size();++ai)
{
const AttributeList& rhs_attributeList = _textureAttributeList[ai];
const AttributeList& lhs_attributeList = rhs._textureAttributeList[ai];
if (compareAttributeContents)
{
// now check to see how the attributes compare.
AttributeList::const_iterator lhs_attr_itr = lhs_attributeList.begin();
AttributeList::const_iterator rhs_attr_itr = rhs_attributeList.begin();
while (lhs_attr_itr!=lhs_attributeList.end() && rhs_attr_itr!=rhs_attributeList.end())
{
if (lhs_attr_itr->first<rhs_attr_itr->first) return -1;
else if (rhs_attr_itr->first<lhs_attr_itr->first) return 1;
if (*(lhs_attr_itr->second.first)<*(rhs_attr_itr->second.first)) return -1;
else if (*(rhs_attr_itr->second.first)<*(lhs_attr_itr->second.first)) return 1;
if (lhs_attr_itr->second.second<rhs_attr_itr->second.second) return -1;
else if (rhs_attr_itr->second.second<lhs_attr_itr->second.second) return 1;
++lhs_attr_itr;
++rhs_attr_itr;
}
if (lhs_attr_itr==lhs_attributeList.end())
{
if (rhs_attr_itr!=rhs_attributeList.end()) return -1;
}
else if (rhs_attr_itr == rhs_attributeList.end()) return 1;
}
else // just compare pointers.
{
// now check to see how the attributes compare.
AttributeList::const_iterator lhs_attr_itr = lhs_attributeList.begin();
AttributeList::const_iterator rhs_attr_itr = rhs_attributeList.begin();
while (lhs_attr_itr!=lhs_attributeList.end() && rhs_attr_itr!=rhs_attributeList.end())
{
if (lhs_attr_itr->first<rhs_attr_itr->first) return -1;
else if (rhs_attr_itr->first<lhs_attr_itr->first) return 1;
if (lhs_attr_itr->second.first<rhs_attr_itr->second.first) return -1;
else if (rhs_attr_itr->second.first<lhs_attr_itr->second.first) return 1;
if (lhs_attr_itr->second.second<rhs_attr_itr->second.second) return -1;
else if (rhs_attr_itr->second.second<lhs_attr_itr->second.second) return 1;
++lhs_attr_itr;
++rhs_attr_itr;
}
if (lhs_attr_itr==lhs_attributeList.end())
{
if (rhs_attr_itr!=rhs_attributeList.end()) return -1;
}
else if (rhs_attr_itr == rhs_attributeList.end()) return 1;
}
}
// now check the rest of the non texture attributes
if (compareAttributeContents)
{
// now check to see how the attributes compare.
AttributeList::const_iterator lhs_attr_itr = _attributeList.begin();
AttributeList::const_iterator rhs_attr_itr = rhs._attributeList.begin();
while (lhs_attr_itr!=_attributeList.end() && rhs_attr_itr!=rhs._attributeList.end())
{
if (lhs_attr_itr->first<rhs_attr_itr->first) return -1;
else if (rhs_attr_itr->first<lhs_attr_itr->first) return 1;
if (*(lhs_attr_itr->second.first)<*(rhs_attr_itr->second.first)) return -1;
else if (*(rhs_attr_itr->second.first)<*(lhs_attr_itr->second.first)) return 1;
if (lhs_attr_itr->second.second<rhs_attr_itr->second.second) return -1;
else if (rhs_attr_itr->second.second<lhs_attr_itr->second.second) return 1;
++lhs_attr_itr;
++rhs_attr_itr;
}
if (lhs_attr_itr==_attributeList.end())
{
if (rhs_attr_itr!=rhs._attributeList.end()) return -1;
}
else if (rhs_attr_itr == rhs._attributeList.end()) return 1;
}
else // just compare pointers.
{
// now check to see how the attributes compare.
AttributeList::const_iterator lhs_attr_itr = _attributeList.begin();
AttributeList::const_iterator rhs_attr_itr = rhs._attributeList.begin();
while (lhs_attr_itr!=_attributeList.end() && rhs_attr_itr!=rhs._attributeList.end())
{
if (lhs_attr_itr->first<rhs_attr_itr->first) return -1;
else if (rhs_attr_itr->first<lhs_attr_itr->first) return 1;
if (lhs_attr_itr->second.first<rhs_attr_itr->second.first) return -1;
else if (rhs_attr_itr->second.first<lhs_attr_itr->second.first) return 1;
if (lhs_attr_itr->second.second<rhs_attr_itr->second.second) return -1;
else if (rhs_attr_itr->second.second<lhs_attr_itr->second.second) return 1;
++lhs_attr_itr;
++rhs_attr_itr;
}
if (lhs_attr_itr==_attributeList.end())
{
if (rhs_attr_itr!=rhs._attributeList.end()) return -1;
}
else if (rhs_attr_itr == rhs._attributeList.end()) return 1;
}
// we've got here so attributes must be equal...
if (_textureModeList.size()<rhs._textureModeList.size()) return -1;
if (_textureModeList.size()>rhs._textureModeList.size()) return 1;
// check to see how the modes compare.
// first check the rest of the texture modes
for(unsigned int ti=0;ti<_textureModeList.size();++ti)
{
const ModeList& lhs_modeList = _textureModeList[ti];
const ModeList& rhs_modeList = rhs._textureModeList[ti];
ModeList::const_iterator lhs_mode_itr = lhs_modeList.begin();
ModeList::const_iterator rhs_mode_itr = rhs_modeList.begin();
while (lhs_mode_itr!=lhs_modeList.end() && rhs_mode_itr!=rhs_modeList.end())
{
if (lhs_mode_itr->first<rhs_mode_itr->first) return -1;
else if (rhs_mode_itr->first<lhs_mode_itr->first) return 1;
if (lhs_mode_itr->second<rhs_mode_itr->second) return -1;
else if (rhs_mode_itr->second<lhs_mode_itr->second) return 1;
++lhs_mode_itr;
++rhs_mode_itr;
}
if (lhs_mode_itr==lhs_modeList.end())
{
if (rhs_mode_itr!=rhs_modeList.end()) return -1;
}
else if (rhs_mode_itr == rhs_modeList.end()) return 1;
}
// check non texture modes.
ModeList::const_iterator lhs_mode_itr = _modeList.begin();
ModeList::const_iterator rhs_mode_itr = rhs._modeList.begin();
while (lhs_mode_itr!=_modeList.end() && rhs_mode_itr!=rhs._modeList.end())
{
if (lhs_mode_itr->first<rhs_mode_itr->first) return -1;
else if (rhs_mode_itr->first<lhs_mode_itr->first) return 1;
if (lhs_mode_itr->second<rhs_mode_itr->second) return -1;
else if (rhs_mode_itr->second<lhs_mode_itr->second) return 1;
++lhs_mode_itr;
++rhs_mode_itr;
}
if (lhs_mode_itr==_modeList.end())
{
if (rhs_mode_itr!=rhs._modeList.end()) return -1;
}
else if (rhs_mode_itr == rhs._modeList.end()) return 1;
return 0;
}
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void StateSet::setGlobalDefaults()
{
_renderingHint = DEFAULT_BIN;
setRendingBinToInherit();
setMode(GL_DEPTH_TEST,StateAttribute::ON);
setAttributeAndModes(osgNew AlphaFunc,StateAttribute::OFF);
setAttributeAndModes(osgNew Transparency,StateAttribute::OFF);
Material *material = osgNew Material;
material->setColorMode(Material::AMBIENT_AND_DIFFUSE);
setAttributeAndModes(material,StateAttribute::ON);
/*
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setMode(GL_LIGHTING,StateAttribute::OFF);
setMode(GL_FOG,StateAttribute::OFF);
setMode(GL_POINT_SMOOTH,StateAttribute::OFF);
setMode(GL_TEXTURE_2D,StateAttribute::OFF);
setMode(GL_TEXTURE_GEN_S,StateAttribute::OFF);
setMode(GL_TEXTURE_GEN_T,StateAttribute::OFF);
setMode(GL_TEXTURE_GEN_R,StateAttribute::OFF);
setMode(GL_TEXTURE_GEN_Q,StateAttribute::OFF);
setAttributeAndModes(osgNew AlphaFunc,StateAttribute::OFF);
setAttributeAndModes(osgNew CullFace,StateAttribute::ON);
setAttributeAndModes(osgNew FrontFace,StateAttribute::ON);
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Material *material = osgNew Material;
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material->setColorMode(Material::AMBIENT_AND_DIFFUSE);
setAttributeAndModes(material,StateAttribute::ON);
setAttributeAndModes(osgNew PolygonMode,StateAttribute::OFF);
setAttributeAndModes(osgNew Transparency,StateAttribute::OFF);
setAttributeAndModes(osgNew Depth,StateAttribute::ON);
*/
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}
void StateSet::setAllToInherit()
{
_renderingHint = DEFAULT_BIN;
setRendingBinToInherit();
_modeList.clear();
_attributeList.clear();
_textureModeList.clear();
_textureAttributeList.clear();
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}
void StateSet::merge(const StateSet& rhs)
{
// merge the modes of rhs into this,
// this overrides rhs if OVERRIDE defined in this.
for(ModeList::const_iterator rhs_mitr = rhs._modeList.begin();
rhs_mitr != rhs._modeList.end();
++rhs_mitr)
{
ModeList::iterator lhs_mitr = _modeList.find(rhs_mitr->first);
if (lhs_mitr!=_modeList.end())
{
if (!(lhs_mitr->second & StateAttribute::OVERRIDE))
{
// override isn't on in rhs, so overrite it with incomming
// value.
lhs_mitr->second = rhs_mitr->second;
}
}
else
{
// entry doesn't exist so insert it.
_modeList.insert(*rhs_mitr);
}
}
// merge the attributes of rhs into this,
// this overrides rhs if OVERRIDE defined in this.
for(AttributeList::const_iterator rhs_aitr = rhs._attributeList.begin();
rhs_aitr != rhs._attributeList.end();
++rhs_aitr)
{
AttributeList::iterator lhs_aitr = _attributeList.find(rhs_aitr->first);
if (lhs_aitr!=_attributeList.end())
{
if (!(lhs_aitr->second.second & StateAttribute::OVERRIDE))
{
// override isn't on in rhs, so overrite it with incomming
// value.
lhs_aitr->second = rhs_aitr->second;
}
}
else
{
// entry doesn't exist so insert it.
_attributeList.insert(*rhs_aitr);
}
}
if (_textureModeList.size()<rhs._textureModeList.size()) _textureModeList.resize(rhs._textureModeList.size());
for(unsigned int mi=0;mi<rhs._textureModeList.size();++mi)
{
ModeList& lhs_modeList = _textureModeList[mi];
const ModeList& rhs_modeList = rhs._textureModeList[mi];
// merge the modes of rhs into this,
// this overrides rhs if OVERRIDE defined in this.
for(ModeList::const_iterator rhs_mitr = rhs_modeList.begin();
rhs_mitr != rhs_modeList.end();
++rhs_mitr)
{
ModeList::iterator lhs_mitr = lhs_modeList.find(rhs_mitr->first);
if (lhs_mitr!=lhs_modeList.end())
{
if (!(lhs_mitr->second & StateAttribute::OVERRIDE))
{
// override isn't on in rhs, so overrite it with incomming
// value.
lhs_mitr->second = rhs_mitr->second;
}
}
else
{
// entry doesn't exist so insert it.
lhs_modeList.insert(*rhs_mitr);
}
}
}
if (_textureAttributeList.size()<rhs._textureAttributeList.size()) _textureAttributeList.resize(rhs._textureAttributeList.size());
for(unsigned int ai=0;ai<rhs._textureAttributeList.size();++ai)
{
AttributeList& lhs_attributeList = _textureAttributeList[ai];
const AttributeList& rhs_attributeList = rhs._textureAttributeList[ai];
// merge the attributes of rhs into this,
// this overrides rhs if OVERRIDE defined in this.
for(AttributeList::const_iterator rhs_aitr = rhs_attributeList.begin();
rhs_aitr != rhs_attributeList.end();
++rhs_aitr)
{
AttributeList::iterator lhs_aitr = lhs_attributeList.find(rhs_aitr->first);
if (lhs_aitr!=lhs_attributeList.end())
{
if (!(lhs_aitr->second.second & StateAttribute::OVERRIDE))
{
// override isn't on in rhs, so overrite it with incomming
// value.
lhs_aitr->second = rhs_aitr->second;
}
}
else
{
// entry doesn't exist so insert it.
lhs_attributeList.insert(*rhs_aitr);
}
}
}
// need to merge rendering hints
// but will need to think how best to do this first
// RO, Nov. 2001.
}
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void StateSet::setMode(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)
{
if ((value&StateAttribute::INHERIT)) setModeToInherit(mode);
else _modeList[mode] = value;
}
void StateSet::setModeToInherit(const StateAttribute::GLMode mode)
{
ModeList::iterator itr = _modeList.find(mode);
if (itr!=_modeList.end())
{
_modeList.erase(itr);
}
}
const StateAttribute::GLModeValue StateSet::getMode(const StateAttribute::GLMode mode) const
{
ModeList::const_iterator itr = _modeList.find(mode);
if (itr!=_modeList.end())
{
return itr->second;
}
else
return StateAttribute::INHERIT;
}
void StateSet::setAttribute(StateAttribute *attribute, const StateAttribute::OverrideValue value)
{
if (attribute)
{
if ((value&StateAttribute::INHERIT)) setAttributeToInherit(attribute->getType());
else _attributeList[attribute->getType()] = RefAttributePair(attribute,value&StateAttribute::OVERRIDE);
}
}
void StateSet::setAttributeAndModes(StateAttribute *attribute, const StateAttribute::GLModeValue value)
{
if (attribute)
{
_attributeList[attribute->getType()] = RefAttributePair(attribute,value&StateAttribute::OVERRIDE);
attribute->setStateSetModes(*this,value);
}
}
void StateSet::setAttributeToInherit(const StateAttribute::Type type)
{
AttributeList::iterator itr = _attributeList.find(type);
if (itr!=_attributeList.end())
{
itr->second.first->setStateSetModes(*this,StateAttribute::INHERIT);
_attributeList.erase(itr);
}
}
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StateAttribute* StateSet::getAttribute(const StateAttribute::Type type)
{
AttributeList::iterator itr = _attributeList.find(type);
if (itr!=_attributeList.end())
{
return itr->second.first.get();
}
else
return NULL;
}
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const StateAttribute* StateSet::getAttribute(const StateAttribute::Type type) const
{
AttributeList::const_iterator itr = _attributeList.find(type);
if (itr!=_attributeList.end())
{
return itr->second.first.get();
}
else
return NULL;
}
const StateSet::RefAttributePair* StateSet::getAttributePair(const StateAttribute::Type type) const
{
AttributeList::const_iterator itr = _attributeList.find(type);
if (itr!=_attributeList.end())
{
return &(itr->second);
}
else
return NULL;
}
void StateSet::setTextureMode(unsigned int unit,const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)
{
ModeList& modeList = getOrCreateTextureModeList(unit);
if ((value&StateAttribute::INHERIT)) setTextureModeToInherit(unit,mode);
else modeList[mode] = value;
}
void StateSet::setTextureModeToInherit(unsigned int unit,const StateAttribute::GLMode mode)
{
if (unit>=_textureModeList.size()) return;
ModeList& modeList = _textureModeList[unit];
ModeList::iterator itr = modeList.find(mode);
if (itr!=modeList.end())
{
modeList.erase(itr);
}
}
const StateAttribute::GLModeValue StateSet::getTextureMode(unsigned int unit,const StateAttribute::GLMode mode) const
{
if (unit>=_textureModeList.size()) return StateAttribute::INHERIT;
const ModeList& modeList = _textureModeList[unit];
ModeList::const_iterator itr = modeList.find(mode);
if (itr!=modeList.end())
{
return itr->second;
}
else
return StateAttribute::INHERIT;
}
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void StateSet::setTextureAttribute(unsigned int unit,StateAttribute *attribute, const StateAttribute::OverrideValue value)
{
if (attribute)
{
AttributeList& attributeList = getOrCreateTextureAttributeList(unit);
if ((value&StateAttribute::INHERIT)) setAttributeToInherit(attribute->getType());
else attributeList[attribute->getType()] = RefAttributePair(attribute,value&StateAttribute::OVERRIDE);
}
}
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void StateSet::setTextureAttributeAndModes(unsigned int unit,StateAttribute *attribute, const StateAttribute::GLModeValue value)
{
if (attribute)
{
AttributeList& attributeList = getOrCreateTextureAttributeList(unit);
attributeList[attribute->getType()] = RefAttributePair(attribute,value&StateAttribute::OVERRIDE);
attribute->setStateSetModes(*this,value);
}
}
void StateSet::setTextureAttributeToInherit(unsigned int unit,const StateAttribute::Type type)
{
if (unit>=_textureAttributeList.size()) return;
AttributeList& attributeList = _textureAttributeList[unit];
AttributeList::iterator itr = attributeList.find(type);
if (itr!=attributeList.end())
{
itr->second.first->setStateSetModes(*this,StateAttribute::INHERIT);
attributeList.erase(itr);
}
}
StateAttribute* StateSet::getTextureAttribute(unsigned int unit,const StateAttribute::Type type)
{
if (unit>=_textureAttributeList.size()) return 0;
AttributeList& attributeList = _textureAttributeList[unit];
AttributeList::iterator itr = attributeList.find(type);
if (itr!=attributeList.end())
{
return itr->second.first.get();
}
else
return NULL;
}
const StateAttribute* StateSet::getTextureAttribute(unsigned int unit,const StateAttribute::Type type) const
{
if (unit>=_textureAttributeList.size()) return 0;
const AttributeList& attributeList = _textureAttributeList[unit];
AttributeList::const_iterator itr = attributeList.find(type);
if (itr!=attributeList.end())
{
return itr->second.first.get();
}
else
return NULL;
}
const StateSet::RefAttributePair* StateSet::getTextureAttributePair(unsigned int unit,const StateAttribute::Type type) const
{
if (unit>=_textureAttributeList.size()) return 0;
const AttributeList& attributeList = _textureAttributeList[unit];
AttributeList::const_iterator itr = attributeList.find(type);
if (itr!=attributeList.end())
{
return &(itr->second);
}
else
return NULL;
}
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void StateSet::compile(State& state) const
{
for(AttributeList::const_iterator itr = _attributeList.begin();
itr!=_attributeList.end();
++itr)
{
itr->second.first->compile(state);
}
for(TextureAttributeList::const_iterator taitr=_textureAttributeList.begin();
taitr!=_textureAttributeList.end();
++taitr)
{
for(AttributeList::const_iterator itr = taitr->begin();
itr!=taitr->end();
++itr)
{
itr->second.first->compile(state);
}
}
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}
void StateSet::setRenderingHint(const int hint)
{
_renderingHint = hint;
// temporary hack to get new render bins working.
if (_renderingHint==TRANSPARENT_BIN)
{
_binMode = USE_RENDERBIN_DETAILS;
_binNum = 1;
_binName = "DepthSortedBin";
// _binName = "RenderBin";
}
}
void StateSet::setRenderBinDetails(const int binNum,const std::string& binName,const RenderBinMode mode)
{
_binMode = mode;
_binNum = binNum;
_binName = binName;
}
void StateSet::setRendingBinToInherit()
{
_binMode = INHERIT_RENDERBIN_DETAILS;
_binNum = 0;
_binName = "";
}