OpenSceneGraph/include/osg/Fog

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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_FOG
#define OSG_FOG 1
#include <osg/StateAttribute>
#include <osg/Vec4>
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#ifndef GL_FOG_COORDINATE
#define GL_FOG_COORDINATE 0x8451
#endif
#ifndef GL_FRAGMENT_DEPTH
#define GL_FRAGMENT_DEPTH 0x8452
#endif
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namespace osg {
/** Fog - encapsulates OpenGL fog state. */
class OSG_EXPORT Fog : public StateAttribute
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{
public :
Fog();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Fog(const Fog& fog,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
StateAttribute(fog,copyop),
_mode(fog._mode),
_density(fog._density),
_start(fog._start),
_end(fog._end),
_color(fog._color),
_fogCoordinateSource(fog._fogCoordinateSource) {}
META_StateAttribute(osg, Fog,FOG);
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Paramter macro's below.
COMPARE_StateAttribute_Types(Fog,sa)
// compare each parameter in turn against the rhs.
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COMPARE_StateAttribute_Parameter(_mode)
COMPARE_StateAttribute_Parameter(_density)
COMPARE_StateAttribute_Parameter(_start)
COMPARE_StateAttribute_Parameter(_end)
COMPARE_StateAttribute_Parameter(_color)
COMPARE_StateAttribute_Parameter(_fogCoordinateSource)
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return 0; // passed all the above comparison macro's, must be equal.
}
virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
{
usage.usesMode(GL_FOG);
return true;
}
enum Mode {
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LINEAR = GL_LINEAR,
EXP = GL_EXP,
EXP2 = GL_EXP2
};
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inline void setMode( Mode mode ) { _mode = mode; }
inline Mode getMode() const { return _mode; }
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inline void setDensity( float density ) { _density = density; }
inline float getDensity() const { return _density; }
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inline void setStart( float start ) { _start = start; }
inline float getStart() const { return _start; }
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inline void setEnd( float end ) { _end = end; }
inline float getEnd() const { return _end; }
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inline void setColor( const Vec4 &color ) { _color = color; }
inline const Vec4& getColor() const { return _color; }
enum FogCoordinateSource
{
FOG_COORDINATE = GL_FOG_COORDINATE,
FRAGMENT_DEPTH = GL_FRAGMENT_DEPTH
};
inline void setFogCoordinateSource(GLint source) { _fogCoordinateSource = source; }
inline GLint getFogCoordinateSource() const { return _fogCoordinateSource; }
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virtual void apply(State& state) const;
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protected :
virtual ~Fog();
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Mode _mode;
float _density;
float _start;
float _end;
Vec4 _color;
GLint _fogCoordinateSource;
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};
}
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#endif