OpenSceneGraph/include/osg/Point

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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_POINT
#define OSG_POINT 1
#include <osg/Vec3>
#include <osg/StateAttribute>
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namespace osg {
/** Point - encapsulates the OpenGL point smoothing and size state.*/
class SG_EXPORT Point : public StateAttribute
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{
public :
Point();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Point(const Point& point,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
StateAttribute(point,copyop),
_size(point._size),
_fadeThresholdSize(point._fadeThresholdSize),
_distanceAttenuation(point._distanceAttenuation) {}
META_StateAttribute(osg, Point, POINT);
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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(Point,sa)
// compare each paramter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_size)
COMPARE_StateAttribute_Parameter(_fadeThresholdSize)
COMPARE_StateAttribute_Parameter(_distanceAttenuation)
return 0; // passed all the above comparison macro's, must be equal.
}
virtual void getAssociatedModes(std::vector<GLMode>& modes) const
{
modes.push_back(GL_POINT_SMOOTH);
}
void setSize(float size);
inline float getSize() const { return _size; }
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void setFadeThresholdSize(float fadeThresholdSize);
inline float getFadeThresholdSize() const { return _fadeThresholdSize; }
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void setDistanceAttenuation(const Vec3& distanceAttenuation);
inline const Vec3& getDistanceAttenuation() const { return _distanceAttenuation; }
virtual void apply(State& state) const;
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static void init_GL_EXT();
protected :
virtual ~Point();
float _size;
float _fadeThresholdSize;
Vec3 _distanceAttenuation;
};
}
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#endif