OpenSceneGraph/include/osg/Depth

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2001-09-20 05:19:47 +08:00
#ifndef OSG_DEPTH
#define OSG_DEPTH 1
#include <osg/StateAttribute>
#include <osg/StateSet>
#include <osg/Types>
namespace osg {
/** Encapsulte OpenGL glDepthFunc/Mask/Range functions.
*/
class SG_EXPORT Depth : public StateAttribute
{
public :
Depth();
virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const Depth*>(obj)!=0L; }
virtual Object* clone() const { return new Depth(); }
virtual const char* className() const { return "Depth"; }
virtual const Type getType() const { return DEPTH; }
virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
{
ds.setMode(GL_DEPTH_TEST,value);
}
enum Function
{
NEVER = GL_NEVER,
LESS = GL_LESS,
EQUAL = GL_EQUAL,
LEQUAL = GL_LEQUAL,
GREATER = GL_GREATER,
NOTEQUAL = GL_NOTEQUAL,
GEQUAL = GL_GEQUAL,
ALWAYS = GL_ALWAYS
};
inline void setFunction(const Function func) { _func = func; }
inline const Function getFunction() const { return _func; }
inline void setWriteMask(const bool mask) { _depthWriteMask = mask; }
inline const bool getWriteMask() const { return _depthWriteMask; }
inline void setRange(const double zNear, const double zFar)
{
_zNear = zNear;
_zFar = zFar;
}
inline const double getZNear() const { return _zNear; }
inline const double getZFar() const { return _zFar; }
virtual void apply(State& state) const;
protected:
virtual ~Depth();
Function _func;
bool _depthWriteMask;
double _zNear;
double _zFar;
};
};
#endif