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