OpenSceneGraph/include/osg/StateAttribute

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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_STATEATTRIBUTE
#define OSG_STATEATTRIBUTE 1
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#include <osg/Export>
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#include <osg/Object>
#include <osg/StateAttributeCallback>
#include <osg/Shader>
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#include <osg/GL>
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#include <typeinfo>
#include <utility>
#include <vector>
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// define for the GL_EXT_secondary_color extension, GL_COLOR_SUM is OpenGL
// mode to be used to enable and disable the second color.
#ifndef GL_COLOR_SUM
#define GL_COLOR_SUM 0x8458
#endif
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namespace osg {
// forward declare NodeVisitor, State & StateSet
class NodeVisitor;
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class State;
class ShaderComposer;
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class StateSet;
class Texture;
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/** META_StateAttribute macro define the standard clone, isSameKindAs,
* className and getType methods.
* Use when subclassing from Object to make it more convenient to define
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* the standard pure virtual methods which are required for all Object
* subclasses.*/
#define META_StateAttribute(library,name,type) \
virtual osg::Object* cloneType() const { return new name(); } \
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new name (*this,copyop); } \
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const name *>(obj)!=NULL; } \
virtual const char* libraryName() const { return #library; } \
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virtual const char* className() const { return #name; } \
virtual Type getType() const { return type; }
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/** COMPARE_StateAttribute_Types macro is a helper for implementing the StateAtribute::compare(..) method.*/
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#define COMPARE_StateAttribute_Types(TYPE,rhs_attribute) \
if (this==&rhs_attribute) return 0;\
const std::type_info* type_lhs = &typeid(*this);\
const std::type_info* type_rhs = &typeid(rhs_attribute);\
if (type_lhs->before(*type_rhs)) return -1;\
if (*type_lhs != *type_rhs) return 1;\
const TYPE& rhs = static_cast<const TYPE&>(rhs_attribute);
/** COMPARE_StateAttribute_Parameter macro is a helper for implementing the StatateAtribute::compare(..) method.
* Macro assumes that variable rhs has been correctly defined by preceding code
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* macro.*/
#define COMPARE_StateAttribute_Parameter(parameter) \
if (parameter<rhs.parameter) return -1; \
if (rhs.parameter<parameter) return 1;
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/** Base class for state attributes.
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*/
class OSG_EXPORT StateAttribute : public Object
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{
public :
/** GLMode is the value used in glEnable/glDisable(mode) */
typedef GLenum GLMode;
/** GLModeValue is used to specify whether a mode is enabled (ON) or disabled (OFF).
* GLMoveValue is also used to specify the override behavior of modes from parent to children.
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* See enum Value description for more details.*/
typedef unsigned int GLModeValue;
/** Override is used to specify the override behavior of StateAttributes
* from parent to children.
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* See enum Value description for more details.*/
typedef unsigned int OverrideValue;
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/** list values which can be used to set either GLModeValues or OverrideValues.
* When using in conjunction with GLModeValues, all Values have meaning.
* When using in conjunction with StateAttribute OverrideValue only
* OFF,OVERRIDE and INHERIT are meaningful.
* However, they are useful when using GLModeValue
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* and OverrideValue in conjunction with each other as when using
* StateSet::setAttributeAndModes(..).*/
enum Values
{
/** means that associated GLMode and Override is disabled.*/
OFF = 0x0,
/** means that associated GLMode is enabled and Override is disabled.*/
ON = 0x1,
/** Overriding of GLMode's or StateAttributes is enabled, so that state below it is overridden.*/
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OVERRIDE = 0x2,
/** Protecting of GLMode's or StateAttributes is enabled, so that state from above cannot override this and below state.*/
PROTECTED = 0x4,
/** means that GLMode or StateAttribute should be inherited from above.*/
INHERIT = 0x8
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};
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/** Type identifier to differentiate between different state types. */
// typedef unsigned int Type;
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/** Values of StateAttribute::Type used to aid identification
* of different StateAttribute subclasses. Each subclass defines
* its own value in the virtual Type getType() method. When
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* extending the osg's StateAttribute's simply define your
* own Type value which is unique, using the StateAttribute::Type
* enum as a guide of what values to use. If your new subclass
* needs to override a standard StateAttriubte then simply use
* that type's value. */
enum Type
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{
TEXTURE,
POLYGONMODE,
POLYGONOFFSET,
MATERIAL,
ALPHAFUNC,
ANTIALIAS,
COLORTABLE,
CULLFACE,
FOG,
FRONTFACE,
LIGHT,
POINT,
LINEWIDTH,
LINESTIPPLE,
POLYGONSTIPPLE,
SHADEMODEL,
TEXENV,
TEXENVFILTER,
TEXGEN,
TEXMAT,
LIGHTMODEL,
BLENDFUNC,
BLENDEQUATION,
LOGICOP,
STENCIL,
COLORMASK,
DEPTH,
VIEWPORT,
SCISSOR,
BLENDCOLOR,
MULTISAMPLE,
CLIPPLANE,
COLORMATRIX,
VERTEXPROGRAM,
FRAGMENTPROGRAM,
POINTSPRITE,
PROGRAM,
CLAMPCOLOR,
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HINT,
/// osgFX namespace
VALIDATOR,
VIEWMATRIXEXTRACTOR,
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/// osgNV namespace
OSGNV_PARAMETER_BLOCK,
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// osgNVExt namespace
OSGNVEXT_TEXTURE_SHADER,
OSGNVEXT_VERTEX_PROGRAM,
OSGNVEXT_REGISTER_COMBINERS,
/// osgNVCg namespace
OSGNVCG_PROGRAM,
// osgNVSlang namespace
OSGNVSLANG_PROGRAM,
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// osgNVParse
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OSGNVPARSE_PROGRAM_PARSER
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};
/** Simple pairing between an attribute type and the member within that attribute type group.*/
typedef std::pair<Type,unsigned int> TypeMemberPair;
StateAttribute();
StateAttribute(const StateAttribute& sa,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
Object(sa,copyop),
_shaderComponent(sa._shaderComponent),
_updateCallback(copyop(sa._updateCallback.get())),
_eventCallback(copyop(sa._eventCallback.get()))
{}
/** Clone the type of an attribute, with Object* return type.
Must be defined by derived classes.*/
virtual Object* cloneType() const = 0;
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/** Clone an attribute, with Object* return type.
Must be defined by derived classes.*/
virtual Object* clone(const CopyOp&) const = 0;
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/** Return true if this and obj are of the same kind of object.*/
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const StateAttribute*>(obj)!=NULL; }
/** Return the name of the attribute's library.*/
virtual const char* libraryName() const { return "osg"; }
/** Return the name of the attribute's class type.*/
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virtual const char* className() const { return "StateAttribute"; }
/** Fast alternative to dynamic_cast<> for determining if state attribute is a Texture.*/
virtual Texture* asTexture() { return 0; }
/** Fast alternative to dynamic_cast<> for determining if state attribute is a Texture.*/
virtual const Texture* asTexture() const { return 0; }
/** Return the Type identifier of the attribute's class type.*/
virtual Type getType() const = 0;
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/** Return the member identifier within the attribute's class type. Used for light number/clip plane number etc.*/
virtual unsigned int getMember() const { return 0; }
/** Return the TypeMemberPair that uniquely identifies this type member.*/
inline TypeMemberPair getTypeMemberPair() const { return TypeMemberPair(getType(),getMember()); }
/** Return true if StateAttribute is a type which controls texturing and needs to be issued w.r.t to specific texture unit.*/
virtual bool isTextureAttribute() const { return false; }
/** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
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virtual int compare(const StateAttribute& sa) const = 0;
bool operator < (const StateAttribute& rhs) const { return compare(rhs)<0; }
bool operator == (const StateAttribute& rhs) const { return compare(rhs)==0; }
bool operator != (const StateAttribute& rhs) const { return compare(rhs)!=0; }
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/** A vector of osg::StateSet pointers which is used to store the parent(s) of this StateAttribute.*/
typedef std::vector<StateSet*> ParentList;
/** Get the parent list of this StateAttribute. */
inline const ParentList& getParents() const { return _parents; }
inline StateSet* getParent(unsigned int i) { return _parents[i]; }
/**
* Get a single const parent of this StateAttribute.
* @param i index of the parent to get.
* @return the parent i.
*/
inline const StateSet* getParent(unsigned int i) const { return _parents[i]; }
/**
* Get the number of parents of this StateAttribute.
* @return the number of parents of this StateAttribute.
*/
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inline unsigned int getNumParents() const { return static_cast<unsigned int>(_parents.size()); }
void setShaderComponent(ShaderComponent* sc) { _shaderComponent = sc; }
ShaderComponent* getShaderComponent() { return _shaderComponent.get(); }
const ShaderComponent* getShaderComponent() const { return _shaderComponent.get(); }
struct ModeUsage
{
virtual ~ModeUsage() {}
virtual void usesMode(GLMode mode) = 0;
virtual void usesTextureMode(GLMode mode) = 0;
};
/** Return the modes associated with this StateAttribute.*/
virtual bool getModeUsage(ModeUsage&) const
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{
// default to no GLMode's associated with use of the StateAttribute.
return false;
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}
/** Check the modes associated with this StateAttribute are supported by current OpenGL drivers,
* and if not set the associated mode in osg::State to be black listed/invalid.
* Return true if all associated modes are valid.*/
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virtual bool checkValidityOfAssociatedModes(osg::State&) const
{
// default to no black listed GLMode's associated with use of the StateAttribute.
return true;
}
// provide callback for backwards compatibility.
typedef osg::StateAttributeCallback Callback;
/** Set the UpdateCallback which allows users to attach customize the updating of an object during the update traversal.*/
void setUpdateCallback(StateAttributeCallback* uc);
/** Get the non const UpdateCallback.*/
StateAttributeCallback* getUpdateCallback() { return _updateCallback.get(); }
/** Get the const UpdateCallback.*/
const StateAttributeCallback* getUpdateCallback() const { return _updateCallback.get(); }
/** Set the EventCallback which allows users to attach customize the updating of an object during the Event traversal.*/
void setEventCallback(StateAttributeCallback* ec);
/** Get the non const EventCallback.*/
StateAttributeCallback* getEventCallback() { return _eventCallback.get(); }
/** Get the const EventCallback.*/
const StateAttributeCallback* getEventCallback() const { return _eventCallback.get(); }
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/** apply the OpenGL state attributes.
* The render info for the current OpenGL context is passed
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* in to allow the StateAttribute to obtain details on the
* the current context and state.
*/
virtual void apply(State&) const {}
/** Default to nothing to compile - all state is applied immediately. */
virtual void compileGLObjects(State&) const {}
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int /*maxSize*/) {}
/** Release OpenGL objects in specified graphics context if State
object is passed, otherwise release OpenGL objects for all graphics context if
State object pointer NULL.*/
virtual void releaseGLObjects(State* =0) const {}
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protected:
virtual ~StateAttribute() {}
void addParent(osg::StateSet* object);
void removeParent(osg::StateSet* object);
ParentList _parents;
friend class osg::StateSet;
ref_ptr<ShaderComponent> _shaderComponent;
ref_ptr<StateAttributeCallback> _updateCallback;
ref_ptr<StateAttributeCallback> _eventCallback;
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};
}
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#endif