OpenSceneGraph/include/osg/Stencil

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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
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#ifndef OSG_STENCIL
#define OSG_STENCIL 1
#include <osg/StateAttribute>
#include <osg/Types>
namespace osg {
/** Encapsulate OpenGL glStencilFunc/Op/Mask functions.
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*/
class SG_EXPORT Stencil : public StateAttribute
{
public :
Stencil();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Stencil(const Stencil& stencil,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
StateAttribute(stencil,copyop),
_func(stencil._func),
_funcRef(stencil._funcRef),
_funcMask(stencil._funcMask),
_sfail(stencil._sfail),
_zfail(stencil._zfail),
_zpass(stencil._zpass),
_writeMask(stencil._writeMask) {}
META_StateAttribute(osg, Stencil, STENCIL);
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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(Stencil,sa)
// compare each paramter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_func)
COMPARE_StateAttribute_Parameter(_funcRef)
COMPARE_StateAttribute_Parameter(_funcMask)
COMPARE_StateAttribute_Parameter(_sfail)
COMPARE_StateAttribute_Parameter(_zfail)
COMPARE_StateAttribute_Parameter(_zpass)
COMPARE_StateAttribute_Parameter(_writeMask)
return 0; // passed all the above comparison macro's, must be equal.
}
virtual void getAssociatedModes(std::vector<GLMode>& modes) const
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{
modes.push_back(GL_STENCIL_TEST);
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}
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
};
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inline void setFunction(Function func,int ref,uint mask)
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{
_func = func;
_funcRef = ref;
_funcMask = mask;
}
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inline Function getFunction() const { return _func; }
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inline int getFunctionRef() const { return _funcRef; }
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inline uint getFunctionMask() const { return _funcMask; }
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enum Operation
{
KEEP = GL_KEEP,
ZERO = GL_ZERO,
REPLACE = GL_REPLACE,
INCR = GL_INCR,
DECR = GL_DECR,
INVERT = GL_INVERT
};
/** set the operations to apply when the various stencil and depth
* tests fail or pass. First parameter is to control the operation
* when the stencil test fails. The second parameter is to control the
* operation when the stencil test passes, but depth test fails. The
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* third parameter controls the operation when both the stencil test
* and depth pass. Ordering of parameter is the same as if using
* glStencilOp(,,).*/
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inline void setOperation(Operation sfail, Operation zfail, Operation zpass)
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{
_sfail = sfail;
_zfail = zfail;
_zpass = zpass;
}
/** get the operation when the stencil test fails.*/
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inline Operation getStencilFailOperation() const { return _sfail; }
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/** get the operation when the stencil test passes but the depth test fails*/
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inline Operation getStencilPassAndDepthFailOperation() const { return _zfail; }
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/** get the operation when both the stencil test and the depth test pass*/
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inline Operation getStencilPassAndDepthPassOperation() const { return _zpass; }
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inline void setWriteMask(uint mask) { _writeMask = mask; }
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inline uint getWriteMask() const { return _writeMask; }
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virtual void apply(State& state) const;
protected:
virtual ~Stencil();
Function _func;
int _funcRef;
uint _funcMask;
Operation _sfail;
Operation _zfail;
Operation _zpass;
uint _writeMask;
};
}
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#endif