2001-10-04 23:12:57 +08:00
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//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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2001-01-11 00:32:10 +08:00
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#ifndef OSG_FOG
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#define OSG_FOG 1
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#include <osg/Types>
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2001-09-20 05:08:56 +08:00
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#include <osg/Vec4>
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#include <osg/StateAttribute>
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#include <osg/StateSet>
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2001-01-11 00:32:10 +08:00
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namespace osg {
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/** Fog - encapsulates OpenGL fog state. */
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class SG_EXPORT Fog : public StateAttribute
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{
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public :
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Fog();
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2001-09-22 10:42:08 +08:00
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META_StateAttribute(Fog,FOG);
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2001-09-22 10:42:08 +08:00
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
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virtual int compare(const StateAttribute& sa) const
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{
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// check the types are equal and then create the rhs variable
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// used by the COMPARE_StateAttribute_Paramter macro's below.
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COMPARE_StateAttribute_Types(Fog,sa)
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// compare each paramter in turn against the rhs.
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COMPARE_StateAttribute_Parameter(_mode)
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COMPARE_StateAttribute_Parameter(_density)
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COMPARE_StateAttribute_Parameter(_start)
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COMPARE_StateAttribute_Parameter(_end)
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COMPARE_StateAttribute_Parameter(_color)
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return 0; // passed all the above comparison macro's, must be equal.
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}
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virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
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{
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ds.setMode(GL_FOG,value);
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}
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enum Mode {
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LINEAR = GL_LINEAR,
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EXP = GL_EXP,
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EXP2 = GL_EXP2
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};
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inline void setMode( const Mode mode ) { _mode = mode; }
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inline Mode getMode() const { return _mode; }
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inline void setDensity( const float density ) { _density = density; }
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inline const float getDensity() const { return _density; }
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inline void setStart( const float start ) { _start = start; }
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inline const float getStart() const { return _start; }
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inline void setEnd( const float end ) { _end = end; }
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inline const float getEnd() const { return _end; }
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inline void setColor( const Vec4 &color ) { _color = color; }
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inline const Vec4& getColor() const { return _color; }
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virtual void apply(State& state) const;
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protected :
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virtual ~Fog();
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Mode _mode;
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float _density;
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float _start;
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float _end;
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Vec4 _color;
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};
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};
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#endif
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