OpenSceneGraph/include/osg/State

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//C++ header - Open Scene Graph - Copyright (C) 1998-2001 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_STATE
#define OSG_STATE 1
#include <osg/Export>
#include <osg/StateSet>
#include <osg/Matrix>
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#include <osg/FrameStamp>
#include <osg/DisplaySettings>
#include <osg/ClippingVolume>
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#include <vector>
#include <map>
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namespace osg {
/** macro for use with osg::StateAttrbiute::apply methods for detected and
* reporting OpenGL error messages.*/
#define OSG_GL_DEBUG(message) \
if (state.getFineGrainedErrorDetection()) \
{ \
GLenum errorNo = glGetError(); \
if (errorNo!=GL_NO_ERROR) \
{ \
osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<" "<<message<<endl; \
}\
}
/** State class for managing a state stack.
* Lazy state updating is used to minimize state changes.
*/
class SG_EXPORT State : public Referenced
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{
public :
State();
virtual ~State();
/** push stateset onto state stack.*/
void pushStateSet(const StateSet* dstate);
/** pop drawstate off state stack.*/
void popStateSet();
/** copy the modes and attributes which captures the current state.*/
void captureCurrentState(StateSet& stateset) const;
/** reset the state object to an empty stack.*/
void reset();
/** apply an OpenGL mode if required. */
inline const bool applyMode(const StateAttribute::GLMode mode,const bool enabled)
{
return applyMode(mode,enabled,_modeMap[mode]);
}
/** apply an attribute if required. */
inline const bool applyAttribute(const StateAttribute* attribute)
{
return applyAttribute(attribute,_attributeMap[attribute->getType()]);
}
inline void applyProjectionMatrix(const osg::Matrix* matrix)
{
if (_projection!=matrix)
{
glMatrixMode( GL_PROJECTION );
if (matrix)
{
_projection=matrix;
glLoadMatrixf(matrix->ptr());
}
else
{
_projection=_identity;
glLoadIdentity();
}
glMatrixMode( GL_MODELVIEW );
}
}
const osg::Matrix& getProjectionMatrix() const
{
return *_projection;
}
inline void applyModelViewMatrix(const osg::Matrix* matrix)
{
if (_modelView!=matrix)
{
if (matrix)
{
_modelView=matrix;
glLoadMatrixf(matrix->ptr());
}
else
{
_modelView=_identity;
glLoadIdentity();
}
}
}
const osg::Matrix& getModelViewMatrix() const
{
return *_modelView;
}
ClippingVolume getClippingVolume() const;
/** apply stateset.*/
void apply(const StateSet* dstate);
/** apply the state.*/
void apply();
/** mode has been set externally, update state to reflect this setting.*/
void haveAppliedMode(const StateAttribute::GLMode mode,const StateAttribute::GLModeValue value);
/** mode has been set externally, therefore dirty the associated mode in osg::State
* so it is applied on next call to osg::State::apply(..)*/
void haveAppliedMode(const StateAttribute::GLMode mode);
/** attribute has been applied externally, update state to reflect this setting.*/
void haveAppliedAttribute(const StateAttribute* attribute);
/** attribute has been applied externally,
* and therefore this attribute type has been dirtied
* and will need to be re-appplied on next osg::State.apply(..).
* note, if you have an osg::StateAttribute which you have applied externally
* then use the have_applied(attribute) method as this will the osg::State to
* track the current state more accuratly and enable lazy state updating such
* that only changed state will be applied.*/
void haveAppliedAttribute(const StateAttribute::Type type);
/** Set the current OpenGL context uniqueID.
Note, it is the application developers responsibility to
set up unique ID for each OpenGL context. This value is
then used by osg::StateAttribure's and osg::Drawable's to
help manage OpenGL display list and texture binds appropriate
for each context.*/
inline void setContextID(unsigned int contextID) { _contextID=contextID; }
/** Get the current OpenGL context unique ID.*/
inline const unsigned int getContextID() const { return _contextID; }
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/** Set the frame stamp for the current frame.*/
inline void setFrameStamp(FrameStamp* fs) { _frameStamp = fs; }
/** Set the frame stamp for the current frame.*/
inline const FrameStamp* getFrameStamp() const { return _frameStamp.get(); }
/** Set the DisplaySettings. Note, nothing is applied, the visual settings are just used
* used in the State object to pass the current visual settings to Drawables
* during rendering. */
inline void setDisplaySettings(DisplaySettings* vs) { _displaySettings = vs; }
/** Get the DisplaySettings */
inline const DisplaySettings* getDisplaySettings() const { return _displaySettings.get(); }
typedef std::pair<const StateAttribute*,StateAttribute::OverrideValue> AttributePair;
typedef std::vector<AttributePair> AttributeVec;
typedef std::vector<StateAttribute::GLModeValue> ValueVec;
private:
unsigned int _contextID;
ref_ptr<FrameStamp> _frameStamp;
ref_ptr<const Matrix> _identity;
ref_ptr<const Matrix> _projection;
ref_ptr<const Matrix> _modelView;
ref_ptr<DisplaySettings> _displaySettings;
struct ModeStack
{
ModeStack()
{
changed = false;
last_applied_value = false;
global_default_value = false;
}
bool changed;
bool last_applied_value;
bool global_default_value;
ValueVec valueVec;
};
struct AttributeStack
{
AttributeStack()
{
changed = false;
last_applied_attribute = 0L;
global_default_attribute = 0L;
}
/** apply an attribute if required, passing in attribute and appropriate attribute stack */
bool changed;
const StateAttribute* last_applied_attribute;
ref_ptr<StateAttribute> global_default_attribute;
AttributeVec attributeVec;
};
/** apply an OpenGL mode if required, passing in mode, enable flag and appropriate mode stack */
inline const bool applyMode(const StateAttribute::GLMode mode,const bool enabled,ModeStack& ms)
{
if (ms.last_applied_value != enabled)
{
ms.last_applied_value = enabled;
if (enabled) glEnable(mode);
else glDisable(mode);
return true;
}
else
return false;
}
/** apply an attribute if required, passing in attribute and appropriate attribute stack */
inline const bool applyAttribute(const StateAttribute* attribute,AttributeStack& as)
{
if (as.last_applied_attribute != attribute)
{
if (!as.global_default_attribute.valid()) as.global_default_attribute = dynamic_cast<StateAttribute*>(attribute->cloneType());
as.last_applied_attribute = attribute;
attribute->apply(*this);
return true;
}
else
return false;
}
inline const bool applyGlobalDefaultAttribute(AttributeStack& as)
{
if (as.last_applied_attribute != as.global_default_attribute.get())
{
as.last_applied_attribute = as.global_default_attribute.get();
if (as.global_default_attribute.valid()) as.global_default_attribute->apply(*this);
return true;
}
else
return false;
}
typedef std::map<StateAttribute::GLMode,ModeStack> ModeMap;
typedef std::map<StateAttribute::Type,AttributeStack> AttributeMap;
typedef std::vector<ref_ptr<const StateSet> > StateSetStack;
typedef std::vector<ref_ptr<const Matrix> > MatrixStack;
ModeMap _modeMap;
AttributeMap _attributeMap;
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StateSetStack _drawStateStack;
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};
}
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#endif