OpenSceneGraph/include/osg/TexEnv

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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_TEXENV
#define OSG_TEXENV 1
#include <osg/TextureAttribute>
#include <osg/Uniform>
#include <osg/StateSet>
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#ifndef OSG_GL_FIXED_FUNCTION_AVAILABLE
#define GL_MODULATE 0x2100
#define GL_ADD 0x0104
#define GL_MODULATE 0x2100
#define GL_DECAL 0x2101
#endif
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namespace osg {
/** TexEnv encapsulates the OpenGL glTexEnv (texture environment) state.
*/
class OSG_EXPORT TexEnv : public TextureAttribute
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{
public :
enum Mode {
DECAL = GL_DECAL,
MODULATE = GL_MODULATE,
BLEND = GL_BLEND,
REPLACE = GL_REPLACE,
ADD = GL_ADD
};
TexEnv(Mode mode=MODULATE);
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
TexEnv(const TexEnv& texenv,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_StateAttribute(osg, TexEnv, TEXENV);
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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
{
// Check for equal types, then create the rhs variable
// used by the COMPARE_StateAttribute_Parameter macros below.
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COMPARE_StateAttribute_Types(TexEnv,sa)
// Compare each parameter in turn against the rhs.
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COMPARE_StateAttribute_Parameter(_mode)
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COMPARE_StateAttribute_Parameter(_color)
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return 0; // Passed all the above comparison macros, so must be equal.
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}
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void setMode( Mode mode );
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Mode getMode() const { return _mode; }
void setColor( const Vec4& color ) { _color->setValue(color); }
Vec4& getColor() { return _color->getValue(); }
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const Vec4& getColor() const { return _color->getValue(); }
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virtual void apply(State& state) const;
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protected :
virtual ~TexEnv( void );
void configureUniformNames();
Mode _mode;
ref_ptr<Vec4Uniform> _color;
StateSet::DefineList _defineList;
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};
}
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#endif