OpenSceneGraph/src/osg/State.cpp

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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.
*/
#include <osg/GLExtensions>
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#include <osg/State>
#include <osg/Notify>
#include <osg/GLU>
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using namespace osg;
State::State()
{
_contextID = 0;
_identity = new osg::RefMatrix(); // default RefMatrix constructs to identity.
_projection = _identity;
_modelView = _identity;
_abortRenderingPtr = false;
_reportGLErrors = true;
_currentActiveTextureUnit=0;
_currentClientActiveTextureUnit=0;
_isSecondColorSupportResolved = false;
_isSecondColorSupported = false;
_isFogCoordSupportResolved = false;
_isFogCoordSupported = false;
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}
State::~State()
{
}
void State::reset()
{
/*
for(ModeMap::iterator mitr=_modeMap.begin();
mitr!=_modeMap.end();
++mitr)
{
ModeStack& ms = mitr->second;
ms.valueVec.clear();
ms.last_applied_value = !ms.global_default_value;
ms.changed = true;
}
*/
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_modeMap.clear();
_modeMap[GL_DEPTH_TEST].global_default_value = true;
_modeMap[GL_DEPTH_TEST].changed = true;
// go through all active StateAttribute's, setting to change to force update,
// the idea is to leave only the global defaults left.
for(AttributeMap::iterator aitr=_attributeMap.begin();
aitr!=_attributeMap.end();
++aitr)
{
AttributeStack& as = aitr->second;
as.attributeVec.clear();
as.last_applied_attribute = NULL;
as.changed = true;
}
// we can do a straight clear, we arn't intrested in GL_DEPTH_TEST defaults in texture modes.
for(TextureModeMapList::iterator tmmItr=_textureModeMapList.begin();
tmmItr!=_textureModeMapList.end();
++tmmItr)
{
tmmItr->clear();
}
// empty all the texture attributes as per normal attributes, leaving only the global defaults left.
for(TextureAttributeMapList::iterator tamItr=_textureAttributeMapList.begin();
tamItr!=_textureAttributeMapList.end();
++tamItr)
{
AttributeMap& attributeMap = *tamItr;
// go through all active StateAttribute's, setting to change to force update.
for(AttributeMap::iterator aitr=attributeMap.begin();
aitr!=attributeMap.end();
++aitr)
{
AttributeStack& as = aitr->second;
as.attributeVec.clear();
as.last_applied_attribute = NULL;
as.changed = true;
}
}
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_drawStateStack.clear();
_modelView = _identity;
_projection = _identity;
dirtyAllVertexArrays();
setActiveTextureUnit(0);
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}
void State::pushStateSet(const StateSet* dstate)
{
_drawStateStack.push_back(dstate);
if (dstate)
{
pushModeList(_modeMap,dstate->getModeList());
// iterator through texture modes.
unsigned int unit;
const StateSet::TextureModeList& ds_textureModeList = dstate->getTextureModeList();
for(unit=0;unit<ds_textureModeList.size();++unit)
{
pushModeList(getOrCreateTextureModeMap(unit),ds_textureModeList[unit]);
}
pushAttributeList(_attributeMap,dstate->getAttributeList());
// iterator through texture attributes.
const StateSet::TextureAttributeList& ds_textureAttributeList = dstate->getTextureAttributeList();
for(unit=0;unit<ds_textureAttributeList.size();++unit)
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{
pushAttributeList(getOrCreateTextureAttributeMap(unit),ds_textureAttributeList[unit]);
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}
}
}
void State::popStateSet()
{
if (_drawStateStack.empty()) return;
const StateSet* dstate = _drawStateStack.back();
if (dstate)
{
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popModeList(_modeMap,dstate->getModeList());
// iterator through texture modes.
unsigned int unit;
const StateSet::TextureModeList& ds_textureModeList = dstate->getTextureModeList();
for(unit=0;unit<ds_textureModeList.size();++unit)
{
popModeList(getOrCreateTextureModeMap(unit),ds_textureModeList[unit]);
}
popAttributeList(_attributeMap,dstate->getAttributeList());
// iterator through texture attributes.
const StateSet::TextureAttributeList& ds_textureAttributeList = dstate->getTextureAttributeList();
for(unit=0;unit<ds_textureAttributeList.size();++unit)
{
popAttributeList(getOrCreateTextureAttributeMap(unit),ds_textureAttributeList[unit]);
}
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}
// remove the top draw state from the stack.
_drawStateStack.pop_back();
}
void State::captureCurrentState(StateSet& stateset) const
{
// empty the stateset first.
stateset.setAllToInherit();
for(ModeMap::const_iterator mitr=_modeMap.begin();
mitr!=_modeMap.end();
++mitr)
{
// note GLMode = mitr->first
const ModeStack& ms = mitr->second;
if (!ms.valueVec.empty())
{
stateset.setMode(mitr->first,ms.valueVec.back());
}
}
for(AttributeMap::const_iterator aitr=_attributeMap.begin();
aitr!=_attributeMap.end();
++aitr)
{
const AttributeStack& as = aitr->second;
if (!as.attributeVec.empty())
{
stateset.setAttribute(const_cast<StateAttribute*>(as.attributeVec.back().first));
}
}
}
// revert to using maximum for consistency, maximum should be defined by STLport on VS.
// // visual studio 6.0 doesn't appear to define maximum?!? So do our own here..
// template<class T>
// T mymax(const T& a,const T& b)
// {
// return (((a) > (b)) ? (a) : (b));
// }
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void State::apply(const StateSet* dstate)
{
if (_reportGLErrors) checkGLErrors("start of State::apply(StateSet*)");
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// equivilant to:
//pushStateSet(dstate);
//apply();
//popStateSet();
//return;
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if (dstate)
{
applyModeList(_modeMap,dstate->getModeList());
applyAttributeList(_attributeMap,dstate->getAttributeList());
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const StateSet::TextureModeList& ds_textureModeList = dstate->getTextureModeList();
const StateSet::TextureAttributeList& ds_textureAttributeList = dstate->getTextureAttributeList();
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unsigned int unit;
unsigned int unitMax = maximum(static_cast<unsigned int>(ds_textureModeList.size()),static_cast<unsigned int>(ds_textureAttributeList.size()));
unitMax = maximum(static_cast<unsigned int>(unitMax),static_cast<unsigned int>(_textureModeMapList.size()));
unitMax = maximum(static_cast<unsigned int>(unitMax),static_cast<unsigned int>(_textureAttributeMapList.size()));
for(unit=0;unit<unitMax;++unit)
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{
if (setActiveTextureUnit(unit))
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{
if (unit<ds_textureModeList.size()) applyModeList(getOrCreateTextureModeMap(unit),ds_textureModeList[unit]);
else if (unit<_textureModeMapList.size()) applyModeMap(_textureModeMapList[unit]);
if (unit<ds_textureAttributeList.size()) applyAttributeList(getOrCreateTextureAttributeMap(unit),ds_textureAttributeList[unit]);
else if (unit<_textureAttributeMapList.size()) applyAttributeMap(_textureAttributeMapList[unit]);
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}
}
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}
else
{
// no incomming stateset, so simply apply state.
apply();
}
}
void State::apply()
{
if (_reportGLErrors) checkGLErrors("start of State::apply()");
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// go through all active OpenGL modes, enabling/disable where
// appropriate.
applyModeMap(_modeMap);
// go through all active StateAttribute's, applying where appropriate.
applyAttributeMap(_attributeMap);
unsigned int unit;
unsigned int unitMax = maximum(_textureModeMapList.size(),_textureAttributeMapList.size());
for(unit=0;unit<unitMax;++unit)
{
if (setActiveTextureUnit(unit))
{
if (unit<_textureModeMapList.size()) applyModeMap(_textureModeMapList[unit]);
if (unit<_textureAttributeMapList.size()) applyAttributeMap(_textureAttributeMapList[unit]);
}
}
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}
void State::haveAppliedMode(StateAttribute::GLMode mode,StateAttribute::GLModeValue value)
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{
haveAppliedMode(_modeMap,mode,value);
}
void State::haveAppliedMode(StateAttribute::GLMode mode)
{
haveAppliedMode(_modeMap,mode);
}
void State::haveAppliedAttribute(const StateAttribute* attribute)
{
haveAppliedAttribute(_attributeMap,attribute);
}
void State::haveAppliedAttribute(StateAttribute::Type type)
{
haveAppliedAttribute(_attributeMap,type);
}
bool State::getLastAppliedMode(StateAttribute::GLMode mode) const
{
return getLastAppliedMode(_modeMap,mode);
}
const StateAttribute* State::getLastAppliedAttribute(StateAttribute::Type type) const
{
return getLastAppliedAttribute(_attributeMap,type);
}
void State::haveAppliedTextureMode(unsigned int unit,StateAttribute::GLMode mode,StateAttribute::GLModeValue value)
{
haveAppliedMode(getOrCreateTextureModeMap(unit),mode,value);
}
void State::haveAppliedTextureMode(unsigned int unit,StateAttribute::GLMode mode)
{
haveAppliedMode(getOrCreateTextureModeMap(unit),mode);
}
void State::haveAppliedTextureAttribute(unsigned int unit,const StateAttribute* attribute)
{
haveAppliedAttribute(getOrCreateTextureAttributeMap(unit),attribute);
}
void State::haveAppliedTextureAttribute(unsigned int unit,StateAttribute::Type type)
{
haveAppliedAttribute(getOrCreateTextureAttributeMap(unit),type);
}
bool State::getLastAppliedTextureMode(unsigned int unit,StateAttribute::GLMode mode) const
{
if (unit>=_textureModeMapList.size()) return false;
return getLastAppliedMode(_textureModeMapList[unit],mode);
}
const StateAttribute* State::getLastAppliedTextureAttribute(unsigned int unit,StateAttribute::Type type) const
{
if (unit>=_textureAttributeMapList.size()) return false;
return getLastAppliedAttribute(_textureAttributeMapList[unit],type);
}
void State::haveAppliedMode(ModeMap& modeMap,StateAttribute::GLMode mode,StateAttribute::GLModeValue value)
{
ModeStack& ms = modeMap[mode];
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ms.last_applied_value = value & StateAttribute::ON;
// will need to disable this mode on next apply so set it to changed.
ms.changed = true;
}
/** mode has been set externally, update state to reflect this setting.*/
void State::haveAppliedMode(ModeMap& modeMap,StateAttribute::GLMode mode)
{
ModeStack& ms = modeMap[mode];
// don't know what last applied value is can't apply it.
// assume that it has changed by toggle the value of last_applied_value.
ms.last_applied_value = !ms.last_applied_value;
// will need to disable this mode on next apply so set it to changed.
ms.changed = true;
}
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/** attribute has been applied externally, update state to reflect this setting.*/
void State::haveAppliedAttribute(AttributeMap& attributeMap,const StateAttribute* attribute)
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{
if (attribute)
{
AttributeStack& as = attributeMap[attribute->getType()];
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as.last_applied_attribute = attribute;
// will need to update this attribute on next apply so set it to changed.
as.changed = true;
}
}
void State::haveAppliedAttribute(AttributeMap& attributeMap,StateAttribute::Type type)
{
AttributeMap::iterator itr = attributeMap.find(type);
if (itr!=attributeMap.end())
{
AttributeStack& as = itr->second;
as.last_applied_attribute = 0L;
// will need to update this attribute on next apply so set it to changed.
as.changed = true;
}
}
bool State::getLastAppliedMode(const ModeMap& modeMap,StateAttribute::GLMode mode) const
{
ModeMap::const_iterator itr = modeMap.find(mode);
if (itr!=modeMap.end())
{
const ModeStack& ms = itr->second;
return ms.last_applied_value;
}
else
{
return false;
}
}
const StateAttribute* State::getLastAppliedAttribute(const AttributeMap& attributeMap,StateAttribute::Type type) const
{
AttributeMap::const_iterator itr = attributeMap.find(type);
if (itr!=attributeMap.end())
{
const AttributeStack& as = itr->second;
return as.last_applied_attribute;
}
else
{
return NULL;
}
}
void State::dirtyAllModes()
{
for(ModeMap::iterator mitr=_modeMap.begin();
mitr!=_modeMap.end();
++mitr)
{
ModeStack& ms = mitr->second;
ms.last_applied_value = !ms.last_applied_value;
ms.changed = true;
}
for(TextureModeMapList::iterator tmmItr=_textureModeMapList.begin();
tmmItr!=_textureModeMapList.end();
++tmmItr)
{
for(ModeMap::iterator mitr=tmmItr->begin();
mitr!=tmmItr->end();
++mitr)
{
ModeStack& ms = mitr->second;
ms.last_applied_value = !ms.last_applied_value;
ms.changed = true;
}
}
}
void State::dirtyAllAttributes()
{
for(AttributeMap::iterator aitr=_attributeMap.begin();
aitr!=_attributeMap.end();
++aitr)
{
AttributeStack& as = aitr->second;
as.last_applied_attribute = 0;
as.changed = true;
}
for(TextureAttributeMapList::iterator tamItr=_textureAttributeMapList.begin();
tamItr!=_textureAttributeMapList.end();
++tamItr)
{
AttributeMap& attributeMap = *tamItr;
for(AttributeMap::iterator aitr=attributeMap.begin();
aitr!=attributeMap.end();
++aitr)
{
AttributeStack& as = aitr->second;
as.last_applied_attribute = 0;
as.changed = true;
}
}
}
Polytope State::getViewFrustum() const
{
Polytope cv;
cv.setToUnitFrustum();
cv.transformProvidingInverse((*_modelView)*(*_projection));
return cv;
}
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void State::disableAllVertexArrays()
{
disableVertexPointer();
disableTexCoordPointersAboveAndIncluding(0);
disableColorPointer();
disableFogCoordPointer();
disableIndexPointer();
disableNormalPointer();
disableSecondaryColorPointer();
}
void State::dirtyAllVertexArrays()
{
dirtyVertexPointer();
dirtyTexCoordPointersAboveAndIncluding(0);
dirtyColorPointer();
dirtyFogCoordPointer();
dirtyIndexPointer();
dirtyNormalPointer();
dirtySecondaryColorPointer();
}
void State::setInterleavedArrays( GLenum format, GLsizei stride, const GLvoid* pointer)
{
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disableAllVertexArrays();
glInterleavedArrays( format, stride, pointer);
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// the crude way, assume that all arrays have been effected so dirty them and
// disable them...
dirtyAllVertexArrays();
}
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typedef void (APIENTRY * ActiveTextureProc) (GLenum texture);
bool State::setClientActiveTextureUnit( unsigned int unit )
{
if (unit!=_currentClientActiveTextureUnit)
{
static ActiveTextureProc s_glClientActiveTexture =
(ActiveTextureProc) osg::getGLExtensionFuncPtr("glClientActiveTexture","glClientActiveTextureARB");
if (s_glClientActiveTexture)
{
s_glClientActiveTexture(GL_TEXTURE0+unit);
_currentClientActiveTextureUnit = unit;
}
else
{
return unit==0;
}
}
return true;
}
/** set the current texture unit, return true if selected, false if selection failed such as when multitexturing is not supported.
* note, only updates values that change.*/
bool State::setActiveTextureUnit( unsigned int unit )
{
if (unit!=_currentActiveTextureUnit)
{
static ActiveTextureProc s_glActiveTexture =
(ActiveTextureProc) osg::getGLExtensionFuncPtr("glActiveTexture","glActiveTextureARB");
if (s_glActiveTexture)
{
s_glActiveTexture(GL_TEXTURE0+unit);
_currentActiveTextureUnit = unit;
}
else
{
return unit==0;
}
}
return true;
}
typedef void (APIENTRY * FogCoordPointerProc) (GLenum type, GLsizei stride, const GLvoid *pointer);
void State::setFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *ptr)
{
static FogCoordPointerProc s_glFogCoordPointer =
(FogCoordPointerProc) osg::getGLExtensionFuncPtr("glFogCoordPointer","glFogCoordPointerEXT");
if (s_glFogCoordPointer)
{
if (!_fogArray._enabled || _fogArray._dirty)
{
_fogArray._enabled = true;
glEnableClientState(GL_FOG_COORDINATE_ARRAY);
}
if (_fogArray._pointer!=ptr || _fogArray._dirty)
{
_fogArray._pointer=ptr;
s_glFogCoordPointer( type, stride, ptr );
}
_fogArray._dirty = false;
}
}
typedef void (APIENTRY * SecondaryColorPointerProc) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
void State::setSecondaryColorPointer( GLint size, GLenum type,
GLsizei stride, const GLvoid *ptr )
{
static SecondaryColorPointerProc s_glSecondaryColorPointer =
(SecondaryColorPointerProc) osg::getGLExtensionFuncPtr("glSecondaryColorPointer","glSecondaryColorPointerEXT");
if (s_glSecondaryColorPointer)
{
if (!_secondaryColorArray._enabled || _secondaryColorArray._dirty)
{
_secondaryColorArray._enabled = true;
glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
}
if (_secondaryColorArray._pointer!=ptr || _secondaryColorArray._dirty)
{
_secondaryColorArray._pointer=ptr;
s_glSecondaryColorPointer( size, type, stride, ptr );
}
_secondaryColorArray._dirty = false;
}
}
bool State::computeSecondaryColorSupported() const
{
_isSecondColorSupportResolved = true;
_isSecondColorSupported = osg::isGLExtensionSupported("GL_EXT_secondary_color");;
return _isSecondColorSupported;
}
bool State::computeFogCoordSupported() const
{
_isFogCoordSupportResolved = true;
_isFogCoordSupported = osg::isGLExtensionSupported("GL_EXT_fog_coord");
return _isFogCoordSupported;
}
bool State::checkGLErrors(const char* str) const
{
GLenum errorNo = glGetError();
if (errorNo!=GL_NO_ERROR)
{
osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo);
if (str) osg::notify(WARN)<<"' at "<<str<< std::endl;
else osg::notify(WARN)<<"' in osg::State."<< std::endl;
return true;
}
return false;
}
bool State::checkGLErrors(StateAttribute::GLMode mode) const
{
GLenum errorNo = glGetError();
if (errorNo!=GL_NO_ERROR)
{
osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<"' after applying GLMode "<<mode<< std::endl;
return true;
}
return false;
}
bool State::checkGLErrors(const StateAttribute* attribute) const
{
GLenum errorNo = glGetError();
if (errorNo!=GL_NO_ERROR)
{
osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<"' after applying attribute "<<attribute->className()<<" "<<attribute<< std::endl;
//attribute->apply(*this);
return true;
}
return false;
}