OpenSceneGraph/include/osg/Depth

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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_DEPTH
#define OSG_DEPTH 1
#include <osg/StateAttribute>
#include <osg/Types>
namespace osg {
/** Encapsulate OpenGL glDepthFunc/Mask/Range functions.
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*/
class SG_EXPORT Depth : public StateAttribute
{
public :
Depth();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Depth(const Depth& dp,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
StateAttribute(dp,copyop),
_func(dp._func),
_depthWriteMask(dp._depthWriteMask),
_zNear(dp._zNear),
_zFar(dp._zFar) {}
META_StateAttribute(osg, Depth, DEPTH);
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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(Depth,sa)
// compare each paramter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_func)
COMPARE_StateAttribute_Parameter(_depthWriteMask)
COMPARE_StateAttribute_Parameter(_zNear)
COMPARE_StateAttribute_Parameter(_zFar)
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_DEPTH_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
};
inline void setFunction(const Function func) { _func = func; }
inline const Function getFunction() const { return _func; }
inline void setWriteMask(const bool mask) { _depthWriteMask = mask; }
inline const bool getWriteMask() const { return _depthWriteMask; }
inline void setRange(const double zNear, const double zFar)
{
_zNear = zNear;
_zFar = zFar;
}
inline const double getZNear() const { return _zNear; }
inline const double getZFar() const { return _zFar; }
virtual void apply(State& state) const;
protected:
virtual ~Depth();
Function _func;
bool _depthWriteMask;
double _zNear;
double _zFar;
};
}
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#endif