2001-09-20 05:19:47 +08:00
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#ifndef OSG_STENCIL
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#define OSG_STENCIL 1
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#include <osg/StateAttribute>
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#include <osg/StateSet>
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#include <osg/Types>
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namespace osg {
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/** Encapsulte OpenGL glStencilFunc/Op/Mask functions.
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*/
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class SG_EXPORT Stencil : public StateAttribute
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{
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public :
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Stencil();
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2001-09-22 10:42:08 +08:00
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META_StateAttribute(Stencil, STENCIL);
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2001-09-20 05:19:47 +08:00
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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(Stencil,sa)
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// compare each paramter in turn against the rhs.
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COMPARE_StateAttribute_Parameter(_func)
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COMPARE_StateAttribute_Parameter(_funcRef)
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COMPARE_StateAttribute_Parameter(_funcMask)
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COMPARE_StateAttribute_Parameter(_sfail)
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COMPARE_StateAttribute_Parameter(_zfail)
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COMPARE_StateAttribute_Parameter(_zpass)
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COMPARE_StateAttribute_Parameter(_writeMask)
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return 0; // passed all the above comparison macro's, must be equal.
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}
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2001-09-20 05:19:47 +08:00
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virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
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{
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ds.setMode(GL_STENCIL_TEST,value);
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}
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enum Function
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{
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NEVER = GL_NEVER,
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LESS = GL_LESS,
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EQUAL = GL_EQUAL,
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LEQUAL = GL_LEQUAL,
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GREATER = GL_GREATER,
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NOTEQUAL = GL_NOTEQUAL,
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GEQUAL = GL_GEQUAL,
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ALWAYS = GL_ALWAYS
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};
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inline void setFunction(const Function func,int ref,uint mask)
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{
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_func = func;
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_funcRef = ref;
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_funcMask = mask;
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}
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inline const Function getFunction() const { return _func; }
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inline const int getFunctionRef() const { return _funcRef; }
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inline const uint getFunctionMask() const { return _funcMask; }
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enum Operation
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{
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KEEP = GL_KEEP,
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ZERO = GL_ZERO,
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REPLACE = GL_REPLACE,
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INCR = GL_INCR,
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DECR = GL_DECR,
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INVERT = GL_INVERT
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};
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/** set the operations to apply when the various stencil and depth
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* tests fail or pass. First paramater is to control the operation
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* when the stencil test fails. The second paramter is to control the
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* operatiorn when the stencil test passes, but depth test fails. The
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* third parameter controls the operation when both the stencil test
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* and depth pass. Ordering of parameter is the same as if using
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* glStencilOp(,,).*/
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inline void setOperation(const Operation sfail, const Operation zfail, const Operation zpass)
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{
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_sfail = sfail;
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_zfail = zfail;
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_zpass = zpass;
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}
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/** get the operation when the stencil test fails.*/
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inline const Operation getStencilFailOperation() const { return _sfail; }
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/** get the operation when the stencil test passes but the depth test fails*/
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inline const Operation getStencilPassAndDepthFailOperation() const { return _zfail; }
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/** get the operation when both the stencil test and the depth test pass*/
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inline const Operation getStencilPassAndDepthPassOperation() const { return _zpass; }
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inline void setWriteMask(uint mask) { _writeMask = mask; }
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inline const uint getWriteMask() const { return _writeMask; }
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virtual void apply(State& state) const;
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protected:
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virtual ~Stencil();
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Function _func;
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int _funcRef;
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uint _funcMask;
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Operation _sfail;
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Operation _zfail;
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Operation _zpass;
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uint _writeMask;
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};
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};
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#endif
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