OpenSceneGraph/include/osg/Stencil

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#ifndef OSG_STENCIL
#define OSG_STENCIL 1
#include <osg/StateAttribute>
#include <osg/StateSet>
#include <osg/Types>
namespace osg {
/** Encapsulte OpenGL glStencilFunc/Op/Mask functions.
*/
class SG_EXPORT Stencil : public StateAttribute
{
public :
Stencil();
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META_StateAttribute(Stencil, STENCIL);
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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(Stencil,sa)
// compare each paramter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_func)
COMPARE_StateAttribute_Parameter(_funcRef)
COMPARE_StateAttribute_Parameter(_funcMask)
COMPARE_StateAttribute_Parameter(_sfail)
COMPARE_StateAttribute_Parameter(_zfail)
COMPARE_StateAttribute_Parameter(_zpass)
COMPARE_StateAttribute_Parameter(_writeMask)
return 0; // passed all the above comparison macro's, must be equal.
}
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virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
{
ds.setMode(GL_STENCIL_TEST,value);
}
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,int ref,uint mask)
{
_func = func;
_funcRef = ref;
_funcMask = mask;
}
inline const Function getFunction() const { return _func; }
inline const int getFunctionRef() const { return _funcRef; }
inline const uint getFunctionMask() const { return _funcMask; }
enum Operation
{
KEEP = GL_KEEP,
ZERO = GL_ZERO,
REPLACE = GL_REPLACE,
INCR = GL_INCR,
DECR = GL_DECR,
INVERT = GL_INVERT
};
/** set the operations to apply when the various stencil and depth
* tests fail or pass. First paramater is to control the operation
* when the stencil test fails. The second paramter is to control the
* operatiorn when the stencil test passes, but depth test fails. The
* third parameter controls the operation when both the stencil test
* and depth pass. Ordering of parameter is the same as if using
* glStencilOp(,,).*/
inline void setOperation(const Operation sfail, const Operation zfail, const Operation zpass)
{
_sfail = sfail;
_zfail = zfail;
_zpass = zpass;
}
/** get the operation when the stencil test fails.*/
inline const Operation getStencilFailOperation() const { return _sfail; }
/** get the operation when the stencil test passes but the depth test fails*/
inline const Operation getStencilPassAndDepthFailOperation() const { return _zfail; }
/** get the operation when both the stencil test and the depth test pass*/
inline const Operation getStencilPassAndDepthPassOperation() const { return _zpass; }
inline void setWriteMask(uint mask) { _writeMask = mask; }
inline const uint getWriteMask() const { return _writeMask; }
virtual void apply(State& state) const;
protected:
virtual ~Stencil();
Function _func;
int _funcRef;
uint _funcMask;
Operation _sfail;
Operation _zfail;
Operation _zpass;
uint _writeMask;
};
};
#endif