OpenSceneGraph/src/osg/State.cpp

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#include <osg/State>
#include <osg/Notify>
#include <osg/GLU>
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using namespace osg;
State::State()
{
_contextID = 0;
}
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;
// go through all active StateAttribute's, applying where appropriate.
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;
}
// _attributeMap.clear();
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_drawStateStack.clear();
}
void State::pushStateSet(const StateSet* dstate)
{
_drawStateStack.push_back(dstate);
if (dstate)
{
// iterator through all StateAttribute's in incomming StateSet
// for each Type entry push it to the back of the appropriate
// attribute stack, taking into consideration current override status.
const StateSet::AttributeList& ds_attributeList = dstate->getAttributeList();
for(StateSet::AttributeList::const_iterator aitr=ds_attributeList.begin();
aitr!=ds_attributeList.end();
++aitr)
{
// get the attribute stack for incomming type {aitr->first}.
AttributeStack& as = _attributeMap[aitr->first];
if (as.attributeVec.empty())
{
// first pair so simply push incomming pair to back.
as.attributeVec.push_back(
AttributePair(aitr->second.first.get(),aitr->second.second));
}
else if (as.attributeVec.back().second & StateAttribute::OVERRIDE) // check the existing override flag
{
// push existing back since override keeps the previoius value.
as.attributeVec.push_back(as.attributeVec.back());
}
else
{
// no override on so simply push incomming pair to back.
as.attributeVec.push_back(
AttributePair(aitr->second.first.get(),aitr->second.second));
}
as.changed = true;
}
// iterator through all OpenGL modes in incomming StateSet
// for each GLMode entry push it to the back of the appropriate
// mode stack, taking into consideration current override status.
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const StateSet::ModeList& ds_modeList = dstate->getModeList();
for(StateSet::ModeList::const_iterator mitr=ds_modeList.begin();
mitr!=ds_modeList.end();
++mitr)
{
// get the mode stack for incomming GLmode {mitr->first}.
ModeStack& ms = _modeMap[mitr->first];
if (ms.valueVec.empty())
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{
// first pair so simply push incomming pair to back.
ms.valueVec.push_back(mitr->second);
}
else if (ms.valueVec.back() & StateAttribute::OVERRIDE) // check the existing override flag
{
// push existing back since override keeps the previoius value.
ms.valueVec.push_back(ms.valueVec.back());
}
else
{
// no override on so simply push incomming pair to back.
ms.valueVec.push_back(mitr->second);
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}
ms.changed = true;
}
}
}
void State::popStateSet()
{
if (_drawStateStack.empty()) return;
const StateSet* dstate = _drawStateStack.back().get();
if (dstate)
{
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// iterator through all StateAttribute's in incomming StateSet
// for each Type entry pop_back of the appropriate
// attribute stack.
const StateSet::AttributeList& ds_attributeList = dstate->getAttributeList();
for(StateSet::AttributeList::const_iterator aitr=ds_attributeList.begin();
aitr!=ds_attributeList.end();
++aitr)
{
// get the attribute stack for incomming type {aitr->first}.
AttributeStack& as = _attributeMap[aitr->first];
if (!as.attributeVec.empty())
{
as.attributeVec.pop_back();
}
as.changed = true;
}
// iterator through all OpenGL modes in incomming StateSet
// for each GLMode entry pop_back of the appropriate
// mode stack.
const StateSet::ModeList& ds_modeList = dstate->getModeList();
for(StateSet::ModeList::const_iterator mitr=ds_modeList.begin();
mitr!=ds_modeList.end();
++mitr)
{
// get the mode stack for incomming GLmode {mitr->first}.
ModeStack& ms = _modeMap[mitr->first];
if (!ms.valueVec.empty())
{
ms.valueVec.pop_back();
}
ms.changed = true;
}
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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(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));
}
}
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());
}
}
}
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void State::apply(const StateSet* dstate)
{
// equivilant to:
//pushStateSet(dstate);
//apply();
//popStateSet();
if (dstate)
{
// first handle attribute changes
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{
const StateSet::AttributeList& ds_attributeList = dstate->getAttributeList();
StateSet::AttributeList::const_iterator ds_aitr=ds_attributeList.begin();
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AttributeMap::iterator this_aitr=_attributeMap.begin();
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while (this_aitr!=_attributeMap.end() && ds_aitr!=ds_attributeList.end())
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{
if (this_aitr->first<ds_aitr->first)
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{
// note attribute type = this_aitr->first
AttributeStack& as = this_aitr->second;
if (as.changed)
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{
as.changed = false;
if (!as.attributeVec.empty())
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{
const StateAttribute* new_attr = as.attributeVec.back().first;
apply_attribute(new_attr,as);
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}
else
{
apply_global_default_attribute(as);
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}
}
++this_aitr;
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}
else if (ds_aitr->first<this_aitr->first)
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{
// ds_mitr->first is a new attribute, therefore
// need to insert a new attribute entry for ds_aistr->first.
AttributeStack& as = _attributeMap[ds_aitr->first];
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const StateAttribute* new_attr = ds_aitr->second.first.get();
apply_attribute(new_attr,as);
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// will need to disable this mode on next apply so set it to changed.
as.changed = true;
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++ds_aitr;
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}
else
{
// this_mitr & ds_mitr refer to the same mode, check the overide
// if any otherwise just apply the incomming mode.
AttributeStack& as = this_aitr->second;
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if (!as.attributeVec.empty() && as.attributeVec.back().second)
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{
// override is os, there just treat as a normal apply on modes.
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if (as.changed)
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{
as.changed = false;
const StateAttribute* new_attr = as.attributeVec.back().first;
apply_attribute(new_attr,as);
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}
}
else
{
// no override on or no previous entry, therefore consider incomming mode.
const StateAttribute* new_attr = ds_aitr->second.first.get();
if (apply_attribute(new_attr,as))
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{
as.changed = true;
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}
}
++this_aitr;
++ds_aitr;
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}
}
// iterator over the remaining state modes to apply any previous changes.
for(;
this_aitr!=_attributeMap.end();
++this_aitr)
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{
// note attribute type = this_aitr->first
AttributeStack& as = this_aitr->second;
if (as.changed)
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{
as.changed = false;
if (!as.attributeVec.empty())
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{
const StateAttribute* new_attr = as.attributeVec.back().first;
apply_attribute(new_attr,as);
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}
else
{
apply_global_default_attribute(as);
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}
}
}
// iterator over the remaining incomming modes to apply any new mode.
for(;
ds_aitr!=ds_attributeList.end();
++ds_aitr)
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{
// ds_mitr->first is a new attribute, therefore
// need to insert a new attribute entry for ds_aistr->first.
AttributeStack& as = _attributeMap[ds_aitr->first];
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const StateAttribute* new_attr = ds_aitr->second.first.get();
apply_attribute(new_attr,as);
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// will need to update this attribute on next apply so set it to changed.
as.changed = true;
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}
}
// then handle mode changes.
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{
const StateSet::ModeList& ds_modeList = dstate->getModeList();
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StateSet::ModeList::const_iterator ds_mitr = ds_modeList.begin();
ModeMap::iterator this_mitr=_modeMap.begin();
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while (this_mitr!=_modeMap.end() && ds_mitr!=ds_modeList.end())
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{
if (this_mitr->first<ds_mitr->first)
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{
// note GLMode = this_mitr->first
ModeStack& ms = this_mitr->second;
if (ms.changed)
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{
ms.changed = false;
if (!ms.valueVec.empty())
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{
bool new_value = ms.valueVec.back() & StateAttribute::ON;
apply_mode(this_mitr->first,new_value,ms);
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}
else
{
// assume default of disabled.
apply_mode(this_mitr->first,ms.global_default_value,ms);
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}
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}
++this_mitr;
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}
else if (ds_mitr->first<this_mitr->first)
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{
// ds_mitr->first is a new mode, therefore
// need to insert a new mode entry for ds_mistr->first.
ModeStack& ms = _modeMap[ds_mitr->first];
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bool new_value = ds_mitr->second & StateAttribute::ON;
apply_mode(ds_mitr->first,new_value,ms);
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// will need to disable this mode on next apply so set it to changed.
ms.changed = true;
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++ds_mitr;
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}
else
{
// this_mitr & ds_mitr refer to the same mode, check the overide
// if any otherwise just apply the incomming mode.
ModeStack& ms = this_mitr->second;
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if (!ms.valueVec.empty() && ms.valueVec.back() & StateAttribute::OVERRIDE)
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{
// override is on, there just treat as a normal apply on modes.
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if (ms.changed)
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{
ms.changed = false;
bool new_value = ms.valueVec.back() & StateAttribute::ON;
apply_mode(this_mitr->first,new_value,ms);
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}
}
else
{
// no override on or no previous entry, therefore consider incomming mode.
bool new_value = ds_mitr->second & StateAttribute::ON;
if (apply_mode(ds_mitr->first,new_value,ms))
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{
ms.changed = true;
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}
}
++this_mitr;
++ds_mitr;
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}
}
// iterator over the remaining state modes to apply any previous changes.
for(;
this_mitr!=_modeMap.end();
++this_mitr)
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{
// note GLMode = this_mitr->first
ModeStack& ms = this_mitr->second;
if (ms.changed)
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{
ms.changed = false;
if (!ms.valueVec.empty())
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{
bool new_value = ms.valueVec.back() & StateAttribute::ON;
apply_mode(this_mitr->first,new_value,ms);
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}
else
{
// assume default of disabled.
apply_mode(this_mitr->first,ms.global_default_value,ms);
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}
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}
}
// iterator over the remaining incomming modes to apply any new mode.
for(;
ds_mitr!=ds_modeList.end();
++ds_mitr)
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{
ModeStack& ms = _modeMap[ds_mitr->first];
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bool new_value = ds_mitr->second & StateAttribute::ON;
apply_mode(ds_mitr->first,new_value,ms);
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// will need to disable this mode on next apply so set it to changed.
ms.changed = true;
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}
}
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}
else
{
// no incomming stateset, so simply apply state.
apply();
}
}
void State::apply()
{
// go through all active StateAttribute's, applying where appropriate.
for(AttributeMap::iterator aitr=_attributeMap.begin();
aitr!=_attributeMap.end();
++aitr)
{
AttributeStack& as = aitr->second;
if (as.changed)
{
as.changed = false;
if (!as.attributeVec.empty())
{
const StateAttribute* new_attr = as.attributeVec.back().first;
apply_attribute(new_attr,as);
}
else
{
apply_global_default_attribute(as);
}
}
}
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// go through all active OpenGL modes, enabling/disable where
// appropriate.
for(ModeMap::iterator mitr=_modeMap.begin();
mitr!=_modeMap.end();
++mitr)
{
// note GLMode = mitr->first
ModeStack& ms = mitr->second;
if (ms.changed)
{
ms.changed = false;
if (!ms.valueVec.empty())
{
bool new_value = ms.valueVec.back() & StateAttribute::ON;
apply_mode(mitr->first,new_value,ms);
}
else
{
// assume default of disabled.
apply_mode(mitr->first,ms.global_default_value,ms);
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}
}
}
}
/** mode has been set externally, update state to reflect this setting.*/
void State::have_applied(const StateAttribute::GLMode mode,const StateAttribute::GLModeValue value)
{
ModeStack& ms = _modeMap[mode];
ms.last_applied_value = value & StateAttribute::ON;
// will need to disable this mode on next apply so set it to changed.
ms.changed = true;
}
/** attribute has been applied externally, update state to reflect this setting.*/
void State::have_applied(const StateAttribute* attribute)
{
if (attribute)
{
AttributeStack& as = _attributeMap[attribute->getType()];
as.last_applied_attribute = attribute;
// will need to update this attribute on next apply so set it to changed.
as.changed = true;
}
}