From Bob Kuehne, addition of support for toggling on and off GL_TEXTURE_1D, 3D, CUBE_MAP
and GL_TEXTURE_RECTANGLE (small addition from R.O)
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0307463746
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1c46e8c4f2
@ -1,6 +1,10 @@
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#include <osgGA/StateSetManipulator>
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#include <osg/PolygonMode>
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#include <osg/ref_ptr>
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#include <osg/Texture>
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#include <osg/Texture2D>
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#include <osg/TextureRectangle>
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using namespace osg;
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using namespace osgGA;
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@ -19,7 +23,13 @@ void StateSetManipulator::setStateSet(StateSet *drawState)
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if(!_drawState.valid()) return;
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_backface = (_drawState->getMode(GL_CULL_FACE)&osg::StateAttribute::ON);
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_lighting =(_drawState->getMode(GL_LIGHTING)&osg::StateAttribute::ON);
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_texture =(_drawState->getTextureMode(0,GL_TEXTURE_2D)&osg::StateAttribute::ON);
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unsigned int mode = osg::StateAttribute::INHERIT|osg::StateAttribute::ON;
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_texture = (_drawState->getTextureMode(0,GL_TEXTURE_1D)&mode) ||
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(_drawState->getTextureMode(0,GL_TEXTURE_2D)&mode) ||
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(_drawState->getTextureMode(0,GL_TEXTURE_3D)&mode) ||
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(_drawState->getTextureMode(0,GL_TEXTURE_RECTANGLE)&mode) ||
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(_drawState->getTextureMode(0,GL_TEXTURE_CUBE_MAP)&mode);
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}
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StateSet *StateSetManipulator::getStateSet()
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@ -59,12 +69,28 @@ bool StateSetManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& aa)
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break;
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case 't' :
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{
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_texture = !_texture;
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if (_texture) _drawState->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::INHERIT);
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else _drawState->setTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
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// osg::ref_ptr< osg::Texture > tex = dynamic_cast<osg::Texture*>
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// ( _drawState->getAttribute( osg::StateAttribute::TEXTURE ) );
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// cout << tex->numTextureUnits() << endl;
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unsigned int nunit = 8; // should actually use the _real_ num units here, but how?
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unsigned int mode = osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF;
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if ( _texture ) mode = osg::StateAttribute::INHERIT|osg::StateAttribute::ON;
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for( unsigned int ii=0; ii<nunit; ii++ )
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{
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_drawState->setTextureMode( ii, GL_TEXTURE_1D, mode );
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_drawState->setTextureMode( ii, GL_TEXTURE_2D, mode );
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_drawState->setTextureMode( ii, GL_TEXTURE_3D, mode );
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_drawState->setTextureMode( ii, GL_TEXTURE_RECTANGLE, mode );
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_drawState->setTextureMode( ii, GL_TEXTURE_CUBE_MAP, mode);
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}
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aa.requestRedraw();
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return true;
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break;
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}
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break;
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case 'w' :
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{
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