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)
This commit is contained in:
Robert Osfield 2004-05-07 12:41:49 +00:00
parent 0307463746
commit 1c46e8c4f2

View File

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