From, Leandro Motta Barros, Doxygen comments.
Ammendments by Robert Osfield, a few comment rewrites to better reflect API functionality/usage.
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@ -364,12 +364,11 @@ class SG_EXPORT Drawable : public Object
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/** Draw the \c Geometry "directly", that is, by issuing all the OpenGL
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* calls needed to draw it. Contrast this with \c draw(), that can
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* compile and use an OpenGL display list to do the rendering.
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* <p> This is the internal draw method which does the drawing itself,
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* and is the method to override when deriving from \c Drawable.
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*/
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/** drawImplementation(State&) is a pure virtaul method for the actual implementation of OpenGL drawing calls, such as vertex arrays and primitives, that
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* must be implemented in concrete subclasses of the Drawable base class, examples include osg::Geometry and osg::ShapeDrawable.
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* drawImplementation(State&) is called from the draw(State&) method, with the draw method handling management of OpenGL display lists,
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* and drawImplementation(State&) handling the actuall drawing itself.
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* @param state The osg::State object that encapulates the current OpenGL state for the current graphics context. */
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virtual void drawImplementation(State& state) const = 0;
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@ -1,13 +1,13 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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@ -48,7 +48,7 @@
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namespace osg {
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/** macro for use with osg::StateAttribute::apply methods for detecting and
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/** macro for use with osg::StateAttribute::apply methods for detecting and
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* reporting OpenGL error messages.*/
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#define OSG_GL_DEBUG(message) \
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if (state.getFineGrainedErrorDetection()) \
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@ -60,13 +60,25 @@ namespace osg {
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}\
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}
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/** State class for managing a state stack.
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* Lazy state updating is used to minimize state changes.
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/** Encapsulates the current applied OpenGL modes, attributes and vertex arrays settings,.
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* implements lazy state updating and provides accessors for querrying the current state.
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. The venerable Red Book says that "OpenGL is a state machine", and this class
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* represents the OpenGL state in OSG. Furthermore, \c State also has other
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* important features:
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* - It works as a stack of states (see \c pushStateSet() and
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* \c popStateSet()). Manipulating this stack of OpenGL states manually is
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* seldom needed, since OSG does this is the most common situations.
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* - It implements lazy state updating. This means that, if one requests a
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* state change and that particular state is already in the requested stated, no OpenGL
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* call will be made, this ensures that OpenGL pipeline is not stalled by unncessary state changes.
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* - It allows to query the current OpenGL state without calls to \c glGet*(),
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* which typically stall the graphics pipeline (see, for instance,
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* \c captureCurrentState() and \c getModelViewMatrix()).
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*/
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class SG_EXPORT State : public Referenced
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{
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public :
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State();
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/** Push stateset onto state stack.*/
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@ -74,7 +86,7 @@ class SG_EXPORT State : public Referenced
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/** Pop stateset off state stack.*/
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void popStateSet();
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/** pop all statesets off state stack, ensuring it is empty ready for the next frame.
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* Note, to return OpenGL to default state, one should do any state.popAllStatSets(); state.apply().*/
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void popAllStateSets();
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@ -84,12 +96,12 @@ class SG_EXPORT State : public Referenced
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/** reset the state object to an empty stack.*/
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void reset();
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inline const Viewport* getCurrentViewport() const
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{
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return static_cast<const Viewport*>(getLastAppliedAttribute(osg::StateAttribute::VIEWPORT));
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}
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void setInitialViewMatrix(const osg::RefMatrix* matrix);
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@ -101,7 +113,7 @@ class SG_EXPORT State : public Referenced
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if (_projection!=matrix)
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{
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glMatrixMode( GL_PROJECTION );
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if (matrix)
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if (matrix)
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{
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_projection=matrix;
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glLoadMatrix(matrix->ptr());
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@ -114,7 +126,7 @@ class SG_EXPORT State : public Referenced
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glMatrixMode( GL_MODELVIEW );
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}
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}
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inline const osg::Matrix& getProjectionMatrix() const
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{
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return *_projection;
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@ -129,7 +141,7 @@ class SG_EXPORT State : public Referenced
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_modelView=matrix;
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glLoadMatrix(matrix->ptr());
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}
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else
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else
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{
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_modelView=_identity;
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glLoadIdentity();
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@ -149,7 +161,10 @@ class SG_EXPORT State : public Referenced
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/** Apply stateset.*/
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void apply(const StateSet* dstate);
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/** Apply the state.*/
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/** Updates the OpenGL state so that it matches the \c StateSet at the
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* top of the stack of <tt>StateSet</tt>s maintained internally by a
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* \c State.
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*/
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void apply();
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@ -165,11 +180,19 @@ class SG_EXPORT State : public Referenced
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}
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/** Apply an OpenGL mode if required. */
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/** Apply an OpenGL mode if required. This is a wrapper around
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* \c glEnable() and \c glDisable(), that just actually calls these
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* functions if the \c enabled flag is different than the current
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* state.
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* @return \c true if the state was actually changed. \c false
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* otherwise. Notice that a \c false return does not indicate
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* an error, it just means that the mode was already set to the
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* same value as the \c enabled parameter.
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*/
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inline bool applyMode(StateAttribute::GLMode mode,bool enabled)
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{
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ModeStack& ms = _modeMap[mode];
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ms.changed = true;
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ms.changed = true;
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return applyMode(mode,enabled,ms);
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}
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@ -247,10 +270,10 @@ class SG_EXPORT State : public Referenced
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else
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return false;
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}
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/** Mode has been set externally, update state to reflect this setting.*/
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void haveAppliedMode(StateAttribute::GLMode mode,StateAttribute::GLModeValue value);
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/** Mode has been set externally, therefore dirty the associated mode in osg::State
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* so it is applied on next call to osg::State::apply(..)*/
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void haveAppliedMode(StateAttribute::GLMode mode);
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@ -269,13 +292,13 @@ class SG_EXPORT State : public Referenced
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/** Get whether the current specified mode is enabled (true) or disabled (false).*/
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bool getLastAppliedMode(StateAttribute::GLMode mode) const;
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/** Get the current specified attribute, return NULL if one has not yet been applied.*/
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const StateAttribute* getLastAppliedAttribute(StateAttribute::Type type, unsigned int member=0) const;
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/** texture Mode has been set externally, update state to reflect this setting.*/
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void haveAppliedTextureMode(unsigned int unit, StateAttribute::GLMode mode,StateAttribute::GLModeValue value);
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/** texture Mode has been set externally, therefore dirty the associated mode in osg::State
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* so it is applied on next call to osg::State::apply(..)*/
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void haveAppliedTextureMode(unsigned int unit, StateAttribute::GLMode mode);
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@ -283,8 +306,8 @@ class SG_EXPORT State : public Referenced
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/** texture Attribute has been applied externally, update state to reflect this setting.*/
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void haveAppliedTextureAttribute(unsigned int unit, const StateAttribute* attribute);
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/** texture Attribute has been applied externally,
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* and therefore this attribute type has been dirtied
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/** texture Attribute has been applied externally,
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* and therefore this attribute type has been dirtied
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* and will need to be re-appplied on next osg::State.apply(..).
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* note, if you have an osg::StateAttribute which you have applied externally
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* then use the have_applied(attribute) method as this will the osg::State to
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@ -292,10 +315,10 @@ class SG_EXPORT State : public Referenced
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* that only changed state will be applied.*/
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void haveAppliedTextureAttribute(unsigned int unit, StateAttribute::Type type, unsigned int member=0);
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/** Get whether the current specified texture mode is enabled (true) or disabled (false).*/
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/** Get whether the current specified texture mode is enabled (true) or disabled (false).*/
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bool getLastAppliedTextureMode(unsigned int unit, StateAttribute::GLMode mode) const;
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/** Get the current specified texture attribute, return NULL if one has not yet been applied.*/
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/** Get the current specified texture attribute, return NULL if one has not yet been applied.*/
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const StateAttribute* getLastAppliedTextureAttribute(unsigned int unit, StateAttribute::Type type, unsigned int member=0) const;
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@ -335,7 +358,7 @@ class SG_EXPORT State : public Referenced
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}
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_vertexArray._dirty = false;
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}
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/** wrapper around glDisableClientState(GL_VERTEX_ARRAY).
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* note, only updates values that change.*/
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inline void disableVertexPointer()
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@ -350,8 +373,8 @@ class SG_EXPORT State : public Referenced
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inline void dirtyVertexPointer()
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{
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_vertexArray._pointer = 0;
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_vertexArray._dirty = true;
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_vertexArray._pointer = 0;
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_vertexArray._dirty = true;
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}
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/** wrapper around glEnableClientState(GL_NORMAL_ARRAY);glNormalPointer(..);
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@ -421,7 +444,7 @@ class SG_EXPORT State : public Referenced
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}
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inline void dirtyColorPointer()
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{
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{
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_colorArray._pointer = 0;
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_colorArray._dirty = true;
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}
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@ -594,7 +617,7 @@ class SG_EXPORT State : public Referenced
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}
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}
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/** Set the current tex coord array texture unit, return true if selected,
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/** Set the current tex coord array texture unit, return true if selected,
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* false if selection failed such as when multitexturing is not supported.
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* note, only updates values that change.*/
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bool setClientActiveTextureUnit( unsigned int unit );
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@ -604,19 +627,19 @@ class SG_EXPORT State : public Referenced
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* false if selection failed such as when multitexturing is not supported.
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* note, only updates values that change.*/
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bool setActiveTextureUnit( unsigned int unit );
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/** wrapper around glEnableVertexAttribArrayARB(index);glVertexAttribPointerARB(..);
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* note, only updates values that change.*/
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void setVertexAttribPointer( unsigned int index,
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GLint size, GLenum type, GLboolean normalized,
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GLint size, GLenum type, GLboolean normalized,
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GLsizei stride, const GLvoid *ptr );
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/** wrapper around DisableVertexAttribArrayARB(index);
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* note, only updates values that change.*/
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void disableVertexAttribPointer( unsigned int index );
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void disableVertexAttribPointersAboveAndIncluding( unsigned int index );
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inline void dirtyVertexAttribPointersAboveAndIncluding( unsigned int index )
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{
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while (index<_vertexAttribArrayList.size())
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@ -640,37 +663,37 @@ class SG_EXPORT State : public Referenced
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arrays that they maintain for the purpose.
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Typical settings for contextID are 0,1,2,3... up to the maximum
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number of graphics contexts you have set up.
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By default contextID is 0.*/
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By default contextID is 0.*/
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inline void setContextID(unsigned int contextID) { _contextID=contextID; }
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/** Get the current OpenGL context unique ID.*/
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/** Get the current OpenGL context unique ID.*/
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inline unsigned int getContextID() const { return _contextID; }
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/** Set the frame stamp for the current frame.*/
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inline void setFrameStamp(FrameStamp* fs) { _frameStamp = fs; }
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/** Get the frame stamp for the current frame.*/
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inline const FrameStamp* getFrameStamp() const { return _frameStamp.get(); }
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/** Set the DisplaySettings. Note, nothing is applied, the visual settings are just
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* used in the State object to pass the current visual settings to Drawables
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* during rendering. */
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inline void setDisplaySettings(DisplaySettings* vs) { _displaySettings = vs; }
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/** Get the DisplaySettings */
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inline const DisplaySettings* getDisplaySettings() const { return _displaySettings.get(); }
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typedef std::pair<const StateAttribute*,StateAttribute::OverrideValue> AttributePair;
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typedef std::vector<AttributePair> AttributeVec;
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typedef std::vector<StateAttribute::GLModeValue> ValueVec;
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/** Set flag for early termination of the draw traversal.*/
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void setAbortRenderingPtr(bool* abortPtr) { _abortRenderingPtr = abortPtr; }
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/** Get flag for early termination of the draw traversal,
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/** Get flag for early termination of the draw traversal,
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* if true steps should be taken to complete rendering early.*/
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bool getAbortRendering() const { return _abortRenderingPtr!=0?(*_abortRenderingPtr):false; }
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@ -687,16 +710,16 @@ class SG_EXPORT State : public Referenced
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unsigned int _contextID;
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ref_ptr<FrameStamp> _frameStamp;
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ref_ptr<const RefMatrix> _identity;
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ref_ptr<const RefMatrix> _initialViewMatrix;
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ref_ptr<const RefMatrix> _projection;
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ref_ptr<const RefMatrix> _modelView;
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Matrix _initialInverseViewMatrix;
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ref_ptr<DisplaySettings> _displaySettings;
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bool* _abortRenderingPtr;
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bool _reportGLErrors;
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@ -708,7 +731,7 @@ class SG_EXPORT State : public Referenced
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last_applied_value = false;
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global_default_value = false;
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}
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bool changed;
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bool last_applied_value;
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bool global_default_value;
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@ -732,9 +755,17 @@ class SG_EXPORT State : public Referenced
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ref_ptr<const StateAttribute> global_default_attribute;
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AttributeVec attributeVec;
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};
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/** apply an OpenGL mode if required, passing in mode, enable flag and appropriate mode stack */
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/** Apply an OpenGL mode if required, passing in mode, enable flag and
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* appropriate mode stack. This is a wrapper around \c glEnable() and
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* \c glDisable(), that just actually calls these functions if the
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* \c enabled flag is different than the current state.
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* @return \c true if the state was actually changed. \c false
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* otherwise. Notice that a \c false return does not indicate
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* an error, it just means that the mode was already set to the
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* same value as the \c enabled parameter.
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*/
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inline bool applyMode(StateAttribute::GLMode mode,bool enabled,ModeStack& ms)
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{
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if (ms.last_applied_value != enabled)
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@ -762,9 +793,9 @@ class SG_EXPORT State : public Referenced
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as.last_applied_attribute = attribute;
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attribute->apply(*this);
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if (_reportGLErrors) checkGLErrors(attribute);
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return true;
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}
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else
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@ -786,7 +817,7 @@ class SG_EXPORT State : public Referenced
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else
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return false;
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}
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typedef std::map<StateAttribute::GLMode,ModeStack> ModeMap;
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typedef std::vector<ModeMap> TextureModeMapList;
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@ -802,21 +833,21 @@ class SG_EXPORT State : public Referenced
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TextureModeMapList _textureModeMapList;
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TextureAttributeMapList _textureAttributeMapList;
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StateSetStack _drawStateStack;
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struct EnabledArrayPair
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{
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EnabledArrayPair():_dirty(true),_enabled(false),_normalized(0),_pointer(0) {}
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EnabledArrayPair(const EnabledArrayPair& eap):_dirty(eap._dirty), _enabled(eap._enabled),_normalized(eap._normalized),_pointer(eap._pointer) {}
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EnabledArrayPair& operator = (const EnabledArrayPair& eap) { _dirty=eap._dirty; _enabled=eap._enabled; _normalized=eap._normalized;_pointer=eap._pointer; return *this; }
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bool _dirty;
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bool _enabled;
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GLboolean _normalized;
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const GLvoid* _pointer;
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};
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typedef std::vector<EnabledArrayPair> EnabledTexCoordArrayList;
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typedef std::vector<EnabledArrayPair> EnabledVertexAttribArrayList;
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@ -831,29 +862,29 @@ class SG_EXPORT State : public Referenced
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unsigned int _currentActiveTextureUnit;
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unsigned int _currentClientActiveTextureUnit;
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inline ModeMap& getOrCreateTextureModeMap(unsigned int unit)
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{
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{
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if (unit>=_textureModeMapList.size()) _textureModeMapList.resize(unit+1);
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return _textureModeMapList[unit];
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}
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inline AttributeMap& getOrCreateTextureAttributeMap(unsigned int unit)
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{
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{
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if (unit>=_textureAttributeMapList.size()) _textureAttributeMapList.resize(unit+1);
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return _textureAttributeMapList[unit];
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}
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inline void pushModeList(ModeMap& modeMap,const StateSet::ModeList& modeList);
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inline void pushAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList);
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inline void popModeList(ModeMap& modeMap,const StateSet::ModeList& modeList);
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inline void popAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList);
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inline void applyModeList(ModeMap& modeMap,const StateSet::ModeList& modeList);
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inline void applyAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList);
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inline void applyModeMap(ModeMap& modeMap);
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inline void applyAttributeMap(AttributeMap& attributeMap);
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@ -892,12 +923,12 @@ inline void State::pushModeList(ModeMap& modeMap,const StateSet::ModeList& modeL
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// first pair so simply push incoming pair to back.
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ms.valueVec.push_back(mitr->second);
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}
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else if ((ms.valueVec.back() & StateAttribute::OVERRIDE) && !(mitr->second & StateAttribute::PROTECTED)) // check the existing override flag
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else if ((ms.valueVec.back() & StateAttribute::OVERRIDE) && !(mitr->second & StateAttribute::PROTECTED)) // check the existing override flag
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{
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// push existing back since override keeps the previous value.
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ms.valueVec.push_back(ms.valueVec.back());
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}
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else
|
||||
else
|
||||
{
|
||||
// no override on so simply push incoming pair to back.
|
||||
ms.valueVec.push_back(mitr->second);
|
||||
@ -920,12 +951,12 @@ inline void State::pushAttributeList(AttributeMap& attributeMap,const StateSet::
|
||||
as.attributeVec.push_back(
|
||||
AttributePair(aitr->second.first.get(),aitr->second.second));
|
||||
}
|
||||
else if ((as.attributeVec.back().second & StateAttribute::OVERRIDE) && !(aitr->second.second & StateAttribute::PROTECTED)) // check the existing override flag
|
||||
else if ((as.attributeVec.back().second & StateAttribute::OVERRIDE) && !(aitr->second.second & StateAttribute::PROTECTED)) // check the existing override flag
|
||||
{
|
||||
// push existing back since override keeps the previous value.
|
||||
as.attributeVec.push_back(as.attributeVec.back());
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
// no override on so simply push incoming pair to back.
|
||||
as.attributeVec.push_back(
|
||||
@ -1002,7 +1033,7 @@ inline void State::applyModeList(ModeMap& modeMap,const StateSet::ModeList& mode
|
||||
else if (ds_mitr->first<this_mitr->first)
|
||||
{
|
||||
|
||||
// ds_mitr->first is a new mode, therefore
|
||||
// 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];
|
||||
|
||||
@ -1072,7 +1103,7 @@ inline void State::applyModeList(ModeMap& modeMap,const StateSet::ModeList& mode
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// iterator over the remaining incoming modes to apply any new mode.
|
||||
for(;
|
||||
@ -1122,7 +1153,7 @@ inline void State::applyAttributeList(AttributeMap& attributeMap,const StateSet:
|
||||
else if (ds_aitr->first<this_aitr->first)
|
||||
{
|
||||
|
||||
// ds_aitr->first is a new attribute, therefore
|
||||
// ds_aitr->first is a new attribute, therefore
|
||||
// need to insert a new attribute entry for ds_aitr->first.
|
||||
AttributeStack& as = attributeMap[ds_aitr->first];
|
||||
|
||||
@ -1188,14 +1219,14 @@ inline void State::applyAttributeList(AttributeMap& attributeMap,const StateSet:
|
||||
applyGlobalDefaultAttribute(as);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// iterator over the remaining incoming modes to apply any new mode.
|
||||
for(;
|
||||
ds_aitr!=attributeList.end();
|
||||
++ds_aitr)
|
||||
{
|
||||
// ds_aitr->first is a new attribute, therefore
|
||||
// ds_aitr->first is a new attribute, therefore
|
||||
// need to insert a new attribute entry for ds_aitr->first.
|
||||
AttributeStack& as = attributeMap[ds_aitr->first];
|
||||
|
||||
@ -1229,9 +1260,9 @@ inline void State::applyModeMap(ModeMap& modeMap)
|
||||
// assume default of disabled.
|
||||
applyMode(mitr->first,ms.global_default_value,ms);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline void State::applyAttributeMap(AttributeMap& attributeMap)
|
||||
@ -1253,9 +1284,9 @@ inline void State::applyAttributeMap(AttributeMap& attributeMap)
|
||||
{
|
||||
applyGlobalDefaultAttribute(as);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -1,13 +1,13 @@
|
||||
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
|
||||
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
|
||||
*
|
||||
* This library is open source and may be redistributed and/or modified under
|
||||
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
|
||||
* This library is open source and may be redistributed and/or modified under
|
||||
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
|
||||
* (at your option) any later version. The full license is in LICENSE file
|
||||
* included with this distribution, and on the openscenegraph.org website.
|
||||
*
|
||||
*
|
||||
* This library is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* OpenSceneGraph Public License for more details.
|
||||
*/
|
||||
|
||||
@ -29,18 +29,20 @@
|
||||
|
||||
namespace osg {
|
||||
|
||||
/**
|
||||
Encapsulates OpenGL state modes and attributes.
|
||||
Used to specific textures etc of osg::Drawable's which hold references
|
||||
to a single osg::StateSet. StateSet can be shared between Drawable's
|
||||
and is recommend if possible as it minimizes expensive state changes
|
||||
in the graphics pipeline.
|
||||
/** Stores a set of modes and attributes which respresent a set of OpenGL state.
|
||||
* Notice that a \c StateSet contains just a subset of the whole OpenGL state.
|
||||
* <p>In OSG, each \c Drawable and each \c Node has a reference to a
|
||||
* \c StateSet. These <tt>StateSet</tt>s can be shared between
|
||||
* different <tt>Drawable</tt>s and <tt>Node</tt>s (that is, several
|
||||
* <tt>Drawable</tt>s and <tt>Node</tt>s can reference the same \c StateSet).
|
||||
* Indeed, this practice is recommended whenever possible,
|
||||
* as this minimizes expensive state changes in the graphics pipeline.
|
||||
*/
|
||||
class SG_EXPORT StateSet : public Object
|
||||
{
|
||||
public :
|
||||
|
||||
|
||||
|
||||
|
||||
StateSet();
|
||||
StateSet(const StateSet&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
|
||||
|
||||
@ -52,12 +54,12 @@ class SG_EXPORT StateSet : public Object
|
||||
|
||||
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
|
||||
int compare(const StateSet& rhs,bool compareAttributeContents=false) const;
|
||||
|
||||
|
||||
bool operator < (const StateSet& rhs) const { return compare(rhs)<0; }
|
||||
bool operator == (const StateSet& rhs) const { return compare(rhs)==0; }
|
||||
bool operator != (const StateSet& rhs) const { return compare(rhs)!=0; }
|
||||
|
||||
/** Set all the modes to on or off so that it defines a
|
||||
/** Set all the modes to on or off so that it defines a
|
||||
complete state, typically used for a default global state.*/
|
||||
void setGlobalDefaults();
|
||||
|
||||
@ -70,42 +72,65 @@ class SG_EXPORT StateSet : public Object
|
||||
/** Clear the StateSet of all modes and attributes.*/
|
||||
void clear();
|
||||
|
||||
/** merge this stateset with stateset rhs, this overrides
|
||||
* the rhs if OVERRIDE is specified, otherwise rhs takes precedence.*/
|
||||
/** Merge this \c StateSet with the \c StateSet passed as parameter.
|
||||
* Every mode and attribute in this \c StateSet that is marked with
|
||||
* \c StateAttribute::OVERRIDE is replaced with the
|
||||
* equivalent mode or attribute from \c rhs.
|
||||
*/
|
||||
void merge(const StateSet& rhs);
|
||||
|
||||
/** a container to map GLModes to their respective GLModeValues.*/
|
||||
typedef std::map<StateAttribute::GLMode,StateAttribute::GLModeValue> ModeList;
|
||||
|
||||
/** Set this StateSet to contain specified GLMode and value.*/
|
||||
/** Set this \c StateSet to contain the specified \c GLMode with a given
|
||||
* value.
|
||||
* @note Don't use this method to set modes related to textures. For this
|
||||
* purpose, use \c setTextureMode(), that accepts an extra parameter
|
||||
* specifying which texture unit shall be affected by the call.
|
||||
*/
|
||||
void setMode(StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
|
||||
|
||||
|
||||
#ifdef USE_DEPRECATED_API
|
||||
/** Set this StateSet to inherit specified GLMode type from parents.
|
||||
* Has the effect of deleting any GLMode of specified type from StateSet.*/
|
||||
void setModeToInherit(StateAttribute::GLMode mode) { removeMode(mode); }
|
||||
#endif
|
||||
/** Remove mode from StateSet.*/
|
||||
/** Remove \c mode from this \c StateSet.
|
||||
* @note Don't use this method to remove modes related to textures. For
|
||||
* this purpose, use \c removeTextureMode(), that accepts an extra
|
||||
* parameter specifying which texture unit shall be affected by
|
||||
* the call.
|
||||
*/
|
||||
void removeMode(StateAttribute::GLMode mode);
|
||||
|
||||
/** Get specified GLModeValue for specified GLMode.
|
||||
* returns INHERIT if no GLModeValue is contained within StateSet.*/
|
||||
/** Get the value for a given \c GLMode.
|
||||
* @param mode The \c GLMode whose value is desired.
|
||||
* @return If \c mode is contained within this \c StateSet, returns the
|
||||
* value associated with it. Otherwise, returns
|
||||
* \c StateAttribute::INHERIT.
|
||||
* @note Don't use this method to get the value of modes related to
|
||||
* textures. For this purpose, use \c removeTextureMode(), that
|
||||
* accepts an extra parameter specifying which texture unit shall
|
||||
* be affected by the call.
|
||||
*/
|
||||
StateAttribute::GLModeValue getMode(StateAttribute::GLMode mode) const;
|
||||
|
||||
/** set the list of all GLModes contained in this StateSet.*/
|
||||
/** Set the list of all <tt>GLMode</tt>s contained in this \c StateSet.*/
|
||||
inline void setModeList(ModeList& ml) { _modeList=ml; }
|
||||
|
||||
/** return the list of all GLModes contained in this StateSet.*/
|
||||
/** Return the list of all <tt>GLMode</tt>s contained in this \c StateSet.*/
|
||||
inline ModeList& getModeList() { return _modeList; }
|
||||
|
||||
/** return the const list of all GLModes contained in this const StateSet.*/
|
||||
/** Return the \c const list of all <tt>GLMode</tt>s contained in this
|
||||
* <tt>const StateSet</tt>.
|
||||
*/
|
||||
inline const ModeList& getModeList() const { return _modeList; }
|
||||
|
||||
|
||||
|
||||
/** Simple pairing between an attribute and its override flag.*/
|
||||
typedef std::pair<ref_ptr<StateAttribute>,StateAttribute::OverrideValue> RefAttributePair;
|
||||
|
||||
|
||||
/** a container to map <StateAttribyte::Types,Member> to their respective RefAttributePair.*/
|
||||
typedef std::map<StateAttribute::TypeMemberPair,RefAttributePair> AttributeList;
|
||||
|
||||
@ -137,7 +162,7 @@ class SG_EXPORT StateSet : public Object
|
||||
/** Get specified RefAttributePair for specified type.
|
||||
* Returns NULL if no type is contained within StateSet.*/
|
||||
const RefAttributePair* getAttributePair(StateAttribute::Type type, unsigned int member = 0) const;
|
||||
|
||||
|
||||
/** set the list of all StateAttributes contained in this StateSet.*/
|
||||
inline void setAttributeList(AttributeList& al) { _attributeList=al; }
|
||||
|
||||
@ -151,7 +176,13 @@ class SG_EXPORT StateSet : public Object
|
||||
|
||||
typedef std::vector<ModeList> TextureModeList;
|
||||
|
||||
/** Set this StateSet to contain specified GLMode and value.*/
|
||||
/** Set this \c StateSet to contain specified \c GLMode with a given
|
||||
* value.
|
||||
* @param unit The texture unit to be affected (used with
|
||||
* multi-texturing).
|
||||
* @param mode The OpenGL mode to be added to the \c StateSet.
|
||||
* @param value The value to be assigned to \c mode.
|
||||
*/
|
||||
void setTextureMode(unsigned int unit,StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
|
||||
|
||||
#ifdef USE_DEPRECATED_API
|
||||
@ -206,7 +237,7 @@ class SG_EXPORT StateSet : public Object
|
||||
/** Get specified Texture related RefAttributePair for specified type.
|
||||
* Returns NULL if no type is contained within StateSet.*/
|
||||
const RefAttributePair* getTextureAttributePair(unsigned int unit,StateAttribute::Type type) const;
|
||||
|
||||
|
||||
/** Set the list of all Texture related StateAttributes contained in this StateSet.*/
|
||||
inline void setTextureAttributeList(TextureAttributeList& tal) { _textureAttributeList=tal; }
|
||||
|
||||
@ -218,7 +249,7 @@ class SG_EXPORT StateSet : public Object
|
||||
|
||||
|
||||
void setAssociatedModes(const StateAttribute* attribute, StateAttribute::GLModeValue value);
|
||||
|
||||
|
||||
void setAssociatedTextureModes(unsigned int unit,const StateAttribute* attribute, StateAttribute::GLModeValue value);
|
||||
|
||||
enum RenderingHint
|
||||
@ -227,15 +258,21 @@ class SG_EXPORT StateSet : public Object
|
||||
OPAQUE_BIN = 1,
|
||||
TRANSPARENT_BIN = 2
|
||||
};
|
||||
|
||||
/** Set the RenderingHint of the StateSet.
|
||||
* RenderingHint is used by osgUtil::Renderer to determine which
|
||||
* draw bin to drop associated osg::Drawables in. For opaque
|
||||
* objects OPAQUE_BIN would typical used, which TRANSPARENT_BIN
|
||||
* should be used for objects which need to be depth sorted.*/
|
||||
|
||||
/** Set the \c RenderingHint of this \c StateSet. \c RenderingHint is
|
||||
* used by the renderer to determine which draw bin to drop associated
|
||||
* <tt>osg::Drawable</tt>s in. Typically, users will set this to either
|
||||
* \c StateSet::OPAQUE_BIN or \c StateSet::TRANSPARENT_BIN.
|
||||
* <tt>Drawable</tt>s in the opaque bin are sorted by their
|
||||
* \c StateSet, so that the number of expensive changes in the OpenGL
|
||||
* state is minimized. <tt>Drawable</tt>s in the transparent bin are
|
||||
* sorted by depth, so that objects farther from the viewer are
|
||||
* rendered first (and hence alpha blending works nicely for
|
||||
* translucent objects).
|
||||
*/
|
||||
void setRenderingHint(int hint);
|
||||
|
||||
/** Get the RenderingHint of the StateSet.*/
|
||||
/** Get the \c RenderingHint of this \c StateSet.*/
|
||||
inline int getRenderingHint() const { return _renderingHint; }
|
||||
|
||||
enum RenderBinMode
|
||||
@ -248,10 +285,10 @@ class SG_EXPORT StateSet : public Object
|
||||
|
||||
/** Set the render bin details.*/
|
||||
void setRenderBinDetails(int binNum,const std::string& binName,RenderBinMode mode=USE_RENDERBIN_DETAILS);
|
||||
|
||||
|
||||
/** Set the render bin details to inherit.*/
|
||||
void setRenderBinToInherit();
|
||||
|
||||
|
||||
/** Get whether the render bin details are set and should be used.*/
|
||||
inline bool useRenderBinDetails() const { return _binMode!=INHERIT_RENDERBIN_DETAILS; }
|
||||
|
||||
@ -273,7 +310,7 @@ class SG_EXPORT StateSet : public Object
|
||||
/** Get the render bin name.*/
|
||||
inline const std::string& getBinName() const { return _binName; }
|
||||
|
||||
|
||||
|
||||
/** call compile on all StateAttributes contained within this StateSet.*/
|
||||
void compileGLObjects(State& state) const;
|
||||
|
||||
@ -286,25 +323,25 @@ class SG_EXPORT StateSet : public Object
|
||||
virtual ~StateSet();
|
||||
|
||||
StateSet& operator = (const StateSet&) { return *this; }
|
||||
|
||||
|
||||
ModeList _modeList;
|
||||
AttributeList _attributeList;
|
||||
|
||||
TextureModeList _textureModeList;
|
||||
TextureAttributeList _textureAttributeList;
|
||||
|
||||
|
||||
inline ModeList& getOrCreateTextureModeList(unsigned int unit)
|
||||
{
|
||||
if (unit>=_textureModeList.size()) _textureModeList.resize(unit+1);
|
||||
return _textureModeList[unit];
|
||||
}
|
||||
|
||||
|
||||
inline AttributeList& getOrCreateTextureAttributeList(unsigned int unit)
|
||||
{
|
||||
if (unit>=_textureAttributeList.size()) _textureAttributeList.resize(unit+1);
|
||||
return _textureAttributeList[unit];
|
||||
}
|
||||
|
||||
|
||||
int compareModes(const ModeList& lhs,const ModeList& rhs);
|
||||
int compareAttributePtrs(const AttributeList& lhs,const AttributeList& rhs);
|
||||
int compareAttributeContents(const AttributeList& lhs,const AttributeList& rhs);
|
||||
|
Loading…
Reference in New Issue
Block a user