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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@ -60,8 +60,20 @@ 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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@ -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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@ -165,7 +180,15 @@ 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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@ -734,7 +757,15 @@ class SG_EXPORT State : public Referenced
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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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@ -29,12 +29,14 @@
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namespace osg {
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/**
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Encapsulates OpenGL state modes and attributes.
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Used to specific textures etc of osg::Drawable's which hold references
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to a single osg::StateSet. StateSet can be shared between Drawable's
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and is recommend if possible as it minimizes expensive state changes
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in the graphics pipeline.
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/** Stores a set of modes and attributes which respresent a set of OpenGL state.
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* Notice that a \c StateSet contains just a subset of the whole OpenGL state.
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* <p>In OSG, each \c Drawable and each \c Node has a reference to a
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* \c StateSet. These <tt>StateSet</tt>s can be shared between
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* different <tt>Drawable</tt>s and <tt>Node</tt>s (that is, several
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* <tt>Drawable</tt>s and <tt>Node</tt>s can reference the same \c StateSet).
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* Indeed, this practice is recommended whenever possible,
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* as this minimizes expensive state changes in the graphics pipeline.
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*/
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class SG_EXPORT StateSet : public Object
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{
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@ -70,14 +72,22 @@ class SG_EXPORT StateSet : public Object
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/** Clear the StateSet of all modes and attributes.*/
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void clear();
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/** merge this stateset with stateset rhs, this overrides
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* the rhs if OVERRIDE is specified, otherwise rhs takes precedence.*/
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/** Merge this \c StateSet with the \c StateSet passed as parameter.
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* Every mode and attribute in this \c StateSet that is marked with
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* \c StateAttribute::OVERRIDE is replaced with the
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* equivalent mode or attribute from \c rhs.
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*/
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void merge(const StateSet& rhs);
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/** a container to map GLModes to their respective GLModeValues.*/
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typedef std::map<StateAttribute::GLMode,StateAttribute::GLModeValue> ModeList;
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/** Set this StateSet to contain specified GLMode and value.*/
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/** Set this \c StateSet to contain the specified \c GLMode with a given
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* value.
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* @note Don't use this method to set modes related to textures. For this
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* purpose, use \c setTextureMode(), that accepts an extra parameter
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* specifying which texture unit shall be affected by the call.
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*/
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void setMode(StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
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#ifdef USE_DEPRECATED_API
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@ -85,20 +95,35 @@ class SG_EXPORT StateSet : public Object
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* Has the effect of deleting any GLMode of specified type from StateSet.*/
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void setModeToInherit(StateAttribute::GLMode mode) { removeMode(mode); }
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#endif
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/** Remove mode from StateSet.*/
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/** Remove \c mode from this \c StateSet.
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* @note Don't use this method to remove modes related to textures. For
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* this purpose, use \c removeTextureMode(), that accepts an extra
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* parameter specifying which texture unit shall be affected by
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* the call.
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*/
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void removeMode(StateAttribute::GLMode mode);
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/** Get specified GLModeValue for specified GLMode.
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* returns INHERIT if no GLModeValue is contained within StateSet.*/
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/** Get the value for a given \c GLMode.
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* @param mode The \c GLMode whose value is desired.
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* @return If \c mode is contained within this \c StateSet, returns the
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* value associated with it. Otherwise, returns
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* \c StateAttribute::INHERIT.
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* @note Don't use this method to get the value of modes related to
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* textures. For this purpose, use \c removeTextureMode(), that
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* accepts an extra parameter specifying which texture unit shall
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* be affected by the call.
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*/
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StateAttribute::GLModeValue getMode(StateAttribute::GLMode mode) const;
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/** set the list of all GLModes contained in this StateSet.*/
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/** Set the list of all <tt>GLMode</tt>s contained in this \c StateSet.*/
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inline void setModeList(ModeList& ml) { _modeList=ml; }
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/** return the list of all GLModes contained in this StateSet.*/
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/** Return the list of all <tt>GLMode</tt>s contained in this \c StateSet.*/
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inline ModeList& getModeList() { return _modeList; }
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/** return the const list of all GLModes contained in this const StateSet.*/
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/** Return the \c const list of all <tt>GLMode</tt>s contained in this
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* <tt>const StateSet</tt>.
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*/
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inline const ModeList& getModeList() const { return _modeList; }
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@ -151,7 +176,13 @@ class SG_EXPORT StateSet : public Object
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typedef std::vector<ModeList> TextureModeList;
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/** Set this StateSet to contain specified GLMode and value.*/
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/** Set this \c StateSet to contain specified \c GLMode with a given
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* value.
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* @param unit The texture unit to be affected (used with
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* multi-texturing).
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* @param mode The OpenGL mode to be added to the \c StateSet.
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* @param value The value to be assigned to \c mode.
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*/
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void setTextureMode(unsigned int unit,StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
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#ifdef USE_DEPRECATED_API
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@ -228,14 +259,20 @@ class SG_EXPORT StateSet : public Object
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TRANSPARENT_BIN = 2
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};
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/** Set the RenderingHint of the StateSet.
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* RenderingHint is used by osgUtil::Renderer to determine which
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* draw bin to drop associated osg::Drawables in. For opaque
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* objects OPAQUE_BIN would typical used, which TRANSPARENT_BIN
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* should be used for objects which need to be depth sorted.*/
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/** Set the \c RenderingHint of this \c StateSet. \c RenderingHint is
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* used by the renderer to determine which draw bin to drop associated
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* <tt>osg::Drawable</tt>s in. Typically, users will set this to either
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* \c StateSet::OPAQUE_BIN or \c StateSet::TRANSPARENT_BIN.
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* <tt>Drawable</tt>s in the opaque bin are sorted by their
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* \c StateSet, so that the number of expensive changes in the OpenGL
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* state is minimized. <tt>Drawable</tt>s in the transparent bin are
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* sorted by depth, so that objects farther from the viewer are
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* rendered first (and hence alpha blending works nicely for
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* translucent objects).
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*/
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void setRenderingHint(int hint);
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/** Get the RenderingHint of the StateSet.*/
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/** Get the \c RenderingHint of this \c StateSet.*/
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inline int getRenderingHint() const { return _renderingHint; }
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enum RenderBinMode
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