/* -*-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 * (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 * OpenSceneGraph Public License for more details. */ #ifndef OSG_FOG #define OSG_FOG 1 #include #include #ifndef GL_FOG_COORDINATE #define GL_FOG_COORDINATE 0x8451 #endif #ifndef GL_FRAGMENT_DEPTH #define GL_FRAGMENT_DEPTH 0x8452 #endif namespace osg { /** Fog - encapsulates OpenGL fog state. */ class SG_EXPORT Fog : public StateAttribute { public : Fog(); /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ Fog(const Fog& fog,const CopyOp& copyop=CopyOp::SHALLOW_COPY): StateAttribute(fog,copyop), _mode(fog._mode), _density(fog._density), _start(fog._start), _end(fog._end), _color(fog._color), _fogCoordinateSource(fog._fogCoordinateSource) {} META_StateAttribute(osg, Fog,FOG); /** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/ virtual int compare(const StateAttribute& sa) const { // check the types are equal and then create the rhs variable // used by the COMPARE_StateAttribute_Paramter macro's below. COMPARE_StateAttribute_Types(Fog,sa) // compare each paramter in turn against the rhs. COMPARE_StateAttribute_Parameter(_mode) COMPARE_StateAttribute_Parameter(_density) COMPARE_StateAttribute_Parameter(_start) COMPARE_StateAttribute_Parameter(_end) COMPARE_StateAttribute_Parameter(_color) COMPARE_StateAttribute_Parameter(_fogCoordinateSource) return 0; // passed all the above comparison macro's, must be equal. } virtual bool getModeUsage(ModeUsage& usage) const { usage.usesMode(GL_FOG); return true; } enum Mode { LINEAR = GL_LINEAR, EXP = GL_EXP, EXP2 = GL_EXP2 }; inline void setMode( Mode mode ) { _mode = mode; } inline Mode getMode() const { return _mode; } inline void setDensity( float density ) { _density = density; } inline float getDensity() const { return _density; } inline void setStart( float start ) { _start = start; } inline float getStart() const { return _start; } inline void setEnd( float end ) { _end = end; } inline float getEnd() const { return _end; } inline void setColor( const Vec4 &color ) { _color = color; } inline const Vec4& getColor() const { return _color; } enum FogCoordinateSource { FOG_COORDINATE = GL_FOG_COORDINATE, FRAGMENT_DEPTH = GL_FRAGMENT_DEPTH }; inline void setFogCoordinateSource(GLint source) { _fogCoordinateSource = source; } inline GLint getFogCoordinateSource() const { return _fogCoordinateSource; } virtual void apply(State& state) const; protected : virtual ~Fog(); Mode _mode; float _density; float _start; float _end; Vec4 _color; GLint _fogCoordinateSource; }; } #endif