//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield //Distributed under the terms of the GNU Library General Public License (LGPL) //as published by the Free Software Foundation. #ifndef OSG_DEPTH #define OSG_DEPTH 1 #include #include namespace osg { /** Encapsulate OpenGL glDepthFunc/Mask/Range functions. */ class SG_EXPORT Depth : public StateAttribute { public : Depth(); /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ Depth(const Depth& dp,const CopyOp& copyop=CopyOp::SHALLOW_COPY): StateAttribute(dp,copyop), _func(dp._func), _depthWriteMask(dp._depthWriteMask), _zNear(dp._zNear), _zFar(dp._zFar) {} META_StateAttribute(osg, Depth, DEPTH); /** 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(Depth,sa) // compare each paramter in turn against the rhs. COMPARE_StateAttribute_Parameter(_func) COMPARE_StateAttribute_Parameter(_depthWriteMask) COMPARE_StateAttribute_Parameter(_zNear) COMPARE_StateAttribute_Parameter(_zFar) return 0; // passed all the above comparison macro's, must be equal. } virtual void getAssociatedModes(std::vector& modes) const { modes.push_back(GL_DEPTH_TEST); } enum Function { NEVER = GL_NEVER, LESS = GL_LESS, EQUAL = GL_EQUAL, LEQUAL = GL_LEQUAL, GREATER = GL_GREATER, NOTEQUAL = GL_NOTEQUAL, GEQUAL = GL_GEQUAL, ALWAYS = GL_ALWAYS }; inline void setFunction(Function func) { _func = func; } inline Function getFunction() const { return _func; } inline void setWriteMask(bool mask) { _depthWriteMask = mask; } inline bool getWriteMask() const { return _depthWriteMask; } inline void setRange(double zNear, double zFar) { _zNear = zNear; _zFar = zFar; } inline double getZNear() const { return _zNear; } inline double getZFar() const { return _zFar; } virtual void apply(State& state) const; protected: virtual ~Depth(); Function _func; bool _depthWriteMask; double _zNear; double _zFar; }; } #endif