/* -*-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_TEXMAT #define OSG_TEXMAT 1 #include #include namespace osg { /** A texture matrix state class that encapsulates OpenGL texture matrix * functionality. */ class SG_EXPORT TexMat : public StateAttribute { public : TexMat(); /** Copy constructor using CopyOp to manage deep vs shallow copy. */ TexMat(const TexMat& texmat,const CopyOp& copyop=CopyOp::SHALLOW_COPY): StateAttribute(texmat,copyop), _matrix(texmat._matrix) {} META_StateAttribute(osg, TexMat, TEXMAT); virtual bool isTextureAttribute() const { return true; } /** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */ virtual int compare(const StateAttribute& sa) const { // Check for equal types, then create the rhs variable // used by the COMPARE_StateAttribute_Paramter macros below. COMPARE_StateAttribute_Types(TexMat,sa) // Compare each parameter in turn against the rhs. COMPARE_StateAttribute_Parameter(_matrix) return 0; // Passed all the above comparison macros, so must be equal. } /** Set the texture matrix */ inline void setMatrix(const Matrix& matrix) { _matrix = matrix; } /** Get the texture matrix */ inline Matrix& getMatrix() { return _matrix; } /** Get the const texture matrix */ inline const Matrix& getMatrix() const { return _matrix; } /** Apply texture matrix to OpenGL state. */ virtual void apply(State& state) const; protected: virtual ~TexMat( void ); Matrix _matrix; }; } #endif