/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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_STENCILTWOSIDED #define OSG_STENCILTWOSIDED 1 #include namespace osg { #ifndef GL_STENCIL_TEST_TWO_SIDE #define GL_STENCIL_TEST_TWO_SIDE 0x8910 #endif /** Provides OpenGL two sided stencil functionality, also known as separate stencil. * It enables to specify different stencil function for front and back facing polygons. * Two sided stenciling is used usually to eliminate the need of two rendering passes * when using standard stenciling functions. See also \sa osg::Stencil. * * Two sided stenciling is available since OpenGL 2.0. It is also supported by * EXT_stencil_two_side extension especially on Nvidia cards. * Another extension introduced by ATI is ATI_separate_stencil. However, ATI's extension * is limited to have reference and mask value the same for both faces. * ATI's extension is currently not supported by the current implementation. * * osg::StencilTwoSided does nothing if OpenGL 2.0 or EXT_stencil_two_side are not available. */ class OSG_EXPORT StencilTwoSided : public StateAttribute { public : StencilTwoSided(); /** Copy constructor using CopyOp to manage deep vs shallow copy.*/ StencilTwoSided(const StencilTwoSided& stencil,const CopyOp& copyop=CopyOp::SHALLOW_COPY); META_StateAttribute(osg, StencilTwoSided, STENCIL); /** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/ virtual int compare(const StateAttribute& sa) const; virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const { usage.usesMode(GL_STENCIL_TEST); return true; } enum Face { FRONT = 0, BACK = 1 }; 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(Face face, Function func,int ref,unsigned int mask) { _func[face] = func; _funcRef[face] = ref; _funcMask[face] = mask; } inline void setFunction(Face face, Function func) { _func[face] = func; } inline Function getFunction(Face face) const { return _func[face]; } inline void setFunctionRef(Face face, int ref) { _funcRef[face]=ref; } inline int getFunctionRef(Face face) const { return _funcRef[face]; } inline void setFunctionMask(Face face, unsigned int mask) { _funcMask[face]=mask; } inline unsigned int getFunctionMask(Face face) const { return _funcMask[face]; } enum Operation { KEEP = GL_KEEP, ZERO = GL_ZERO, REPLACE = GL_REPLACE, INCR = GL_INCR, DECR = GL_DECR, INVERT = GL_INVERT, INCR_WRAP = GL_INCR_WRAP, DECR_WRAP = GL_DECR_WRAP }; /** set the operations to apply when the various stencil and depth * tests fail or pass. First parameter is to control the operation * when the stencil test fails. The second parameter is to control the * operation when the stencil test passes, but depth test fails. The * third parameter controls the operation when both the stencil test * and depth pass. Ordering of parameter is the same as if using * glStencilOp(,,).*/ inline void setOperation(Face face, Operation sfail, Operation zfail, Operation zpass) { _sfail[face] = sfail; _zfail[face] = zfail; _zpass[face] = zpass; } /** set the operation when the stencil test fails.*/ inline void setStencilFailOperation(Face face, Operation sfail) { _sfail[face] = sfail; } /** get the operation when the stencil test fails.*/ inline Operation getStencilFailOperation(Face face) const { return _sfail[face]; } /** set the operation when the stencil test passes but the depth test fails.*/ inline void setStencilPassAndDepthFailOperation(Face face, Operation zfail) { _zfail[face]=zfail; } /** get the operation when the stencil test passes but the depth test fails.*/ inline Operation getStencilPassAndDepthFailOperation(Face face) const { return _zfail[face]; } /** set the operation when both the stencil test and the depth test pass.*/ inline void setStencilPassAndDepthPassOperation(Face face, Operation zpass) { _zpass[face]=zpass; } /** get the operation when both the stencil test and the depth test pass.*/ inline Operation getStencilPassAndDepthPassOperation(Face face) const { return _zpass[face]; } inline void setWriteMask(Face face, unsigned int mask) { _writeMask[face] = mask; } inline unsigned int getWriteMask(Face face) const { return _writeMask[face]; } virtual void apply(State& state) const; protected: virtual ~StencilTwoSided(); Function _func[2]; int _funcRef[2]; unsigned int _funcMask[2]; Operation _sfail[2]; Operation _zfail[2]; Operation _zpass[2]; unsigned int _writeMask[2]; }; } #endif