#ifndef OSG_STENCIL #define OSG_STENCIL 1 #include #include #include namespace osg { /** Encapsulte OpenGL glStencilFunc/Op/Mask functions. */ class SG_EXPORT Stencil : public StateAttribute { public : Stencil(); META_StateAttribute(Stencil, STENCIL); /** 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(Stencil,sa) // compare each paramter in turn against the rhs. COMPARE_StateAttribute_Parameter(_func) COMPARE_StateAttribute_Parameter(_funcRef) COMPARE_StateAttribute_Parameter(_funcMask) COMPARE_StateAttribute_Parameter(_sfail) COMPARE_StateAttribute_Parameter(_zfail) COMPARE_StateAttribute_Parameter(_zpass) COMPARE_StateAttribute_Parameter(_writeMask) return 0; // passed all the above comparison macro's, must be equal. } virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const { ds.setMode(GL_STENCIL_TEST,value); } 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(const Function func,int ref,uint mask) { _func = func; _funcRef = ref; _funcMask = mask; } inline const Function getFunction() const { return _func; } inline const int getFunctionRef() const { return _funcRef; } inline const uint getFunctionMask() const { return _funcMask; } enum Operation { KEEP = GL_KEEP, ZERO = GL_ZERO, REPLACE = GL_REPLACE, INCR = GL_INCR, DECR = GL_DECR, INVERT = GL_INVERT }; /** set the operations to apply when the various stencil and depth * tests fail or pass. First paramater is to control the operation * when the stencil test fails. The second paramter is to control the * operatiorn 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(const Operation sfail, const Operation zfail, const Operation zpass) { _sfail = sfail; _zfail = zfail; _zpass = zpass; } /** get the operation when the stencil test fails.*/ inline const Operation getStencilFailOperation() const { return _sfail; } /** get the operation when the stencil test passes but the depth test fails*/ inline const Operation getStencilPassAndDepthFailOperation() const { return _zfail; } /** get the operation when both the stencil test and the depth test pass*/ inline const Operation getStencilPassAndDepthPassOperation() const { return _zpass; } inline void setWriteMask(uint mask) { _writeMask = mask; } inline const uint getWriteMask() const { return _writeMask; } virtual void apply(State& state) const; protected: virtual ~Stencil(); Function _func; int _funcRef; uint _funcMask; Operation _sfail; Operation _zfail; Operation _zpass; uint _writeMask; }; }; #endif