//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield //Distributed under the terms of the GNU Library General Public License (LGPL) //as published by the Free Software Foundation. #ifndef OSG_FOG #define OSG_FOG 1 #include #include #include 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) {} 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) return 0; // passed all the above comparison macro's, must be equal. } virtual void getAssociatedModes(std::vector& modes) const { modes.push_back(GL_FOG); } enum Mode { LINEAR = GL_LINEAR, EXP = GL_EXP, EXP2 = GL_EXP2 }; inline void setMode( const Mode mode ) { _mode = mode; } inline Mode getMode() const { return _mode; } inline void setDensity( const float density ) { _density = density; } inline const float getDensity() const { return _density; } inline void setStart( const float start ) { _start = start; } inline const float getStart() const { return _start; } inline void setEnd( const float end ) { _end = end; } inline const float getEnd() const { return _end; } inline void setColor( const Vec4 &color ) { _color = color; } inline const Vec4& getColor() const { return _color; } virtual void apply(State& state) const; protected : virtual ~Fog(); Mode _mode; float _density; float _start; float _end; Vec4 _color; }; } #endif