/* -*-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_BLENDFUNC #define OSG_BLENDFUNC 1 #include #ifndef GL_VERSION_1_2 #define GL_CONSTANT_COLOR 0x8001 #define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 #define GL_CONSTANT_ALPHA 0x8003 #define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 #define GL_BLEND_COLOR 0x8005 #endif #ifndef GL_VERSION_1_4 #define GL_BLEND_DST_RGB 0x80C8 #define GL_BLEND_SRC_RGB 0x80C9 #define GL_BLEND_DST_ALPHA 0x80CA #define GL_BLEND_SRC_ALPHA 0x80CB #endif namespace osg { /** Encapsulates OpenGL blend/transparency state. * * Blending combines incoming fragment with a fragment * already present in the target buffer. * * OpenGL 1.1 supports following source and destination blending factors: * GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, * GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA, * GL_ZERO, GL_ONE. * * Moreover, there are three source-only blending factors: * GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA_SATURATE * and two destination-only blending factors: * GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR. * OpenGL 1.4 allowed to use these five blending factors * as both - source and destination blending factors. * * Following four source and destination blending factors * were added by Imaging subset of OpenGL 1.2 * and made mandatory by OpenGL 1.4: * GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR, * GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA * * OpenGL 1.4 further provides glBlendFuncSeparate * (promoted from GL_EXT_blend_func_separate). * It makes possible to set blending functions for RGB and Alpha separately. * Before, it was possible to set just one blending function for RGBA. */ class OSG_EXPORT BlendFunc : public StateAttribute { public : BlendFunc(); BlendFunc(GLenum source, GLenum destination); BlendFunc(GLenum source, GLenum destination, GLenum source_alpha, GLenum destination_alpha); /** Copy constructor using CopyOp to manage deep vs shallow copy. */ BlendFunc(const BlendFunc& trans,const CopyOp& copyop=CopyOp::SHALLOW_COPY): StateAttribute(trans,copyop), _source_factor(trans._source_factor), _destination_factor(trans._destination_factor), _source_factor_alpha(trans._source_factor_alpha), _destination_factor_alpha(trans._destination_factor_alpha) {} META_StateAttribute(osg, BlendFunc,BLENDFUNC); /** 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_Parameter macros below. COMPARE_StateAttribute_Types(BlendFunc,sa) // Compare each parameter in turn against the rhs. COMPARE_StateAttribute_Parameter(_source_factor) COMPARE_StateAttribute_Parameter(_destination_factor) COMPARE_StateAttribute_Parameter(_source_factor_alpha) COMPARE_StateAttribute_Parameter(_destination_factor_alpha) return 0; // Passed all the above comparison macros, so must be equal. } virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const { usage.usesMode(GL_BLEND); return true; } enum BlendFuncMode { DST_ALPHA = GL_DST_ALPHA, DST_COLOR = GL_DST_COLOR, ONE = GL_ONE, ONE_MINUS_DST_ALPHA = GL_ONE_MINUS_DST_ALPHA, ONE_MINUS_DST_COLOR = GL_ONE_MINUS_DST_COLOR, ONE_MINUS_SRC_ALPHA = GL_ONE_MINUS_SRC_ALPHA, ONE_MINUS_SRC_COLOR = GL_ONE_MINUS_SRC_COLOR, SRC_ALPHA = GL_SRC_ALPHA, SRC_ALPHA_SATURATE = GL_SRC_ALPHA_SATURATE, SRC_COLOR = GL_SRC_COLOR, CONSTANT_COLOR = GL_CONSTANT_COLOR, ONE_MINUS_CONSTANT_COLOR = GL_ONE_MINUS_CONSTANT_COLOR, CONSTANT_ALPHA = GL_CONSTANT_ALPHA, ONE_MINUS_CONSTANT_ALPHA = GL_ONE_MINUS_CONSTANT_ALPHA, ZERO = GL_ZERO }; inline void setFunction( GLenum source, GLenum destination ) { _source_factor = source; _destination_factor = destination; _source_factor_alpha = source; _destination_factor_alpha = destination; } inline void setFunction( GLenum source_rgb, GLenum destination_rgb, GLenum source_alpha, GLenum destination_alpha ) { _source_factor = source_rgb; _destination_factor = destination_rgb; _source_factor_alpha = source_alpha; _destination_factor_alpha = destination_alpha; } void setSource(GLenum source) { _source_factor = _source_factor_alpha = source; } inline GLenum getSource() const { return _source_factor; } void setSourceRGB(GLenum source) { _source_factor = source; } inline GLenum getSourceRGB() const { return _source_factor; } void setSourceAlpha(GLenum source) { _source_factor_alpha = source; } inline GLenum getSourceAlpha() const { return _source_factor_alpha; } void setDestination(GLenum destination) { _destination_factor = _destination_factor_alpha = destination; } inline GLenum getDestination() const { return _destination_factor; } void setDestinationRGB(GLenum destination) { _destination_factor = destination; } inline GLenum getDestinationRGB() const { return _destination_factor; } void setDestinationAlpha(GLenum destination) { _destination_factor_alpha = destination; } inline GLenum getDestinationAlpha() const { return _destination_factor_alpha; } virtual void apply(State& state) const; protected : virtual ~BlendFunc(); GLenum _source_factor; GLenum _destination_factor; GLenum _source_factor_alpha; GLenum _destination_factor_alpha; }; } #endif