12226e4371
and passed as paramters into straight forward non const built in types, i.e. const bool foogbar(const int) becomes bool foobar(int).
101 lines
2.8 KiB
Plaintext
101 lines
2.8 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSG_DEPTH
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#define OSG_DEPTH 1
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#include <osg/StateAttribute>
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#include <osg/Types>
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namespace osg {
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/** Encapsulate OpenGL glDepthFunc/Mask/Range functions.
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*/
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class SG_EXPORT Depth : public StateAttribute
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{
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public :
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Depth();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Depth(const Depth& dp,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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StateAttribute(dp,copyop),
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_func(dp._func),
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_depthWriteMask(dp._depthWriteMask),
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_zNear(dp._zNear),
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_zFar(dp._zFar) {}
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META_StateAttribute(osg, Depth, DEPTH);
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
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virtual int compare(const StateAttribute& sa) const
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{
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// check the types are equal and then create the rhs variable
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// used by the COMPARE_StateAttribute_Paramter macro's below.
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COMPARE_StateAttribute_Types(Depth,sa)
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// compare each paramter in turn against the rhs.
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COMPARE_StateAttribute_Parameter(_func)
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COMPARE_StateAttribute_Parameter(_depthWriteMask)
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COMPARE_StateAttribute_Parameter(_zNear)
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COMPARE_StateAttribute_Parameter(_zFar)
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return 0; // passed all the above comparison macro's, must be equal.
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}
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virtual void getAssociatedModes(std::vector<GLMode>& modes) const
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{
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modes.push_back(GL_DEPTH_TEST);
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}
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enum Function
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{
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NEVER = GL_NEVER,
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LESS = GL_LESS,
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EQUAL = GL_EQUAL,
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LEQUAL = GL_LEQUAL,
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GREATER = GL_GREATER,
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NOTEQUAL = GL_NOTEQUAL,
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GEQUAL = GL_GEQUAL,
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ALWAYS = GL_ALWAYS
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};
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inline void setFunction(Function func) { _func = func; }
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inline Function getFunction() const { return _func; }
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inline void setWriteMask(bool mask) { _depthWriteMask = mask; }
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inline bool getWriteMask() const { return _depthWriteMask; }
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inline void setRange(double zNear, double zFar)
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{
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_zNear = zNear;
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_zFar = zFar;
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}
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inline double getZNear() const { return _zNear; }
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inline double getZFar() const { return _zFar; }
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virtual void apply(State& state) const;
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protected:
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virtual ~Depth();
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Function _func;
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bool _depthWriteMask;
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double _zNear;
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double _zFar;
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};
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}
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#endif
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