fd788daa69
so that they cannot be overriden from above via the OVERRIDE flag. This is useful for things like manipulators that have handles display in the scene, you might want to prevent their state being affected by other overriding of light, wireframe modes etc.
218 lines
8.3 KiB
Plaintext
218 lines
8.3 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_STATEATTRIBUTE
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#define OSG_STATEATTRIBUTE 1
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#include <osg/Export>
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#include <osg/Object>
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#include <osg/GL>
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#include <typeinfo>
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#include <vector>
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namespace osg {
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// forward declare State & StateSet
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class State;
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class StateSet;
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/** META_StateAttribute macro define the standard clone, isSameKindAs,
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* className and getType methods.
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* Use when subclassing from Object to make it more convinient to define
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* the standard pure virtual methods which are required for all Object
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* subclasses.*/
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#define META_StateAttribute(library,name,type) \
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virtual osg::Object* cloneType() const { return osgNew name(); } \
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virtual osg::Object* clone(const osg::CopyOp& copyop) const { return osgNew name (*this,copyop); } \
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virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const name *>(obj)!=NULL; } \
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virtual const char* libraryName() const { return #library; } \
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virtual const char* className() const { return #name; } \
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virtual const Type getType() const { return type; }
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/** COMPARE_StateAttribute_Types macro is a helper for implementing the StatateAtribute::compare(..) method.*/
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#define COMPARE_StateAttribute_Types(TYPE,rhs_attribute) \
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if (this==&rhs_attribute) return 0;\
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const std::type_info* type_lhs = &typeid(*this);\
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const std::type_info* type_rhs = &typeid(rhs_attribute);\
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if (type_lhs->before(*type_rhs)) return -1;\
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if (*type_lhs != *type_rhs) return 1;\
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const TYPE& rhs = static_cast<const TYPE&>(rhs_attribute);
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/** COMPARE_StateAttribute_Parameter macro is a helper for implementing the StatateAtribute::compare(..) method.
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* Macro assumes that variable rhs has been corrected defined by code preceesing
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* macro.*/
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#define COMPARE_StateAttribute_Parameter(parameter) \
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if (parameter<rhs.parameter) return -1; \
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if (rhs.parameter<parameter) return 1;
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/** Base class for state attribuets.
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*/
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class SG_EXPORT StateAttribute : public Object
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{
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public :
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/** GLMode is the value used in glEnable/glDisable(mode) */
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typedef GLenum GLMode;
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/** GLModeValue is used to specified whether an mode is enabled (ON) or disabled (OFF).
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* GLMoveValue is also used to specify the override behavior of modes from parent to children.
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* See enum Value description for more details.*/
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typedef unsigned int GLModeValue;
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/** Override is used to specified the override behavior of StateAttributes
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* from from parent to children.
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* See enum Value description for more details.*/
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typedef unsigned int OverrideValue;
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/** list values which can be used in to set either GLModeValues
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* or OverrideValues. When using in conjunction with GLModeValues
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* all Values have meaning. When using in conjection with
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* StateAttribute OverrideValue only OFF,OVERRIDE and INHERIT
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* are meaningful. However, they are useful when using GLModeValue
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* and OverrideValue in conjunction with each other as when using
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* StateSet::setAttributeAndModes(..).*/
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enum Values
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{
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/** means that associated GLMode and Override is disabled.*/
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OFF = 0x0,
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/** means that associated GLMode is enabled and Override is disabled.*/
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ON = 0x1,
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/** Overriding of GLMode's or StateAttributes is enabled, so that state below it is overriden.*/
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OVERRIDE = 0x2,
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/** Protecting of GLMode's os StateAttributes is enabled, so that state from above connot override this and below state.*/
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PROTECTED = 0x4,
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#ifdef USE_DEPRECATED_API
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/** Equivilant to OFF | OVERRIDE.*/
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OVERRIDE_OFF = 0x2,
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/** Equivilant to ON | OVERRIDE.*/
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OVERRIDE_ON = 0x3,
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#endif
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/** means that GLMode or StateAttribute should in inherited from above.*/
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INHERIT = 0x8
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};
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/** Type identifier to differentiate between different state types. */
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typedef unsigned int Type;
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/** Values of StateAttribute::Type used to aid identification
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* of different StateAttribute subclasses. Each subclass defines
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* it own value in the virtual Type getType() method. When
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* extending the osg's StateAttribute's simply define your
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* own Type value which is unique, using the StateAttribute::Type
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* enum as a guide of what values to use. If your new subclass
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* needs to override a standard StateAttriubte then simple use
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* that types value. */
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enum Types
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{
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TEXTURE,
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POLYGONMODE,
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POLYGONOFFSET,
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MATERIAL,
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ALPHAFUNC,
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ANTIALIAS,
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COLORTABLE,
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CULLFACE,
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FOG,
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FRONTFACE,
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LIGHT,
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LIGHT_0 =LIGHT,
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LIGHT_1,
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LIGHT_2,
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LIGHT_3,
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LIGHT_4,
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LIGHT_5,
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LIGHT_6,
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LIGHT_7,
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POINT,
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LINEWIDTH,
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LINESTIPPLE,
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SHADEMODEL,
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TEXENV,
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TEXGEN,
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TEXMAT,
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LIGHTMODEL,
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BLENDFUNC,
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STENCIL,
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COLORMASK,
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DEPTH,
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VIEWPORT,
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CLIPPLANE,
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CLIPPLANE_0 =CLIPPLANE,
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CLIPPLANE_1,
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CLIPPLANE_2,
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CLIPPLANE_3,
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CLIPPLANE_4,
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CLIPPLANE_5,
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COLORMATRIX
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};
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StateAttribute() { setDataVariance(STATIC); }
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StateAttribute(const StateAttribute& sa,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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Object(sa,copyop) {}
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/** Clone the type of an attribute, with Object* return type.
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Must be defined by derived classes.*/
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virtual Object* cloneType() const = 0;
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/** Clone an attribute, with Object* return type.
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Must be defined by derived classes.*/
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virtual Object* clone(const CopyOp&) const = 0;
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/** return true if this and obj are of the same kind of object.*/
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const StateAttribute*>(obj)!=NULL; }
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/** return the name of the attribute's library.*/
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virtual const char* libraryName() const { return "osg"; }
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/** return the name of the attribute's class type.*/
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virtual const char* className() const { return "StateAttribute"; }
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/** return the Type identifier of the attribute's class type.*/
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virtual const Type getType() const = 0;
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/** return true if StateAttribute is a type which controls texturing and needs to be issued w.r.t to specific texture unit.*/
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virtual bool isTextureAttribute() const { return false; }
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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 = 0;
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bool operator < (const StateAttribute& rhs) const { return compare(rhs)<0; }
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bool operator == (const StateAttribute& rhs) const { return compare(rhs)==0; }
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bool operator != (const StateAttribute& rhs) const { return compare(rhs)!=0; }
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/** return the modes associated with this StateSet*/
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virtual void getAssociatedModes(std::vector<GLMode>& /*modes*/) const
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{
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// default to no GLMode's associated with use of the StateAttribute.
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}
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/** apply the OpenGL state attributes.
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* The global state for the current OpenGL context is passed
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* in to allow the StateAttribute to obtain details on the
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* the current context and state.
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*/
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virtual void apply(State&) const = 0 ;
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/** default to nothing to compile - all state is applied immediately. */
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virtual void compile(State&) const {};
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protected:
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virtual ~StateAttribute() {}
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};
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}
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#endif
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