OpenSceneGraph/include/osg/StateSet
Robert Osfield b7bd8075de From, Leandro Motta Barros, Doxygen comments.
Ammendments by Robert Osfield, a few comment rewrites to better reflect API functionality/usage.
2005-02-02 15:08:55 +00:00

370 lines
17 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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_STATESET
#define OSG_STATESET 1
#include <osg/Object>
#include <osg/StateAttribute>
#include <osg/ref_ptr>
#include <map>
#include <vector>
#include <string>
#ifndef GL_RESCALE_NORMAL
// allow compilation against GL1.1 headers.
#define GL_RESCALE_NORMAL 0x803A
#endif
namespace osg {
/** Stores a set of modes and attributes which respresent a set of OpenGL state.
* Notice that a \c StateSet contains just a subset of the whole OpenGL state.
* <p>In OSG, each \c Drawable and each \c Node has a reference to a
* \c StateSet. These <tt>StateSet</tt>s can be shared between
* different <tt>Drawable</tt>s and <tt>Node</tt>s (that is, several
* <tt>Drawable</tt>s and <tt>Node</tt>s can reference the same \c StateSet).
* Indeed, this practice is recommended whenever possible,
* as this minimizes expensive state changes in the graphics pipeline.
*/
class SG_EXPORT StateSet : public Object
{
public :
StateSet();
StateSet(const StateSet&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
virtual Object* cloneType() const { return new StateSet(); }
virtual Object* clone(const CopyOp& copyop) const { return new StateSet(*this,copyop); }
virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const StateSet*>(obj)!=NULL; }
virtual const char* libraryName() const { return "osg"; }
virtual const char* className() const { return "StateSet"; }
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
int compare(const StateSet& rhs,bool compareAttributeContents=false) const;
bool operator < (const StateSet& rhs) const { return compare(rhs)<0; }
bool operator == (const StateSet& rhs) const { return compare(rhs)==0; }
bool operator != (const StateSet& rhs) const { return compare(rhs)!=0; }
/** Set all the modes to on or off so that it defines a
complete state, typically used for a default global state.*/
void setGlobalDefaults();
#ifdef USE_DEPRECATED_API
/** Set all the modes to inherit, typically used to signify
nodes which inherit all of their modes for the global state.*/
void setAllToInherit() { clear(); }
#endif
/** Clear the StateSet of all modes and attributes.*/
void clear();
/** Merge this \c StateSet with the \c StateSet passed as parameter.
* Every mode and attribute in this \c StateSet that is marked with
* \c StateAttribute::OVERRIDE is replaced with the
* equivalent mode or attribute from \c rhs.
*/
void merge(const StateSet& rhs);
/** a container to map GLModes to their respective GLModeValues.*/
typedef std::map<StateAttribute::GLMode,StateAttribute::GLModeValue> ModeList;
/** Set this \c StateSet to contain the specified \c GLMode with a given
* value.
* @note Don't use this method to set modes related to textures. For this
* purpose, use \c setTextureMode(), that accepts an extra parameter
* specifying which texture unit shall be affected by the call.
*/
void setMode(StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
#ifdef USE_DEPRECATED_API
/** Set this StateSet to inherit specified GLMode type from parents.
* Has the effect of deleting any GLMode of specified type from StateSet.*/
void setModeToInherit(StateAttribute::GLMode mode) { removeMode(mode); }
#endif
/** Remove \c mode from this \c StateSet.
* @note Don't use this method to remove modes related to textures. For
* this purpose, use \c removeTextureMode(), that accepts an extra
* parameter specifying which texture unit shall be affected by
* the call.
*/
void removeMode(StateAttribute::GLMode mode);
/** Get the value for a given \c GLMode.
* @param mode The \c GLMode whose value is desired.
* @return If \c mode is contained within this \c StateSet, returns the
* value associated with it. Otherwise, returns
* \c StateAttribute::INHERIT.
* @note Don't use this method to get the value of modes related to
* textures. For this purpose, use \c removeTextureMode(), that
* accepts an extra parameter specifying which texture unit shall
* be affected by the call.
*/
StateAttribute::GLModeValue getMode(StateAttribute::GLMode mode) const;
/** Set the list of all <tt>GLMode</tt>s contained in this \c StateSet.*/
inline void setModeList(ModeList& ml) { _modeList=ml; }
/** Return the list of all <tt>GLMode</tt>s contained in this \c StateSet.*/
inline ModeList& getModeList() { return _modeList; }
/** Return the \c const list of all <tt>GLMode</tt>s contained in this
* <tt>const StateSet</tt>.
*/
inline const ModeList& getModeList() const { return _modeList; }
/** Simple pairing between an attribute and its override flag.*/
typedef std::pair<ref_ptr<StateAttribute>,StateAttribute::OverrideValue> RefAttributePair;
/** a container to map <StateAttribyte::Types,Member> to their respective RefAttributePair.*/
typedef std::map<StateAttribute::TypeMemberPair,RefAttributePair> AttributeList;
/** Set this StateSet to contain specified attribute and override flag.*/
void setAttribute(StateAttribute *attribute, StateAttribute::OverrideValue value=StateAttribute::OFF);
/** Set this StateSet to contain specified attribute and set the associated GLMode's to specified value.*/
void setAttributeAndModes(StateAttribute *attribute, StateAttribute::GLModeValue value=StateAttribute::ON);
#ifdef USE_DEPRECATED_API
/** Set this StateSet to inherit specified attribute type from parents.
* has the effect of deleting any state attributes of specified type from StateSet.*/
void setAttributeToInherit(StateAttribute::Type type) { removeAttribute(type); }
#endif
/** remove attribute of specified type from StateSet.*/
void removeAttribute(StateAttribute::Type type, unsigned int member=0);
/** remove attribute from StateSet.*/
void removeAttribute(StateAttribute *attribute);
/** Get specified StateAttribute for specified type.
* Returns NULL if no type is contained within StateSet.*/
StateAttribute* getAttribute(StateAttribute::Type type, unsigned int member = 0);
/** Get specified const StateAttribute for specified type.
* Returns NULL if no type is contained within const StateSet.*/
const StateAttribute* getAttribute(StateAttribute::Type type, unsigned int member = 0) const;
/** Get specified RefAttributePair for specified type.
* Returns NULL if no type is contained within StateSet.*/
const RefAttributePair* getAttributePair(StateAttribute::Type type, unsigned int member = 0) const;
/** set the list of all StateAttributes contained in this StateSet.*/
inline void setAttributeList(AttributeList& al) { _attributeList=al; }
/** return the list of all StateAttributes contained in this StateSet.*/
inline AttributeList& getAttributeList() { return _attributeList; }
/** return the const list of all StateAttributes contained in this const StateSet.*/
inline const AttributeList& getAttributeList() const { return _attributeList; }
typedef std::vector<ModeList> TextureModeList;
/** Set this \c StateSet to contain specified \c GLMode with a given
* value.
* @param unit The texture unit to be affected (used with
* multi-texturing).
* @param mode The OpenGL mode to be added to the \c StateSet.
* @param value The value to be assigned to \c mode.
*/
void setTextureMode(unsigned int unit,StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
#ifdef USE_DEPRECATED_API
/** Set this StateSet to inherit specified GLMode type from parents.
* has the effect of deleting any GLMode of specified type from StateSet.*/
void setTextureModeToInherit(unsigned int unit,StateAttribute::GLMode mode) { removeTextureMode(unit,mode); }
#endif
/** Remove texture mode from StateSet.*/
void removeTextureMode(unsigned int unit,StateAttribute::GLMode mode);
/** Get specified GLModeValue for specified GLMode.
* returns INHERIT if no GLModeValue is contained within StateSet.*/
StateAttribute::GLModeValue getTextureMode(unsigned int unit,StateAttribute::GLMode mode) const;
/** set the list of all Texture related GLModes contained in this StateSet.*/
inline void setTextureModeList(TextureModeList& tml) { _textureModeList=tml; }
/** return the list of all Texture related GLModes contained in this StateSet.*/
inline TextureModeList& getTextureModeList() { return _textureModeList; }
/** return the const list of all Texture related GLModes contained in this const StateSet.*/
inline const TextureModeList& getTextureModeList() const { return _textureModeList; }
typedef std::vector<AttributeList> TextureAttributeList;
/** Set this StateSet to contain specified attribute and override flag.*/
void setTextureAttribute(unsigned int unit,StateAttribute *attribute, StateAttribute::OverrideValue value=StateAttribute::OFF);
/** Set this StateSet to contain specified attribute and set the associated GLMode's to specified value.*/
void setTextureAttributeAndModes(unsigned int unit,StateAttribute *attribute, StateAttribute::GLModeValue value=StateAttribute::ON);
#ifdef USE_DEPRECATED_API
/** Set this StateSet to inherit specified attribute type from parents.
* Has the effect of deleting any state attributes of specified type from StateSet.*/
void setTextureAttributeToInherit(unsigned int unit,StateAttribute::Type type) { removeTextureAttribute(unit,type); }
#endif
/** remove texture attribute of specified type from StateSet.*/
void removeTextureAttribute(unsigned int unit, StateAttribute::Type type);
/** remove texture attribute from StateSet.*/
void removeTextureAttribute(unsigned int unit, StateAttribute *attribute);
/** Get specified Texture related StateAttribute for specified type.
* Returns NULL if no type is contained within StateSet.*/
StateAttribute* getTextureAttribute(unsigned int unit,StateAttribute::Type type);
/** Get specified Texture related const StateAttribute for specified type.
* Returns NULL if no type is contained within const StateSet.*/
const StateAttribute* getTextureAttribute(unsigned int unit,StateAttribute::Type type) const;
/** Get specified Texture related RefAttributePair for specified type.
* Returns NULL if no type is contained within StateSet.*/
const RefAttributePair* getTextureAttributePair(unsigned int unit,StateAttribute::Type type) const;
/** Set the list of all Texture related StateAttributes contained in this StateSet.*/
inline void setTextureAttributeList(TextureAttributeList& tal) { _textureAttributeList=tal; }
/** Return the list of all Texture related StateAttributes contained in this StateSet.*/
inline TextureAttributeList& getTextureAttributeList() { return _textureAttributeList; }
/** Return the const list of all Texture related StateAttributes contained in this const StateSet.*/
inline const TextureAttributeList& getTextureAttributeList() const { return _textureAttributeList; }
void setAssociatedModes(const StateAttribute* attribute, StateAttribute::GLModeValue value);
void setAssociatedTextureModes(unsigned int unit,const StateAttribute* attribute, StateAttribute::GLModeValue value);
enum RenderingHint
{
DEFAULT_BIN = 0,
OPAQUE_BIN = 1,
TRANSPARENT_BIN = 2
};
/** Set the \c RenderingHint of this \c StateSet. \c RenderingHint is
* used by the renderer to determine which draw bin to drop associated
* <tt>osg::Drawable</tt>s in. Typically, users will set this to either
* \c StateSet::OPAQUE_BIN or \c StateSet::TRANSPARENT_BIN.
* <tt>Drawable</tt>s in the opaque bin are sorted by their
* \c StateSet, so that the number of expensive changes in the OpenGL
* state is minimized. <tt>Drawable</tt>s in the transparent bin are
* sorted by depth, so that objects farther from the viewer are
* rendered first (and hence alpha blending works nicely for
* translucent objects).
*/
void setRenderingHint(int hint);
/** Get the \c RenderingHint of this \c StateSet.*/
inline int getRenderingHint() const { return _renderingHint; }
enum RenderBinMode
{
INHERIT_RENDERBIN_DETAILS,
USE_RENDERBIN_DETAILS,
OVERRIDE_RENDERBIN_DETAILS,
ENCLOSE_RENDERBIN_DETAILS
};
/** Set the render bin details.*/
void setRenderBinDetails(int binNum,const std::string& binName,RenderBinMode mode=USE_RENDERBIN_DETAILS);
/** Set the render bin details to inherit.*/
void setRenderBinToInherit();
/** Get whether the render bin details are set and should be used.*/
inline bool useRenderBinDetails() const { return _binMode!=INHERIT_RENDERBIN_DETAILS; }
/** Set the render bin mode.*/
inline void setRenderBinMode(RenderBinMode mode) { _binMode=mode; }
/** Get the render bin mode.*/
inline RenderBinMode getRenderBinMode() const { return _binMode; }
/** Set the render bin number.*/
inline void setBinNumber(int num) { _binNum=num; }
/** Get the render bin number.*/
inline int getBinNumber() const { return _binNum; }
/** Set the render bin name.*/
inline void setBinName(const std::string& name) { _binName=name; }
/** Get the render bin name.*/
inline const std::string& getBinName() const { return _binName; }
/** call compile on all StateAttributes contained within this StateSet.*/
void compileGLObjects(State& state) const;
/** call release on all StateAttributes contained within this StateSet.*/
virtual void releaseGLObjects(State* state=0) const;
protected :
virtual ~StateSet();
StateSet& operator = (const StateSet&) { return *this; }
ModeList _modeList;
AttributeList _attributeList;
TextureModeList _textureModeList;
TextureAttributeList _textureAttributeList;
inline ModeList& getOrCreateTextureModeList(unsigned int unit)
{
if (unit>=_textureModeList.size()) _textureModeList.resize(unit+1);
return _textureModeList[unit];
}
inline AttributeList& getOrCreateTextureAttributeList(unsigned int unit)
{
if (unit>=_textureAttributeList.size()) _textureAttributeList.resize(unit+1);
return _textureAttributeList[unit];
}
int compareModes(const ModeList& lhs,const ModeList& rhs);
int compareAttributePtrs(const AttributeList& lhs,const AttributeList& rhs);
int compareAttributeContents(const AttributeList& lhs,const AttributeList& rhs);
void setMode(ModeList& modeList,StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
void setModeToInherit(ModeList& modeList,StateAttribute::GLMode mode);
StateAttribute::GLModeValue getMode(const ModeList& modeList,StateAttribute::GLMode mode) const;
void setAttribute(AttributeList& attributeList,StateAttribute *attribute, const StateAttribute::OverrideValue value=StateAttribute::OFF);
StateAttribute* getAttribute(AttributeList& attributeList,const StateAttribute::Type type, unsigned int member);
const StateAttribute* getAttribute(const AttributeList& attributeList,const StateAttribute::Type type, unsigned int member) const;
const RefAttributePair* getAttributePair(const AttributeList& attributeList,const StateAttribute::Type type, unsigned int member) const;
int _renderingHint;
RenderBinMode _binMode;
int _binNum;
std::string _binName;
};
}
#endif