OpenSceneGraph/src/osg/Stencil.cpp
Robert Osfield 485709f708 Moved GL2Extensions functionality into the include/osg/GLExtensions header and new GLExtensions object.
Moved the #defines into new include/osg/GLDefines
Converted all GL2Extensions usage to GLExtensions usage


git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14593 16af8721-9629-0410-8352-f15c8da7e697
2014-12-10 10:38:12 +00:00

64 lines
1.8 KiB
C++

/* -*-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.
*/
#include <osg/Stencil>
#include <osg/GLExtensions>
#include <osg/State>
#include <osg/Notify>
using namespace osg;
Stencil::Stencil()
{
// set up same defaults as glStencilFunc.
_func = ALWAYS;
_funcRef = 0;
_funcMask = ~0u;
// set up same defaults as glStencilOp.
_sfail = KEEP;
_zfail = KEEP;
_zpass = KEEP;
// set up same defaults as glStencilMask.
_writeMask = ~0u;
}
Stencil::~Stencil()
{
}
static Stencil::Operation validateOperation(const GLExtensions* extensions, Stencil::Operation op)
{
// only wrap requires validation
if (op != Stencil::INCR_WRAP && op != Stencil::DECR_WRAP)
return op;
// wrap support
if (extensions->isStencilWrapSupported)
return op;
else
return op==Stencil::INCR_WRAP ? Stencil::INCR : Stencil::DECR;
}
void Stencil::apply(State& state) const
{
const GLExtensions* extensions = state.get<GLExtensions>();
Operation sf = validateOperation(extensions, _sfail);
Operation zf = validateOperation(extensions, _zfail);
Operation zp = validateOperation(extensions, _zpass);
glStencilFunc((GLenum)_func,_funcRef,_funcMask);
glStencilOp((GLenum)sf,(GLenum)zf,(GLenum)zp);
glStencilMask(_writeMask);
}