73fffe1800
this in various scene graph classes to ensure that the scene graph gets updated as well as the objects that the initialial call is made from.
502 lines
23 KiB
C++
502 lines
23 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_STATESET
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#define OSG_STATESET 1
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#include <osg/Object>
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#include <osg/StateAttribute>
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#include <osg/ref_ptr>
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#include <osg/Uniform>
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#include <osg/Program>
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#include <map>
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#include <vector>
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#include <string>
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#ifndef GL_RESCALE_NORMAL
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// allow compilation against GL1.1 headers.
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#define GL_RESCALE_NORMAL 0x803A
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#endif
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namespace osg {
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// forward declare for the purposes of the UpdateCallback.
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class NodeVisitor;
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/** Stores a set of modes and attributes which respresent a set of OpenGL state.
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* Notice that a \c StateSet contains just a subset of the whole OpenGL state.
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* <p>In OSG, each \c Drawable and each \c Node has a reference to a
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* \c StateSet. These <tt>StateSet</tt>s can be shared between
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* different <tt>Drawable</tt>s and <tt>Node</tt>s (that is, several
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* <tt>Drawable</tt>s and <tt>Node</tt>s can reference the same \c StateSet).
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* Indeed, this practice is recommended whenever possible,
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* as this minimizes expensive state changes in the graphics pipeline.
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*/
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class OSG_EXPORT StateSet : public Object
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{
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public :
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StateSet();
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StateSet(const StateSet&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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virtual Object* cloneType() const { return new StateSet(); }
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virtual Object* clone(const CopyOp& copyop) const { return new StateSet(*this,copyop); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const StateSet*>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "StateSet"; }
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
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int compare(const StateSet& rhs,bool compareAttributeContents=false) const;
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bool operator < (const StateSet& rhs) const { return compare(rhs)<0; }
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bool operator == (const StateSet& rhs) const { return compare(rhs)==0; }
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bool operator != (const StateSet& rhs) const { return compare(rhs)!=0; }
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/** A vector of osg::Object pointers which is used to store the parent(s) of this Stateset, the parents could be osg::Node or osg::Drawable.*/
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typedef std::vector<Object*> ParentList;
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/** Get the parent list of this StateSet. */
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inline const ParentList& getParents() const { return _parents; }
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/** Get the a copy of parent list of node. A copy is returned to
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* prevent modification of the parent list.*/
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inline ParentList getParents() { return _parents; }
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inline Object* getParent(unsigned int i) { return _parents[i]; }
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/**
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* Get a single const parent of this StateSet.
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* @param i index of the parent to get.
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* @return the parent i.
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*/
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inline const Object* getParent(unsigned int i) const { return _parents[i]; }
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/**
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* Get the number of parents of this StateSet.
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* @return the number of parents of this StateSet.
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*/
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inline unsigned int getNumParents() const { return _parents.size(); }
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/** Set all the modes to on or off so that it defines a
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complete state, typically used for a default global state.*/
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void setGlobalDefaults();
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/** Clear the StateSet of all modes and attributes.*/
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void clear();
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/** Merge this \c StateSet with the \c StateSet passed as parameter.
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* Every mode and attribute in this \c StateSet that is marked with
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* \c StateAttribute::OVERRIDE is replaced with the
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* equivalent mode or attribute from \c rhs.
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*/
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void merge(const StateSet& rhs);
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/** a container to map GLModes to their respective GLModeValues.*/
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typedef std::map<StateAttribute::GLMode,StateAttribute::GLModeValue> ModeList;
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/** Set this \c StateSet to contain the specified \c GLMode with a given
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* value.
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* @note Don't use this method to set modes related to textures. For this
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* purpose, use \c setTextureMode(), that accepts an extra parameter
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* specifying which texture unit shall be affected by the call.
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*/
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void setMode(StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
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/** Remove \c mode from this \c StateSet.
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* @note Don't use this method to remove modes related to textures. For
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* this purpose, use \c removeTextureMode(), that accepts an extra
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* parameter specifying which texture unit shall be affected by
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* the call.
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*/
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void removeMode(StateAttribute::GLMode mode);
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/** Get the value for a given \c GLMode.
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* @param mode The \c GLMode whose value is desired.
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* @return If \c mode is contained within this \c StateSet, returns the
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* value associated with it. Otherwise, returns
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* \c StateAttribute::INHERIT.
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* @note Don't use this method to get the value of modes related to
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* textures. For this purpose, use \c removeTextureMode(), that
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* accepts an extra parameter specifying which texture unit shall
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* be affected by the call.
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*/
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StateAttribute::GLModeValue getMode(StateAttribute::GLMode mode) const;
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/** Set the list of all <tt>GLMode</tt>s contained in this \c StateSet.*/
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inline void setModeList(ModeList& ml) { _modeList=ml; }
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/** Return the list of all <tt>GLMode</tt>s contained in this \c StateSet.*/
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inline ModeList& getModeList() { return _modeList; }
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/** Return the \c const list of all <tt>GLMode</tt>s contained in this
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* <tt>const StateSet</tt>.
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*/
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inline const ModeList& getModeList() const { return _modeList; }
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/** Simple pairing between an attribute and its override flag.*/
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typedef std::pair<ref_ptr<StateAttribute>,StateAttribute::OverrideValue> RefAttributePair;
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/** a container to map <StateAttribyte::Types,Member> to their respective RefAttributePair.*/
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typedef std::map<StateAttribute::TypeMemberPair,RefAttributePair> AttributeList;
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/** Set this StateSet to contain specified attribute and override flag.*/
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void setAttribute(StateAttribute *attribute, StateAttribute::OverrideValue value=StateAttribute::OFF);
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/** Set this StateSet to contain specified attribute and set the associated GLMode's to specified value.*/
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void setAttributeAndModes(StateAttribute *attribute, StateAttribute::GLModeValue value=StateAttribute::ON);
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/** remove attribute of specified type from StateSet.*/
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void removeAttribute(StateAttribute::Type type, unsigned int member=0);
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/** remove attribute from StateSet.*/
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void removeAttribute(StateAttribute *attribute);
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/** Get specified StateAttribute for specified type.
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* Returns NULL if no type is contained within StateSet.*/
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StateAttribute* getAttribute(StateAttribute::Type type, unsigned int member = 0);
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/** Get specified const StateAttribute for specified type.
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* Returns NULL if no type is contained within const StateSet.*/
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const StateAttribute* getAttribute(StateAttribute::Type type, unsigned int member = 0) const;
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/** Get specified RefAttributePair for specified type.
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* Returns NULL if no type is contained within StateSet.*/
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const RefAttributePair* getAttributePair(StateAttribute::Type type, unsigned int member = 0) const;
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/** set the list of all StateAttributes contained in this StateSet.*/
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inline void setAttributeList(AttributeList& al) { _attributeList=al; }
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/** return the list of all StateAttributes contained in this StateSet.*/
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inline AttributeList& getAttributeList() { return _attributeList; }
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/** return the const list of all StateAttributes contained in this const StateSet.*/
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inline const AttributeList& getAttributeList() const { return _attributeList; }
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typedef std::vector<ModeList> TextureModeList;
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/** Set this \c StateSet to contain specified \c GLMode with a given
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* value.
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* @param unit The texture unit to be affected (used with
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* multi-texturing).
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* @param mode The OpenGL mode to be added to the \c StateSet.
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* @param value The value to be assigned to \c mode.
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*/
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void setTextureMode(unsigned int unit,StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
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/** Remove texture mode from StateSet.*/
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void removeTextureMode(unsigned int unit,StateAttribute::GLMode mode);
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/** Get specified GLModeValue for specified GLMode.
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* returns INHERIT if no GLModeValue is contained within StateSet.*/
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StateAttribute::GLModeValue getTextureMode(unsigned int unit,StateAttribute::GLMode mode) const;
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/** set the list of all Texture related GLModes contained in this StateSet.*/
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inline void setTextureModeList(TextureModeList& tml) { _textureModeList=tml; }
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/** return the list of all Texture related GLModes contained in this StateSet.*/
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inline TextureModeList& getTextureModeList() { return _textureModeList; }
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/** return the const list of all Texture related GLModes contained in this const StateSet.*/
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inline const TextureModeList& getTextureModeList() const { return _textureModeList; }
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typedef std::vector<AttributeList> TextureAttributeList;
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/** Set this StateSet to contain specified attribute and override flag.*/
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void setTextureAttribute(unsigned int unit,StateAttribute *attribute, StateAttribute::OverrideValue value=StateAttribute::OFF);
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/** Set this StateSet to contain specified attribute and set the associated GLMode's to specified value.*/
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void setTextureAttributeAndModes(unsigned int unit,StateAttribute *attribute, StateAttribute::GLModeValue value=StateAttribute::ON);
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/** remove texture attribute of specified type from StateSet.*/
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void removeTextureAttribute(unsigned int unit, StateAttribute::Type type);
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/** remove texture attribute from StateSet.*/
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void removeTextureAttribute(unsigned int unit, StateAttribute *attribute);
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/** Get specified Texture related StateAttribute for specified type.
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* Returns NULL if no type is contained within StateSet.*/
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StateAttribute* getTextureAttribute(unsigned int unit,StateAttribute::Type type);
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/** Get specified Texture related const StateAttribute for specified type.
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* Returns NULL if no type is contained within const StateSet.*/
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const StateAttribute* getTextureAttribute(unsigned int unit,StateAttribute::Type type) const;
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/** Get specified Texture related RefAttributePair for specified type.
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* Returns NULL if no type is contained within StateSet.*/
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const RefAttributePair* getTextureAttributePair(unsigned int unit,StateAttribute::Type type) const;
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/** Set the list of all Texture related StateAttributes contained in this StateSet.*/
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inline void setTextureAttributeList(TextureAttributeList& tal) { _textureAttributeList=tal; }
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/** Return the list of all Texture related StateAttributes contained in this StateSet.*/
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inline TextureAttributeList& getTextureAttributeList() { return _textureAttributeList; }
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/** Return the const list of all Texture related StateAttributes contained in this const StateSet.*/
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inline const TextureAttributeList& getTextureAttributeList() const { return _textureAttributeList; }
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void setAssociatedModes(const StateAttribute* attribute, StateAttribute::GLModeValue value);
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void setAssociatedTextureModes(unsigned int unit,const StateAttribute* attribute, StateAttribute::GLModeValue value);
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/** Simple pairing between a Uniform and its override flag.*/
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typedef std::pair<ref_ptr<Uniform>,StateAttribute::OverrideValue> RefUniformPair;
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/** a container to map Uniform name to its respective RefUniformPair.*/
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typedef std::map<std::string,RefUniformPair> UniformList;
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/** Set this StateSet to contain specified uniform and override flag.*/
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void addUniform(Uniform* uniform, StateAttribute::OverrideValue value=StateAttribute::ON);
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/** remove uniform of specified name from StateSet.*/
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void removeUniform(const std::string& name);
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/** remove Uniform from StateSet.*/
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void removeUniform(Uniform* uniform);
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/** Get Uniform for specified name.
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* Returns NULL if no matching Uniform is contained within StateSet.*/
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Uniform* getUniform(const std::string& name);
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/** Get Uniform for specified name, if one is not available create it, add it to this StateSet and return a pointer to it.*/
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Uniform* getOrCreateUniform(const std::string& name, Uniform::Type type, unsigned int numElements=1);
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/** Get const Uniform for specified name.
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* Returns NULL if no matching Uniform is contained within StateSet.*/
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const Uniform* getUniform(const std::string& name) const;
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/** Get specified RefUniformPair for specified Uniform name.
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* Returns NULL if no Uniform is contained within StateSet.*/
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const RefUniformPair* getUniformPair(const std::string& name) const;
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/** set the list of all Uniforms contained in this StateSet.*/
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inline void setUniformList(UniformList& al) { _uniformList=al; }
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/** return the list of all Uniforms contained in this StateSet.*/
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inline UniformList& getUniformList() { return _uniformList; }
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/** return the const list of all Uniforms contained in this const StateSet.*/
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inline const UniformList& getUniformList() const { return _uniformList; }
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enum RenderingHint
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{
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DEFAULT_BIN = 0,
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OPAQUE_BIN = 1,
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TRANSPARENT_BIN = 2
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};
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/** Set the \c RenderingHint of this \c StateSet. \c RenderingHint is
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* used by the renderer to determine which draw bin to drop associated
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* <tt>osg::Drawable</tt>s in. Typically, users will set this to either
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* \c StateSet::OPAQUE_BIN or \c StateSet::TRANSPARENT_BIN.
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* <tt>Drawable</tt>s in the opaque bin are sorted by their
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* \c StateSet, so that the number of expensive changes in the OpenGL
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* state is minimized. <tt>Drawable</tt>s in the transparent bin are
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* sorted by depth, so that objects farther from the viewer are
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* rendered first (and hence alpha blending works nicely for
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* translucent objects).
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*/
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void setRenderingHint(int hint);
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/** Get the \c RenderingHint of this \c StateSet.*/
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inline int getRenderingHint() const { return _renderingHint; }
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enum RenderBinMode
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{
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INHERIT_RENDERBIN_DETAILS,
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USE_RENDERBIN_DETAILS,
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OVERRIDE_RENDERBIN_DETAILS
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};
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/** Set the render bin details.*/
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void setRenderBinDetails(int binNum,const std::string& binName,RenderBinMode mode=USE_RENDERBIN_DETAILS);
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/** Set the render bin details to inherit.*/
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void setRenderBinToInherit();
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/** Get whether the render bin details are set and should be used.*/
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inline bool useRenderBinDetails() const { return _binMode!=INHERIT_RENDERBIN_DETAILS; }
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/** Set the render bin mode.*/
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inline void setRenderBinMode(RenderBinMode mode) { _binMode=mode; }
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/** Get the render bin mode.*/
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inline RenderBinMode getRenderBinMode() const { return _binMode; }
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/** Set the render bin number.*/
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inline void setBinNumber(int num) { _binNum=num; }
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/** Get the render bin number.*/
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inline int getBinNumber() const { return _binNum; }
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/** Set the render bin name.*/
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inline void setBinName(const std::string& name) { _binName=name; }
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/** Get the render bin name.*/
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inline const std::string& getBinName() const { return _binName; }
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struct Callback : public virtual osg::Object
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{
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Callback() {}
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Callback(const Callback&,const CopyOp&) {}
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META_Object(osg,Callback);
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/** do customized callback code.*/
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virtual void operator() (StateSet*, NodeVisitor*) {}
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};
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/** Set the Update Callback which allows users to attach customize the updating of an object during the update traversal.*/
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void setUpdateCallback(Callback* ac);
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/** Get the non const Update Callback.*/
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Callback* getUpdateCallback() { return _updateCallback.get(); }
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/** Get the const Update Callback.*/
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const Callback* getUpdateCallback() const { return _updateCallback.get(); }
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/** Return whether this StateSet has update callbacks associated with it, and therefore must be traversed.*/
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bool requiresUpdateTraversal() const { return _updateCallback.valid() || getNumChildrenRequiringUpdateTraversal()!=0; }
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/** Get the number of Objects of this StateSet which require Update traversal,
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* since they have an Update Callback attached to them or their children.*/
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inline unsigned int getNumChildrenRequiringUpdateTraversal() const { return _numChildrenRequiringUpdateTraversal; }
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/** Run the update callbacks attached directly to this StateSet or to its children.*/
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void runUpdateCallbacks(osg::NodeVisitor* nv);
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/** Set the Event Callback which allows users to attach customize the updating of an object during the event traversal.*/
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void setEventCallback(Callback* ac);
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/** Get the non const Event Callback.*/
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Callback* getEventCallback() { return _eventCallback.get(); }
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/** Get the const Event Callback.*/
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const Callback* getEventCallback() const { return _eventCallback.get(); }
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/** Return whether this StateSet has event callbacks associated with it, and therefore must be traversed.*/
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bool requiresEventTraversal() const { return _eventCallback.valid() || getNumChildrenRequiringEventTraversal()!=0; }
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/** Get the number of Objects of this StateSet which require Event traversal,
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* since they have an Eevnt Callback attached to them or their children.*/
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inline unsigned int getNumChildrenRequiringEventTraversal() const { return _numChildrenRequiringEventTraversal; }
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/** Run the event callbacks attached directly to this StateSet or to its children.*/
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void runEventCallbacks(osg::NodeVisitor* nv);
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/** Check the modes associated with this StateSet are supported by current OpenGL drivers,
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* and if not set the associated mode in osg::State to be black listed/invalid.
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* Return true if all associated modes are valid.*/
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bool checkValidityOfAssociatedModes(State& state) const;
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/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
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virtual void setThreadSafeRefUnref(bool threadSafe);
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/** call compile on all StateAttributes contained within this StateSet.*/
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void compileGLObjects(State& state) const;
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/** Resize any per context GLObject buffers to specified size. */
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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/** call release on all StateAttributes contained within this StateSet.*/
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virtual void releaseGLObjects(State* state=0) const;
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protected :
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virtual ~StateSet();
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StateSet& operator = (const StateSet&) { return *this; }
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void addParent(osg::Object* object);
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void removeParent(osg::Object* object);
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ParentList _parents;
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friend class osg::Node;
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friend class osg::Drawable;
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friend class osg::Uniform;
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friend class osg::StateAttribute;
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ModeList _modeList;
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AttributeList _attributeList;
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TextureModeList _textureModeList;
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TextureAttributeList _textureAttributeList;
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UniformList _uniformList;
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inline ModeList& getOrCreateTextureModeList(unsigned int unit)
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{
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if (unit>=_textureModeList.size()) _textureModeList.resize(unit+1);
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return _textureModeList[unit];
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}
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inline AttributeList& getOrCreateTextureAttributeList(unsigned int unit)
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{
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if (unit>=_textureAttributeList.size()) _textureAttributeList.resize(unit+1);
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return _textureAttributeList[unit];
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}
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int compareModes(const ModeList& lhs,const ModeList& rhs);
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int compareAttributePtrs(const AttributeList& lhs,const AttributeList& rhs);
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int compareAttributeContents(const AttributeList& lhs,const AttributeList& rhs);
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void setMode(ModeList& modeList,StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
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void setModeToInherit(ModeList& modeList,StateAttribute::GLMode mode);
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StateAttribute::GLModeValue getMode(const ModeList& modeList,StateAttribute::GLMode mode) const;
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void setAttribute(AttributeList& attributeList,StateAttribute *attribute, const StateAttribute::OverrideValue value=StateAttribute::OFF);
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StateAttribute* getAttribute(AttributeList& attributeList,const StateAttribute::Type type, unsigned int member);
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const StateAttribute* getAttribute(const AttributeList& attributeList,const StateAttribute::Type type, unsigned int member) const;
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const RefAttributePair* getAttributePair(const AttributeList& attributeList,const StateAttribute::Type type, unsigned int member) const;
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int _renderingHint;
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RenderBinMode _binMode;
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int _binNum;
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std::string _binName;
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ref_ptr<Callback> _updateCallback;
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unsigned int _numChildrenRequiringUpdateTraversal;
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void setNumChildrenRequiringUpdateTraversal(unsigned int num);
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ref_ptr<Callback> _eventCallback;
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unsigned int _numChildrenRequiringEventTraversal;
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void setNumChildrenRequiringEventTraversal(unsigned int num);
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};
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extern OSG_EXPORT bool isTextureMode(StateAttribute::GLMode mode);
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}
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#endif
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