2412 lines
97 KiB
C++
2412 lines
97 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_STATE
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#define OSG_STATE 1
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#include <osg/Export>
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#include <osg/GLExtensions>
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#include <osg/StateSet>
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#include <osg/Matrix>
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#include <osg/Uniform>
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#include <osg/BufferObject>
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#include <osg/Observer>
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#include <osg/Timer>
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#include <osg/VertexArrayState>
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#include <osg/ShaderComposer>
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#include <osg/FrameStamp>
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#include <osg/DisplaySettings>
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#include <osg/Polytope>
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#include <osg/Viewport>
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#include <osg/AttributeDispatchers>
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#include <osg/GraphicsCostEstimator>
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#include <iosfwd>
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#include <vector>
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#include <map>
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#include <set>
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#include <string>
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#ifndef GL_TEXTURE0
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#define GL_TEXTURE0 0x84C0
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#define GL_TEXTURE1 0x84C1
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#define GL_TEXTURE2 0x84C2
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#define GL_TEXTURE3 0x84C3
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#define GL_TEXTURE4 0x84C4
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#define GL_TEXTURE5 0x84C5
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#define GL_TEXTURE6 0x84C6
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#define GL_TEXTURE7 0x84C7
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#endif
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namespace osg {
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/** macro for use with osg::StateAttribute::apply methods for detecting and
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* reporting OpenGL error messages.*/
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#define OSG_GL_DEBUG(message) \
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if (state.getFineGrainedErrorDetection()) \
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{ \
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GLenum errorNo = glGetError(); \
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if (errorNo!=GL_NO_ERROR) \
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{ \
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osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<" "<<message<<endl; \
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}\
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}
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// forward declare GraphicsContext, View and State
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class GraphicsContext;
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/** Encapsulates the current applied OpenGL modes, attributes and vertex arrays settings,
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* implements lazy state updating and provides accessors for querying the current state.
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* The venerable Red Book says that "OpenGL is a state machine", and this class
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* represents the OpenGL state in OSG. Furthermore, \c State also has other
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* important features:
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* - It works as a stack of states (see \c pushStateSet() and
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* \c popStateSet()). Manipulating this stack of OpenGL states manually is
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* seldom needed, since OSG does this in the most common situations.
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* - It implements lazy state updating. This means that, if one requests a
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* state change and that particular state is already in the requested state,
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* no OpenGL call will be made. This ensures that the OpenGL pipeline is not
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* stalled by unnecessary state changes.
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* - It allows to query the current OpenGL state without calls to \c glGet*(),
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* which typically stall the graphics pipeline (see, for instance,
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* \c captureCurrentState() and \c getModelViewMatrix()).
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*/
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class OSG_EXPORT State : public Referenced
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{
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public :
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State();
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/** Set the graphics context associated with that owns this State object.*/
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void setGraphicsContext(GraphicsContext* context) { _graphicsContext = context; }
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/** Get the graphics context associated with that owns this State object.*/
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GraphicsContext* getGraphicsContext() { return _graphicsContext; }
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/** Get the const graphics context associated with that owns this State object.*/
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const GraphicsContext* getGraphicsContext() const { return _graphicsContext; }
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/** Set the current OpenGL context uniqueID.
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* The ContextID is used by classes like osg::StateAttribute's and osg::Drawable's to
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* help manage separate OpenGL objects, such as display lists, vertex buffer objects
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* and texture object for each graphics context. The ContextID simply acts as an index
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* into arrays that these classes maintain for the purpose of storing GL object handles.
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*
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* Note, osgViewer::GraphicsWindow will automatically set up the ContextID for you,
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* so you will rearely need to set this yourself.
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*
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* The exception is when creating your own graphics context, where you should set
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* the ContextID uniquely for each graphics context.
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*
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* Typical settings for ContextID are 0,1,2,3... up to the maximum
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* number of graphics contexts you have set up. By default contextID is 0.
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*/
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inline void setContextID(unsigned int contextID) { _contextID=contextID; }
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/** Get the current OpenGL context unique ID.*/
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inline unsigned int getContextID() const { return _contextID; }
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// ExtensionMap contains GL Extentsions objects used by StateAttribue to call OpenGL extensions/advanced features
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typedef std::map<const std::type_info*, osg::ref_ptr<osg::Referenced> > ExtensionMap;
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ExtensionMap _extensionMap;
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/** Get a specific GL extensions object or GraphicsObjectManager, initialize if not already present.
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* Note, must only be called from a the graphics context thread associated with this osg::State. */
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template<typename T>
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T* get()
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{
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const std::type_info* id(&typeid(T));
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osg::ref_ptr<osg::Referenced>& ptr = _extensionMap[id];
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if (!ptr)
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{
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ptr = new T(_contextID);
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}
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return static_cast<T*>(ptr.get());
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}
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/** Get a specific GL extensions object or GraphicsObjectManager if it already exists in the extension map.
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* Note, safe to call outwith a the graphics context thread associated with this osg::State.
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* Returns NULL if the desired extension object has not been created yet.*/
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template<typename T>
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const T* get() const
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{
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const std::type_info* id(&typeid(T));
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ExtensionMap::const_iterator itr = _extensionMap.find(id);
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if (itr==_extensionMap.end()) return 0;
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else return itr->second.get();
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}
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/** Set a specific GL extensions object pr GraphicsObjectManager. */
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template<typename T>
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void set(T* ptr)
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{
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const std::type_info* id(&typeid(T));
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_extensionMap[id] = ptr;
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}
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/* Set whether shader composition is enabled.*/
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void setShaderCompositionEnabled(bool flag) { _shaderCompositionEnabled = flag; }
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/* Get whether shader composition is enabled.*/
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bool getShaderCompositionEnabled() const { return _shaderCompositionEnabled; }
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/** Set the ShaderComposor object that implements shader composition.*/
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void setShaderComposer(ShaderComposer* sc) { _shaderComposer = sc; }
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/** Get the ShaderComposor object.*/
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ShaderComposer* getShaderComposer() { return _shaderComposer.get(); }
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/** Get the const ShaderComposor object.*/
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const ShaderComposer* getShaderComposer() const { return _shaderComposer.get(); }
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/** Get the unform list in which to inject any uniforms that StateAttribute::apply(State&) methods provide.*/
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StateSet::UniformList& getCurrentShaderCompositionUniformList() { return _currentShaderCompositionUniformList; }
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/** Convenience method for StateAttribute::apply(State&) methods to pass on their uniforms to osg::State so it can apply them at the appropriate point.*/
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void applyShaderCompositionUniform(const osg::UniformBase* uniform, StateAttribute::OverrideValue value=StateAttribute::ON)
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{
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StateSet::RefUniformPair& up = _currentShaderCompositionUniformList[uniform->getName()];
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up.first = const_cast<UniformBase*>(uniform);
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up.second = value;
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}
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/** Convenience method for StateAttribute::apply(State&) methods to pass on their defines to osg::State so it can apply them at the appropriate point.*/
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void applyShaderCompositionDefines(const StateSet::DefineList& defineList)
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{
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_currentShaderCompositionDefines.insert(defineList.begin(), defineList.end());
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}
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/** Push stateset onto state stack.*/
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void pushStateSet(const StateSet* dstate);
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/** Pop stateset off state stack.*/
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void popStateSet();
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/** pop all statesets off state stack, ensuring it is empty ready for the next frame.
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* Note, to return OpenGL to default state, one should do any state.popAllStatSets(); state.apply().*/
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void popAllStateSets();
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/** Insert stateset onto state stack.*/
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void insertStateSet(unsigned int pos,const StateSet* dstate);
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/** Pop stateset off state stack.*/
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void removeStateSet(unsigned int pos);
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/** Get the number of StateSet's on the StateSet stack.*/
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unsigned int getStateSetStackSize() { return static_cast<unsigned int>(_stateStateStack.size()); }
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/** Pop StateSet's for the StateSet stack till its size equals the specified size.*/
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void popStateSetStackToSize(unsigned int size) { while (_stateStateStack.size()>size) popStateSet(); }
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typedef std::vector<const StateSet*> StateSetStack;
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/** Get the StateSet stack.*/
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StateSetStack& getStateSetStack() { return _stateStateStack; }
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/** Copy the modes and attributes which capture the current state.*/
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void captureCurrentState(StateSet& stateset) const;
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/** Release all OpenGL objects associated cached by this osg::State object.*/
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void releaseGLObjects();
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/** reset the state object to an empty stack.*/
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void reset();
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inline const Viewport* getCurrentViewport() const
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{
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return static_cast<const Viewport*>(getLastAppliedAttribute(osg::StateAttribute::VIEWPORT));
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}
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void setUseStateAttributeShaders(bool flag);
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bool getUseStateAttributeShaders() const { return _useStateAttributeShaders; }
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void setUseStateAttributeFixedFunction(bool flag);
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bool getUseStateAttributeFixedFunction() const { return _useStateAttributeFixedFunction; }
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void setUseModelViewAndProjectionUniforms(bool flag);
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bool getUseModelViewAndProjectionUniforms() const { return _useModelViewAndProjectionUniforms; }
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void setUseVertexAttributeAliasing(bool flag);
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bool getUseVertexAttributeAliasing() const { return _useVertexAttributeAliasing ; }
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void setInitialViewMatrix(const osg::RefMatrix* matrix);
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inline const osg::Matrix& getInitialViewMatrix() const { return *_initialViewMatrix; }
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inline const osg::Matrix& getInitialInverseViewMatrix() const { return _initialInverseViewMatrix; }
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void applyProjectionMatrix(const osg::RefMatrix* matrix);
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inline const osg::Matrix& getProjectionMatrix() const { return *_projection; }
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void applyModelViewMatrix(const osg::RefMatrix* matrix);
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void applyModelViewMatrix(const osg::Matrix&);
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const osg::Matrix& getModelViewMatrix() const { return *_modelView; }
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void updateModelViewAndProjectionMatrixUniforms();
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void applyModelViewAndProjectionUniformsIfRequired();
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osg::Uniform* getModelViewMatrixUniform() { return _modelViewMatrixUniform.get(); }
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osg::Uniform* getProjectionMatrixUniform() { return _projectionMatrixUniform.get(); }
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osg::Uniform* getModelViewProjectionMatrixUniform() { return _modelViewProjectionMatrixUniform.get(); }
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osg::Uniform* getNormalMatrixUniform() { return _normalMatrixUniform.get(); }
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Polytope getViewFrustum() const;
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typedef std::vector<VertexAttribAlias> VertexAttribAliasList;
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/** Reset the vertex attribute aliasing to osg's default. This method needs to be called before render anything unless you really know what you're doing !*/
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void resetVertexAttributeAlias(bool compactAliasing=true, unsigned int numTextureUnits=8);
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/** Set the vertex attribute aliasing for "vertex". This method needs to be called before render anything unless you really know what you're doing !*/
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void setVertexAlias(const VertexAttribAlias& alias) { _vertexAlias = alias; }
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const VertexAttribAlias& getVertexAlias() { return _vertexAlias; }
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/** Set the vertex attribute aliasing for "normal". This method needs to be called before render anything unless you really know what you're doing !*/
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void setNormalAlias(const VertexAttribAlias& alias) { _normalAlias = alias; }
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const VertexAttribAlias& getNormalAlias() { return _normalAlias; }
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/** Set the vertex attribute aliasing for "color". This method needs to be called before render anything unless you really know what you're doing !*/
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void setColorAlias(const VertexAttribAlias& alias) { _colorAlias = alias; }
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const VertexAttribAlias& getColorAlias() { return _colorAlias; }
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/** Set the vertex attribute aliasing for "secondary color". This method needs to be called before render anything unless you really know what you're doing !*/
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void setSecondaryColorAlias(const VertexAttribAlias& alias) { _secondaryColorAlias = alias; }
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const VertexAttribAlias& getSecondaryColorAlias() { return _secondaryColorAlias; }
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/** Set the vertex attribute aliasing for "fog coord". This method needs to be called before render anything unless you really know what you're doing !*/
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void setFogCoordAlias(const VertexAttribAlias& alias) { _fogCoordAlias = alias; }
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const VertexAttribAlias& getFogCoordAlias() { return _fogCoordAlias; }
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/** Set the vertex attribute aliasing list for texture coordinates. This method needs to be called before render anything unless you really know what you're doing !*/
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void setTexCoordAliasList(const VertexAttribAliasList& aliasList) { _texCoordAliasList = aliasList; }
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const VertexAttribAliasList& getTexCoordAliasList() { return _texCoordAliasList; }
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/** Set the vertex attribute binding list. This method needs to be called before render anything unless you really know what you're doing !*/
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void setAttributeBindingList(const Program::AttribBindingList& attribBindingList) { _attributeBindingList = attribBindingList; }
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const Program::AttribBindingList& getAttributeBindingList() { return _attributeBindingList; }
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bool convertVertexShaderSourceToOsgBuiltIns(std::string& source) const;
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/** Apply stateset.*/
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void apply(const StateSet* dstate);
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/** Updates the OpenGL state so that it matches the \c StateSet at the
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* top of the stack of <tt>StateSet</tt>s maintained internally by a
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* \c State.
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*/
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void apply();
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/** Apply any shader composed state.*/
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void applyShaderComposition();
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/** Set whether a particular OpenGL mode is valid in the current graphics context.
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* Use to disable OpenGL modes that are not supported by current graphics drivers/context.*/
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inline void setModeValidity(StateAttribute::GLMode mode,bool valid)
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{
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ModeStack& ms = _modeMap[mode];
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ms.valid = valid;
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}
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/** Get whether a particular OpenGL mode is valid in the current graphics context.
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* Use to disable OpenGL modes that are not supported by current graphics drivers/context.*/
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inline bool getModeValidity(StateAttribute::GLMode mode)
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{
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ModeStack& ms = _modeMap[mode];
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return ms.valid;
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}
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inline void setGlobalDefaultModeValue(StateAttribute::GLMode mode,bool enabled)
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{
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ModeStack& ms = _modeMap[mode];
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ms.global_default_value = enabled;
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}
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inline bool getGlobalDefaultModeValue(StateAttribute::GLMode mode)
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{
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return _modeMap[mode].global_default_value;
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}
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inline bool getLastAppliedModeValue(StateAttribute::GLMode mode)
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{
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return _modeMap[mode].last_applied_value;
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}
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/** Proxy helper class for applyig a model in a local scope, with the preivous value being resotred automatically on leaving the scope that proxy was created.*/
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struct ApplyModeProxy
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{
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inline ApplyModeProxy(osg::State& state, GLenum mode, bool value):_state(state), _mode(mode)
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{
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_previous_value = _state.getLastAppliedModeValue(mode);
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_need_to_apply_value = (_previous_value!=value);
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if (_need_to_apply_value) _state.applyMode(_mode, value);
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}
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inline ~ApplyModeProxy()
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{
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if (_need_to_apply_value) _state.applyMode(_mode, _previous_value);
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}
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osg::State& _state;
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GLenum _mode;
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bool _previous_value;
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bool _need_to_apply_value;
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};
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struct ApplyTextureModeProxy
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{
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inline ApplyTextureModeProxy(osg::State& state, unsigned int unit, GLenum mode, bool value):_state(state), _unit(unit), _mode(mode)
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{
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_previous_value = _state.getLastAppliedTextureModeValue(_unit, _mode);
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_need_to_apply_value = (_previous_value!=value);
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if (_need_to_apply_value) _state.applyTextureMode(_unit, _mode, value);
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}
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inline ~ApplyTextureModeProxy()
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{
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if (_need_to_apply_value) _state.applyTextureMode(_unit, _mode, _previous_value);
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}
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osg::State& _state;
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unsigned int _unit;
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GLenum _mode;
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bool _previous_value;
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bool _need_to_apply_value;
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};
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/** Apply an OpenGL mode if required. This is a wrapper around
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* \c glEnable() and \c glDisable(), that just actually calls these
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* functions if the \c enabled flag is different than the current
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* state.
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* @return \c true if the state was actually changed. \c false
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* otherwise. Notice that a \c false return does not indicate
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* an error, it just means that the mode was already set to the
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* same value as the \c enabled parameter.
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*/
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inline bool applyMode(StateAttribute::GLMode mode,bool enabled)
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{
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ModeStack& ms = _modeMap[mode];
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ms.changed = true;
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return applyMode(mode,enabled,ms);
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}
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inline void setGlobalDefaultTextureModeValue(unsigned int unit, StateAttribute::GLMode mode,bool enabled)
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{
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ModeMap& modeMap = getOrCreateTextureModeMap(unit);
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ModeStack& ms = modeMap[mode];
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ms.global_default_value = enabled;
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}
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inline bool getGlobalDefaultTextureModeValue(unsigned int unit, StateAttribute::GLMode mode)
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{
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ModeMap& modeMap = getOrCreateTextureModeMap(unit);
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ModeStack& ms = modeMap[mode];
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return ms.global_default_value;
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}
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inline bool applyTextureMode(unsigned int unit, StateAttribute::GLMode mode,bool enabled)
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{
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ModeMap& modeMap = getOrCreateTextureModeMap(unit);
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ModeStack& ms = modeMap[mode];
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ms.changed = true;
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return applyModeOnTexUnit(unit,mode,enabled,ms);
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}
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inline bool getLastAppliedTextureModeValue(unsigned int unit, StateAttribute::GLMode mode)
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{
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ModeMap& modeMap = getOrCreateTextureModeMap(unit);
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ModeStack& ms = modeMap[mode];
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return ms.last_applied_value;
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}
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inline void setGlobalDefaultAttribute(const StateAttribute* attribute)
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{
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AttributeStack& as = _attributeMap[attribute->getTypeMemberPair()];
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as.global_default_attribute = attribute;
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}
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inline const StateAttribute* getGlobalDefaultAttribute(StateAttribute::Type type, unsigned int member=0)
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{
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AttributeStack& as = _attributeMap[StateAttribute::TypeMemberPair(type,member)];
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return as.global_default_attribute.get();
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}
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/** Apply an attribute if required. */
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inline bool applyAttribute(const StateAttribute* attribute)
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{
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AttributeStack& as = _attributeMap[attribute->getTypeMemberPair()];
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as.changed = true;
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return applyAttribute(attribute,as);
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}
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inline void setGlobalDefaultTextureAttribute(unsigned int unit, const StateAttribute* attribute)
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{
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AttributeMap& attributeMap = getOrCreateTextureAttributeMap(unit);
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AttributeStack& as = attributeMap[attribute->getTypeMemberPair()];
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as.global_default_attribute = attribute;
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}
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inline const StateAttribute* getGlobalDefaultTextureAttribute(unsigned int unit, StateAttribute::Type type, unsigned int member = 0)
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{
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AttributeMap& attributeMap = getOrCreateTextureAttributeMap(unit);
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AttributeStack& as = attributeMap[StateAttribute::TypeMemberPair(type,member)];
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return as.global_default_attribute.get();
|
|
}
|
|
|
|
|
|
inline bool applyTextureAttribute(unsigned int unit, const StateAttribute* attribute)
|
|
{
|
|
AttributeMap& attributeMap = getOrCreateTextureAttributeMap(unit);
|
|
AttributeStack& as = attributeMap[attribute->getTypeMemberPair()];
|
|
as.changed = true;
|
|
return applyAttributeOnTexUnit(unit,attribute,as);
|
|
}
|
|
|
|
/** Mode has been set externally, update state to reflect this setting.*/
|
|
void haveAppliedMode(StateAttribute::GLMode mode,StateAttribute::GLModeValue value);
|
|
|
|
/** Mode has been set externally, therefore dirty the associated mode in osg::State
|
|
* so it is applied on next call to osg::State::apply(..)*/
|
|
void haveAppliedMode(StateAttribute::GLMode mode);
|
|
|
|
/** Attribute has been applied externally, update state to reflect this setting.*/
|
|
void haveAppliedAttribute(const StateAttribute* attribute);
|
|
|
|
/** Attribute has been applied externally,
|
|
* and therefore this attribute type has been dirtied
|
|
* and will need to be re-applied on next osg::State.apply(..).
|
|
* note, if you have an osg::StateAttribute which you have applied externally
|
|
* then use the have_applied(attribute) method as this will cause the osg::State to
|
|
* track the current state more accurately and enable lazy state updating such
|
|
* that only changed state will be applied.*/
|
|
void haveAppliedAttribute(StateAttribute::Type type, unsigned int member=0);
|
|
|
|
/** Get whether the current specified mode is enabled (true) or disabled (false).*/
|
|
bool getLastAppliedMode(StateAttribute::GLMode mode) const;
|
|
|
|
/** Get the current specified attribute, return NULL if one has not yet been applied.*/
|
|
const StateAttribute* getLastAppliedAttribute(StateAttribute::Type type, unsigned int member=0) const;
|
|
|
|
/** texture Mode has been set externally, update state to reflect this setting.*/
|
|
void haveAppliedTextureMode(unsigned int unit, StateAttribute::GLMode mode,StateAttribute::GLModeValue value);
|
|
|
|
/** texture Mode has been set externally, therefore dirty the associated mode in osg::State
|
|
* so it is applied on next call to osg::State::apply(..)*/
|
|
void haveAppliedTextureMode(unsigned int unit, StateAttribute::GLMode mode);
|
|
|
|
/** texture Attribute has been applied externally, update state to reflect this setting.*/
|
|
void haveAppliedTextureAttribute(unsigned int unit, const StateAttribute* attribute);
|
|
|
|
/** texture Attribute has been applied externally,
|
|
* and therefore this attribute type has been dirtied
|
|
* and will need to be re-applied on next osg::State.apply(..).
|
|
* note, if you have an osg::StateAttribute which you have applied externally
|
|
* then use the have_applied(attribute) method as this will the osg::State to
|
|
* track the current state more accurately and enable lazy state updating such
|
|
* that only changed state will be applied.*/
|
|
void haveAppliedTextureAttribute(unsigned int unit, StateAttribute::Type type, unsigned int member=0);
|
|
|
|
/** Get whether the current specified texture mode is enabled (true) or disabled (false).*/
|
|
bool getLastAppliedTextureMode(unsigned int unit, StateAttribute::GLMode mode) const;
|
|
|
|
/** Get the current specified texture attribute, return NULL if one has not yet been applied.*/
|
|
const StateAttribute* getLastAppliedTextureAttribute(unsigned int unit, StateAttribute::Type type, unsigned int member=0) const;
|
|
|
|
|
|
|
|
|
|
|
|
/** Dirty the modes previously applied in osg::State.*/
|
|
void dirtyAllModes();
|
|
|
|
/** Dirty the modes attributes previously applied in osg::State.*/
|
|
void dirtyAllAttributes();
|
|
|
|
|
|
/** Proxy helper class for applyig a VertexArrayState in a local scope, with the preivous value being resotred automatically on leaving the scope that proxy was created.*/
|
|
struct SetCurrentVertexArrayStateProxy
|
|
{
|
|
SetCurrentVertexArrayStateProxy(osg::State& state, VertexArrayState* vas):_state(state) { _state.setCurrentVertexArrayState(vas); }
|
|
~SetCurrentVertexArrayStateProxy() { _state.setCurrentToGlobalVertexArrayState(); }
|
|
osg::State& _state;
|
|
};
|
|
|
|
/** Set the CurrentVetexArrayState object that take which vertex arrays are bound.*/
|
|
void setCurrentVertexArrayState(VertexArrayState* vas) { _vas = vas; }
|
|
|
|
/** Get the CurrentVetexArrayState object that take which vertex arrays are bound.*/
|
|
VertexArrayState* getCurrentVertexArrayState() const { return _vas; }
|
|
|
|
/** Set the getCurrentVertexArrayState to the GlobalVertexArrayState.*/
|
|
void setCurrentToGlobalVertexArrayState() { _vas = _globalVertexArrayState.get(); }
|
|
|
|
|
|
/** disable the vertex, normal, color, tex coords, secondary color, fog coord and index arrays.*/
|
|
void disableAllVertexArrays();
|
|
|
|
|
|
void lazyDisablingOfVertexAttributes() { _vas->lazyDisablingOfVertexAttributes(); }
|
|
void applyDisablingOfVertexAttributes() { _vas->applyDisablingOfVertexAttributes(*this); }
|
|
|
|
void setCurrentVertexBufferObject(osg::GLBufferObject* vbo) { _vas->setCurrentVertexBufferObject(vbo); }
|
|
const GLBufferObject* getCurrentVertexBufferObject() { return _vas->getCurrentVertexBufferObject(); }
|
|
|
|
void bindVertexBufferObject(osg::GLBufferObject* vbo) { _vas->bindVertexBufferObject(vbo); }
|
|
void unbindVertexBufferObject() { _vas->unbindVertexBufferObject(); }
|
|
|
|
void setCurrentElementBufferObject(osg::GLBufferObject* ebo) { _vas->setCurrentElementBufferObject(ebo); }
|
|
const GLBufferObject* getCurrentElementBufferObject() { return _vas->getCurrentElementBufferObject(); }
|
|
|
|
void bindElementBufferObject(osg::GLBufferObject* ebo) { _vas->bindElementBufferObject(ebo); }
|
|
void unbindElementBufferObject() { _vas->unbindElementBufferObject(); }
|
|
|
|
|
|
void setCurrentPixelBufferObject(osg::GLBufferObject* pbo) { _currentPBO = pbo; }
|
|
const GLBufferObject* getCurrentPixelBufferObject() const { return _currentPBO; }
|
|
|
|
inline void bindPixelBufferObject(osg::GLBufferObject* pbo)
|
|
{
|
|
if (pbo)
|
|
{
|
|
if (pbo == _currentPBO) return;
|
|
|
|
if (pbo->isDirty()) pbo->compileBuffer();
|
|
else pbo->bindBuffer();
|
|
|
|
_currentPBO = pbo;
|
|
}
|
|
else
|
|
{
|
|
unbindPixelBufferObject();
|
|
}
|
|
}
|
|
|
|
inline void unbindPixelBufferObject()
|
|
{
|
|
if (!_currentPBO) return;
|
|
|
|
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,0);
|
|
_currentPBO = 0;
|
|
}
|
|
|
|
|
|
inline void bindDrawIndirectBufferObject(osg::GLBufferObject* ibo)
|
|
{
|
|
if (ibo->isDirty())
|
|
{
|
|
ibo->compileBuffer();
|
|
_currentDIBO = ibo;
|
|
}
|
|
else if (ibo != _currentDIBO)
|
|
{
|
|
ibo->bindBuffer();
|
|
_currentDIBO = ibo;
|
|
}
|
|
}
|
|
|
|
inline void unbindDrawIndirectBufferObject()
|
|
{
|
|
if (!_currentDIBO) return;
|
|
_glBindBuffer(GL_DRAW_INDIRECT_BUFFER,0);
|
|
_currentDIBO = 0;
|
|
}
|
|
|
|
void setCurrentVertexArrayObject(GLuint vao) { _currentVAO = vao; }
|
|
GLuint getCurrentVertexArrayObject() const { return _currentVAO; }
|
|
|
|
inline void bindVertexArrayObject(const VertexArrayState* vas) { bindVertexArrayObject(vas->getVertexArrayObject()); }
|
|
|
|
inline void bindVertexArrayObject(GLuint vao) { if (_currentVAO!=vao) { _glExtensions->glBindVertexArray(vao); _currentVAO = vao; } }
|
|
|
|
inline void unbindVertexArrayObject() { if (_currentVAO!=0) { _glExtensions->glBindVertexArray(0); _currentVAO = 0; } }
|
|
|
|
|
|
typedef std::vector<GLushort> IndicesGLushort;
|
|
IndicesGLushort _quadIndicesGLushort[4];
|
|
|
|
typedef std::vector<GLuint> IndicesGLuint;
|
|
IndicesGLuint _quadIndicesGLuint[4];
|
|
|
|
void drawQuads(GLint first, GLsizei count, GLsizei primCount=0);
|
|
|
|
inline void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
|
|
{
|
|
if (primcount>=1 && _glDrawArraysInstanced!=0) _glDrawArraysInstanced(mode, first, count, primcount);
|
|
else glDrawArrays(mode, first, count);
|
|
}
|
|
|
|
inline void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei primcount )
|
|
{
|
|
if (primcount>=1 && _glDrawElementsInstanced!=0) _glDrawElementsInstanced(mode, count, type, indices, primcount);
|
|
else glDrawElements(mode, count, type, indices);
|
|
}
|
|
|
|
|
|
inline void Vertex(float x, float y, float z, float w=1.0f)
|
|
{
|
|
#if defined(OSG_GL_VERTEX_FUNCS_AVAILABLE) && !defined(OSG_GLES1_AVAILABLE)
|
|
if (_useVertexAttributeAliasing) _glVertexAttrib4f( _vertexAlias._location, x,y,z,w);
|
|
else glVertex4f(x,y,z,w);
|
|
#else
|
|
_glVertexAttrib4f( _vertexAlias._location, x,y,z,w);
|
|
#endif
|
|
}
|
|
|
|
inline void Color(float r, float g, float b, float a=1.0f)
|
|
{
|
|
#ifdef OSG_GL_VERTEX_FUNCS_AVAILABLE
|
|
if (_useVertexAttributeAliasing) _glVertexAttrib4f( _colorAlias._location, r,g,b,a);
|
|
else glColor4f(r,g,b,a);
|
|
#else
|
|
_glVertexAttrib4f( _colorAlias._location, r,g,b,a);
|
|
#endif
|
|
}
|
|
|
|
void Normal(float x, float y, float z)
|
|
{
|
|
#ifdef OSG_GL_VERTEX_FUNCS_AVAILABLE
|
|
if (_useVertexAttributeAliasing) _glVertexAttrib4f( _normalAlias._location, x,y,z,0.0);
|
|
else glNormal3f(x,y,z);
|
|
#else
|
|
_glVertexAttrib4f( _normalAlias._location, x,y,z,0.0);
|
|
#endif
|
|
}
|
|
|
|
void TexCoord(float x, float y=0.0f, float z=0.0f, float w=1.0f)
|
|
{
|
|
#if !defined(OSG_GLES1_AVAILABLE)
|
|
#ifdef OSG_GL_VERTEX_FUNCS_AVAILABLE
|
|
if (_useVertexAttributeAliasing) _glVertexAttrib4f( _texCoordAliasList[0]._location, x,y,z,w);
|
|
else glTexCoord4f(x,y,z,w);
|
|
#else
|
|
_glVertexAttrib4f( _texCoordAliasList[0]._location, x,y,z,w);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
void MultiTexCoord(unsigned int unit, float x, float y=0.0f, float z=0.0f, float w=1.0f)
|
|
{
|
|
#if !defined(OSG_GLES1_AVAILABLE)
|
|
#ifdef OSG_GL_VERTEX_FUNCS_AVAILABLE
|
|
if (_useVertexAttributeAliasing) _glVertexAttrib4f( _texCoordAliasList[unit]._location, x,y,z,w);
|
|
else _glMultiTexCoord4f(GL_TEXTURE0+unit,x,y,z,w);
|
|
#else
|
|
_glVertexAttrib4f( _texCoordAliasList[unit]._location, x,y,z,w);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
void VerteAttrib(unsigned int location, float x, float y=0.0f, float z=0.0f, float w=0.0f)
|
|
{
|
|
_glVertexAttrib4f( location, x,y,z,w);
|
|
}
|
|
|
|
|
|
/** Wrapper around glInterleavedArrays(..).
|
|
* also resets the internal array points and modes within osg::State to keep the other
|
|
* vertex array operations consistent. */
|
|
void setInterleavedArrays( GLenum format, GLsizei stride, const GLvoid* pointer) { _vas->setInterleavedArrays( *this, format, stride, pointer); }
|
|
|
|
/** Set the vertex pointer using an osg::Array, and manage any VBO that are required.*/
|
|
inline void setVertexPointer(const Array* array) { _vas->setVertexArray(*this, array); }
|
|
inline void setVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr, GLboolean normalized=GL_FALSE) { _vas->setVertexArray( *this, size, type, stride, ptr, normalized); }
|
|
inline void disableVertexPointer() { _vas->disableVertexArray(*this); }
|
|
|
|
|
|
inline void setNormalPointer(const Array* array) { _vas->setNormalArray(*this, array); }
|
|
inline void setNormalPointer( GLenum type, GLsizei stride, const GLvoid *ptr, GLboolean normalized=GL_FALSE ) { _vas->setNormalArray( *this, type, stride, ptr, normalized); }
|
|
inline void disableNormalPointer() { _vas->disableNormalArray(*this); }
|
|
|
|
inline void setColorPointer(const Array* array) { _vas->setColorArray(*this, array); }
|
|
inline void setColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr, GLboolean normalized=GL_TRUE ) { _vas->setColorArray(*this, size, type, stride, ptr, normalized); }
|
|
inline void disableColorPointer() { _vas->disableColorArray(*this); }
|
|
|
|
inline bool isSecondaryColorSupported() const { return _isSecondaryColorSupported; }
|
|
inline void setSecondaryColorPointer(const Array* array) { _vas->setSecondaryColorArray(*this, array); }
|
|
inline void disableSecondaryColorPointer() { _vas->disableSecondaryColorArray(*this); }
|
|
|
|
inline bool isFogCoordSupported() const { return _isFogCoordSupported; }
|
|
inline void setFogCoordPointer(const Array* array) { _vas->setFogCoordArray(*this, array); }
|
|
inline void disableFogCoordPointer() { _vas->disableFogCoordArray(*this); }
|
|
|
|
|
|
inline void setTexCoordPointer(unsigned int unit, const Array* array) { _vas->setTexCoordArray(*this, unit, array); }
|
|
inline void setTexCoordPointer( unsigned int unit, GLint size, GLenum type, GLsizei stride, const GLvoid *ptr, GLboolean normalized=GL_FALSE ) { _vas->setTexCoordArray(*this, unit, size, type, stride, ptr, normalized); }
|
|
inline void disableTexCoordPointer( unsigned int unit ) { _vas->disableTexCoordArray(*this, unit); }
|
|
inline void disableTexCoordPointersAboveAndIncluding( unsigned int unit ) { _vas->disableTexCoordArrayAboveAndIncluding(*this, unit); }
|
|
|
|
/// For GL>=2.0 uses GL_MAX_TEXTURE_COORDS, for GL<2 uses GL_MAX_TEXTURE_UNITS
|
|
inline GLint getMaxTextureCoords() const { return _glMaxTextureCoords; }
|
|
|
|
/// For GL>=2.0 uses GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, for GL<2 uses GL_MAX_TEXTURE_UNITS
|
|
inline GLint getMaxTextureUnits() const { return _glMaxTextureUnits; }
|
|
|
|
|
|
/** Set the current texture unit, return true if selected,
|
|
* false if selection failed such as when multi texturing is not supported.
|
|
* note, only updates values that change.*/
|
|
inline bool setActiveTextureUnit( unsigned int unit );
|
|
|
|
/** Get the current texture unit.*/
|
|
unsigned int getActiveTextureUnit() const { return _currentActiveTextureUnit; }
|
|
|
|
|
|
/** Set the current texture format uniform.*/
|
|
void setCurrentTextureFormat(GLenum format) { _textureFormat->setElement(_currentActiveTextureUnit, format); applyShaderCompositionUniform(_textureFormat.get()); }
|
|
|
|
|
|
/** Set the current tex coord array texture unit, return true if selected,
|
|
* false if selection failed such as when multi texturing is not supported.
|
|
* note, only updates values that change.*/
|
|
bool setClientActiveTextureUnit( unsigned int unit );
|
|
|
|
/** Get the current tex coord array texture unit.*/
|
|
unsigned int getClientActiveTextureUnit() const;
|
|
|
|
inline void setVertexAttribPointer(unsigned int unit, const Array* array) { _vas->setVertexAttribArray(*this, unit, array); }
|
|
inline void setVertexAttribLPointer(unsigned int unit, const Array* array) { _vas->setVertexAttribArray(*this, unit, array); }
|
|
inline void setVertexAttribIPointer(unsigned int unit, const Array* array) { _vas->setVertexAttribArray(*this, unit, array); }
|
|
|
|
inline void disableVertexAttribPointer( unsigned int index ) { _vas->disableVertexAttribArray(*this, index); }
|
|
inline void disableVertexAttribPointersAboveAndIncluding( unsigned int index ) { _vas->disableVertexAttribArray(*this, index); }
|
|
|
|
|
|
/** dirty the vertex, normal, color, tex coords, secondary color, fog coord and index arrays.*/
|
|
void dirtyAllVertexArrays();
|
|
|
|
|
|
inline bool isVertexBufferObjectSupported() const { return _isVertexBufferObjectSupported; }
|
|
inline bool useVertexBufferObject(bool useVBO) const { return _forceVertexBufferObject || (_isVertexBufferObjectSupported && useVBO); }
|
|
|
|
inline bool isVertexArrayObjectSupported() const { return _isVertexArrayObjectSupported; }
|
|
inline bool useVertexArrayObject(bool useVAO) const { return _forceVertexArrayObject || (_isVertexArrayObjectSupported && useVAO); }
|
|
|
|
|
|
inline void setLastAppliedProgramObject(const Program::PerContextProgram* program)
|
|
{
|
|
if (_lastAppliedProgramObject!=program)
|
|
{
|
|
_lastAppliedProgramObject = program;
|
|
}
|
|
}
|
|
inline const Program::PerContextProgram* getLastAppliedProgramObject() const { return _lastAppliedProgramObject; }
|
|
|
|
inline GLint getUniformLocation( unsigned int uniformNameID ) const { return _lastAppliedProgramObject ? _lastAppliedProgramObject->getUniformLocation(uniformNameID) : -1; }
|
|
/**
|
|
* Alternative version of getUniformLocation( unsigned int uniformNameID )
|
|
* retrofited into OSG for backward compatibility with osgCal,
|
|
* after uniform ids were refactored from std::strings to GLints in OSG version 2.9.10.
|
|
*
|
|
* Drawbacks: This method is not particularly fast. It has to access mutexed static
|
|
* map of uniform ids. So don't overuse it or your app performance will suffer.
|
|
*/
|
|
inline GLint getUniformLocation( const std::string & uniformName ) const { return _lastAppliedProgramObject ? _lastAppliedProgramObject->getUniformLocation(uniformName) : -1; }
|
|
inline GLint getAttribLocation( const std::string& name ) const { return _lastAppliedProgramObject ? _lastAppliedProgramObject->getAttribLocation(name) : -1; }
|
|
|
|
typedef std::pair<const StateAttribute*,StateAttribute::OverrideValue> AttributePair;
|
|
typedef std::vector<AttributePair> AttributeVec;
|
|
|
|
AttributeVec& getAttributeVec( const osg::StateAttribute* attribute )
|
|
{
|
|
AttributeStack& as = _attributeMap[ attribute->getTypeMemberPair() ];
|
|
return as.attributeVec;
|
|
}
|
|
|
|
/** Set the frame stamp for the current frame.*/
|
|
inline void setFrameStamp(FrameStamp* fs) { _frameStamp = fs; }
|
|
|
|
/** Get the frame stamp for the current frame.*/
|
|
inline FrameStamp* getFrameStamp() { return _frameStamp.get(); }
|
|
|
|
/** Get the const frame stamp for the current frame.*/
|
|
inline const FrameStamp* getFrameStamp() const { return _frameStamp.get(); }
|
|
|
|
|
|
/** Set the DisplaySettings. Note, nothing is applied, the visual settings are just
|
|
* used in the State object to pass the current visual settings to Drawables
|
|
* during rendering. */
|
|
inline void setDisplaySettings(DisplaySettings* vs) { _displaySettings = vs; }
|
|
|
|
/** Get the const DisplaySettings */
|
|
inline const DisplaySettings* getDisplaySettings() const { return _displaySettings.get(); }
|
|
|
|
/** Get the const DisplaySettings that is current active DisplaySettings to be used by osg::State, - if DisplaySettings is not directly assigned then fallback to DisplaySettings::instance(). */
|
|
inline const DisplaySettings* getActiveDisplaySettings() const { return _displaySettings.valid() ? _displaySettings.get() : osg::DisplaySettings::instance().get(); }
|
|
|
|
|
|
/** Set the root StateSet this is applied above all StateSet that are pushed and popped during the draw traversal.*/
|
|
void setRootStateSet(osg::StateSet* stateset);
|
|
|
|
/** Get the root StateSet.*/
|
|
osg::StateSet* getRootStateSet() { return _rootStateSet.get(); }
|
|
|
|
|
|
/** Set flag for early termination of the draw traversal.*/
|
|
void setAbortRenderingPtr(bool* abortPtr) { _abortRenderingPtr = abortPtr; }
|
|
|
|
/** Get flag for early termination of the draw traversal,
|
|
* if true steps should be taken to complete rendering early.*/
|
|
bool getAbortRendering() const { return _abortRenderingPtr!=0?(*_abortRenderingPtr):false; }
|
|
|
|
|
|
struct DynamicObjectRenderingCompletedCallback : public osg::Referenced
|
|
{
|
|
virtual void completed(osg::State*) = 0;
|
|
};
|
|
|
|
/** Set the callback to be called when the dynamic object count hits 0.*/
|
|
void setDynamicObjectRenderingCompletedCallback(DynamicObjectRenderingCompletedCallback* cb){ _completeDynamicObjectRenderingCallback = cb; }
|
|
|
|
/** Get the callback to be called when the dynamic object count hits 0.*/
|
|
DynamicObjectRenderingCompletedCallback* getDynamicObjectRenderingCompletedCallback() { return _completeDynamicObjectRenderingCallback.get(); }
|
|
|
|
/** Set the number of dynamic objects that will be rendered in this graphics context this frame.*/
|
|
void setDynamicObjectCount(unsigned int count, bool callCallbackOnZero = false)
|
|
{
|
|
if (_dynamicObjectCount != count)
|
|
{
|
|
_dynamicObjectCount = count;
|
|
if (_dynamicObjectCount==0 && callCallbackOnZero && _completeDynamicObjectRenderingCallback.valid())
|
|
{
|
|
_completeDynamicObjectRenderingCallback->completed(this);
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Get the number of dynamic objects that will be rendered in this graphics context this frame.*/
|
|
unsigned int getDynamicObjectCount() const { return _dynamicObjectCount; }
|
|
|
|
/** Decrement the number of dynamic objects left to render this frame, and once the count goes to zero call the
|
|
* DynamicObjectRenderingCompletedCallback to inform of completion.*/
|
|
inline void decrementDynamicObjectCount()
|
|
{
|
|
--_dynamicObjectCount;
|
|
if (_dynamicObjectCount==0 && _completeDynamicObjectRenderingCallback.valid())
|
|
{
|
|
_completeDynamicObjectRenderingCallback->completed(this);
|
|
}
|
|
}
|
|
|
|
void setMaxTexturePoolSize(unsigned int size);
|
|
unsigned int getMaxTexturePoolSize() const { return _maxTexturePoolSize; }
|
|
|
|
void setMaxBufferObjectPoolSize(unsigned int size);
|
|
unsigned int getMaxBufferObjectPoolSize() const { return _maxBufferObjectPoolSize; }
|
|
|
|
|
|
enum CheckForGLErrors
|
|
{
|
|
/** NEVER_CHECK_GL_ERRORS hints that OpenGL need not be checked for, this
|
|
is the fastest option since checking for errors does incur a small overhead.*/
|
|
NEVER_CHECK_GL_ERRORS,
|
|
/** ONCE_PER_FRAME means that OpenGL errors will be checked for once per
|
|
frame, the overhead is still small, but at least OpenGL errors that are occurring
|
|
will be caught, the reporting isn't fine grained enough for debugging purposes.*/
|
|
ONCE_PER_FRAME,
|
|
/** ONCE_PER_ATTRIBUTE means that OpenGL errors will be checked for after
|
|
every attribute is applied, allow errors to be directly associated with
|
|
particular operations which makes debugging much easier.*/
|
|
ONCE_PER_ATTRIBUTE
|
|
};
|
|
|
|
/** Set whether and how often OpenGL errors should be checked for.*/
|
|
void setCheckForGLErrors(CheckForGLErrors check) { _checkGLErrors = check; }
|
|
|
|
/** Get whether and how often OpenGL errors should be checked for.*/
|
|
CheckForGLErrors getCheckForGLErrors() const { return _checkGLErrors; }
|
|
|
|
bool checkGLErrors(const char* str1=0, const char* str2=0) const;
|
|
bool checkGLErrors(const std::string& str) const;
|
|
bool checkGLErrors(StateAttribute::GLMode mode) const;
|
|
bool checkGLErrors(const StateAttribute* attribute) const;
|
|
|
|
/** print out the internal details of osg::State - useful for debugging.*/
|
|
void print(std::ostream& fout) const;
|
|
|
|
/** Initialize extension used by osg::State.*/
|
|
virtual void initializeExtensionProcs();
|
|
|
|
/** Get the helper class for dispatching osg::Arrays as OpenGL attribute data.*/
|
|
inline AttributeDispatchers& getAttributeDispatchers() { return _arrayDispatchers; }
|
|
|
|
|
|
/** Set the helper class that provides applications with estimate on how much different graphics operations will cost.*/
|
|
inline void setGraphicsCostEstimator(GraphicsCostEstimator* gce) { _graphicsCostEstimator = gce; }
|
|
|
|
/** Get the helper class that provides applications with estimate on how much different graphics operations will cost.*/
|
|
inline GraphicsCostEstimator* getGraphicsCostEstimator() { return _graphicsCostEstimator.get(); }
|
|
|
|
/** Get the cont helper class that provides applications with estimate on how much different graphics operations will cost.*/
|
|
inline const GraphicsCostEstimator* getGraphicsCostEstimator() const { return _graphicsCostEstimator.get(); }
|
|
|
|
|
|
|
|
/** Support for synchronizing the system time and the timestamp
|
|
* counter available with ARB_timer_query. Note that State
|
|
* doesn't update these values itself.
|
|
*/
|
|
Timer_t getStartTick() const { return _startTick; }
|
|
void setStartTick(Timer_t tick) { _startTick = tick; }
|
|
Timer_t getGpuTick() const { return _gpuTick; }
|
|
|
|
double getGpuTime() const
|
|
{
|
|
return osg::Timer::instance()->delta_s(_startTick, _gpuTick);
|
|
}
|
|
GLuint64 getGpuTimestamp() const { return _gpuTimestamp; }
|
|
|
|
void setGpuTimestamp(Timer_t tick, GLuint64 timestamp)
|
|
{
|
|
_gpuTick = tick;
|
|
_gpuTimestamp = timestamp;
|
|
}
|
|
int getTimestampBits() const { return _timestampBits; }
|
|
void setTimestampBits(int bits) { _timestampBits = bits; }
|
|
|
|
/** called by the GraphicsContext just before GraphicsContext::swapBuffersImplementation().*/
|
|
virtual void frameCompleted();
|
|
|
|
|
|
struct ModeStack
|
|
{
|
|
typedef std::vector<StateAttribute::GLModeValue> ValueVec;
|
|
|
|
ModeStack()
|
|
{
|
|
valid = true;
|
|
changed = false;
|
|
last_applied_value = false;
|
|
global_default_value = false;
|
|
}
|
|
|
|
void print(std::ostream& fout) const;
|
|
|
|
bool valid;
|
|
bool changed;
|
|
bool last_applied_value;
|
|
bool global_default_value;
|
|
ValueVec valueVec;
|
|
};
|
|
|
|
struct AttributeStack
|
|
{
|
|
AttributeStack()
|
|
{
|
|
changed = false;
|
|
last_applied_attribute = 0L;
|
|
last_applied_shadercomponent = 0L;
|
|
global_default_attribute = 0L;
|
|
|
|
}
|
|
|
|
void print(std::ostream& fout) const;
|
|
|
|
/** apply an attribute if required, passing in attribute and appropriate attribute stack */
|
|
bool changed;
|
|
const StateAttribute* last_applied_attribute;
|
|
const ShaderComponent* last_applied_shadercomponent;
|
|
ref_ptr<const StateAttribute> global_default_attribute;
|
|
AttributeVec attributeVec;
|
|
};
|
|
|
|
|
|
struct UniformStack
|
|
{
|
|
typedef std::pair<const UniformBase*, StateAttribute::OverrideValue> UniformPair;
|
|
typedef std::vector<UniformPair> UniformVec;
|
|
|
|
UniformStack() {}
|
|
|
|
void print(std::ostream& fout) const;
|
|
|
|
UniformVec uniformVec;
|
|
};
|
|
|
|
struct DefineStack
|
|
{
|
|
typedef std::vector<StateSet::DefinePair> DefineVec;
|
|
|
|
DefineStack():
|
|
changed(false) {}
|
|
|
|
void print(std::ostream& fout) const;
|
|
|
|
bool changed;
|
|
DefineVec defineVec;
|
|
};
|
|
|
|
struct DefineMap
|
|
{
|
|
DefineMap():
|
|
changed(false) {}
|
|
|
|
typedef std::map<std::string, DefineStack> DefineStackMap;
|
|
DefineStackMap map;
|
|
bool changed;
|
|
StateSet::DefineList currentDefines;
|
|
|
|
bool updateCurrentDefines();
|
|
|
|
};
|
|
|
|
typedef std::map<std::string, GLenum> StringModeMap;
|
|
typedef std::map<GLenum, std::string> ModeDefineMap;
|
|
typedef std::vector<ModeDefineMap> TextureModeDefineMapList;
|
|
|
|
inline StringModeMap& getStringModeMap() { return _stringModeMap; }
|
|
inline TextureModeDefineMapList& getTextureModeDefineMapList() { return _textureModeDefineMapList; }
|
|
inline ModeDefineMap& getTextureModeDefineMap(unsigned int i) { return _textureModeDefineMapList[i]; }
|
|
|
|
typedef std::map<StateAttribute::GLMode,ModeStack> ModeMap;
|
|
typedef std::vector<ModeMap> TextureModeMapList;
|
|
|
|
typedef std::map<StateAttribute::TypeMemberPair,AttributeStack> AttributeMap;
|
|
typedef std::vector<AttributeMap> TextureAttributeMapList;
|
|
|
|
typedef std::map<std::string, UniformStack> UniformMap;
|
|
|
|
typedef std::vector< ref_ptr<const Matrix> > MatrixStack;
|
|
|
|
inline const ModeMap& getModeMap() const {return _modeMap;}
|
|
inline const AttributeMap& getAttributeMap() const {return _attributeMap;}
|
|
inline const UniformMap& getUniformMap() const {return _uniformMap;}
|
|
inline DefineMap& getDefineMap() {return _defineMap;}
|
|
inline const DefineMap& getDefineMap() const {return _defineMap;}
|
|
inline const TextureModeMapList& getTextureModeMapList() const {return _textureModeMapList;}
|
|
inline const TextureAttributeMapList& getTextureAttributeMapList() const {return _textureAttributeMapList;}
|
|
inline StateSet::DefineList& getCurrentShaderCompositionDefines() { return _currentShaderCompositionDefines; }
|
|
inline const StateSet::DefineList& getCurrentShaderCompositionDefines() const { return _currentShaderCompositionDefines; }
|
|
|
|
|
|
void getDefineString(std::string& shaderDefineStr, const StateSet::DefineList& currentDefines, const osg::ShaderDefines& shaderDefines);
|
|
void getDefineString(std::string& shaderDefineStr, const osg::ShaderPragmas& shaderPragmas);
|
|
bool supportsShaderRequirements(const osg::ShaderPragmas& shaderPragmas);
|
|
bool supportsShaderRequirement(const std::string& shaderRequirement);
|
|
|
|
protected:
|
|
|
|
virtual ~State();
|
|
|
|
GraphicsContext* _graphicsContext;
|
|
unsigned int _contextID;
|
|
|
|
bool _useStateAttributeShaders;
|
|
bool _useStateAttributeFixedFunction;
|
|
bool _useModelViewAndProjectionUniforms;
|
|
bool _useVertexAttributeAliasing;
|
|
|
|
osg::ref_ptr<osg::StateSet> _rootStateSet;
|
|
|
|
osg::ref_ptr<VertexArrayState> _globalVertexArrayState;
|
|
VertexArrayState* _vas;
|
|
|
|
bool _shaderCompositionEnabled;
|
|
bool _shaderCompositionDirty;
|
|
osg::ref_ptr<ShaderComposer> _shaderComposer;
|
|
osg::Program* _currentShaderCompositionProgram;
|
|
StateSet::UniformList _currentShaderCompositionUniformList;
|
|
StateSet::DefineList _currentShaderCompositionDefines;
|
|
|
|
ref_ptr<FrameStamp> _frameStamp;
|
|
|
|
ref_ptr<const RefMatrix> _identity;
|
|
ref_ptr<const RefMatrix> _initialViewMatrix;
|
|
ref_ptr<const RefMatrix> _projection;
|
|
ref_ptr<const RefMatrix> _modelView;
|
|
ref_ptr<RefMatrix> _modelViewCache;
|
|
|
|
|
|
ref_ptr<Uniform> _modelViewMatrixUniform;
|
|
ref_ptr<Uniform> _projectionMatrixUniform;
|
|
ref_ptr<Uniform> _modelViewProjectionMatrixUniform;
|
|
ref_ptr<Uniform> _normalMatrixUniform;
|
|
|
|
Matrix _initialInverseViewMatrix;
|
|
|
|
ref_ptr<DisplaySettings> _displaySettings;
|
|
|
|
bool* _abortRenderingPtr;
|
|
CheckForGLErrors _checkGLErrors;
|
|
|
|
|
|
VertexAttribAlias _vertexAlias;
|
|
VertexAttribAlias _normalAlias;
|
|
VertexAttribAlias _colorAlias;
|
|
VertexAttribAlias _secondaryColorAlias;
|
|
VertexAttribAlias _fogCoordAlias;
|
|
VertexAttribAliasList _texCoordAliasList;
|
|
|
|
Program::AttribBindingList _attributeBindingList;
|
|
|
|
void setUpVertexAttribAlias(VertexAttribAlias& alias, GLuint location, const std::string glName, const std::string osgName, const std::string& declaration);
|
|
|
|
/** Apply an OpenGL mode if required, passing in mode, enable flag and
|
|
* appropriate mode stack. This is a wrapper around \c glEnable() and
|
|
* \c glDisable(), that just actually calls these functions if the
|
|
* \c enabled flag is different than the current state.
|
|
* @return \c true if the state was actually changed. \c false
|
|
* otherwise. Notice that a \c false return does not indicate
|
|
* an error, it just means that the mode was already set to the
|
|
* same value as the \c enabled parameter.
|
|
*/
|
|
inline bool applyMode(StateAttribute::GLMode mode,bool enabled,ModeStack& ms)
|
|
{
|
|
if (ms.valid && ms.last_applied_value != enabled)
|
|
{
|
|
ms.last_applied_value = enabled;
|
|
|
|
if (enabled) glEnable(mode);
|
|
else glDisable(mode);
|
|
|
|
if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(mode);
|
|
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
inline bool applyModeOnTexUnit(unsigned int unit,StateAttribute::GLMode mode,bool enabled,ModeStack& ms)
|
|
{
|
|
if (ms.valid && ms.last_applied_value != enabled)
|
|
{
|
|
if (setActiveTextureUnit(unit))
|
|
{
|
|
ms.last_applied_value = enabled;
|
|
|
|
if (enabled) glEnable(mode);
|
|
else glDisable(mode);
|
|
|
|
if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(mode);
|
|
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
/** apply an attribute if required, passing in attribute and appropriate attribute stack */
|
|
inline bool applyAttribute(const StateAttribute* attribute,AttributeStack& as)
|
|
{
|
|
if (as.last_applied_attribute != attribute)
|
|
{
|
|
if (!as.global_default_attribute.valid()) as.global_default_attribute = attribute->cloneType()->asStateAttribute();
|
|
|
|
as.last_applied_attribute = attribute;
|
|
attribute->apply(*this);
|
|
|
|
const ShaderComponent* sc = attribute->getShaderComponent();
|
|
if (as.last_applied_shadercomponent != sc)
|
|
{
|
|
as.last_applied_shadercomponent = sc;
|
|
_shaderCompositionDirty = true;
|
|
}
|
|
|
|
if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(attribute);
|
|
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
inline bool applyAttributeOnTexUnit(unsigned int unit,const StateAttribute* attribute,AttributeStack& as)
|
|
{
|
|
if (as.last_applied_attribute != attribute)
|
|
{
|
|
if (setActiveTextureUnit(unit))
|
|
{
|
|
if (!as.global_default_attribute.valid()) as.global_default_attribute = attribute->cloneType()->asStateAttribute();
|
|
|
|
as.last_applied_attribute = attribute;
|
|
attribute->apply(*this);
|
|
|
|
const ShaderComponent* sc = attribute->getShaderComponent();
|
|
if (as.last_applied_shadercomponent != sc)
|
|
{
|
|
as.last_applied_shadercomponent = sc;
|
|
_shaderCompositionDirty = true;
|
|
}
|
|
|
|
if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(attribute);
|
|
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
|
|
inline bool applyGlobalDefaultAttribute(AttributeStack& as)
|
|
{
|
|
if (as.last_applied_attribute != as.global_default_attribute.get())
|
|
{
|
|
as.last_applied_attribute = as.global_default_attribute.get();
|
|
if (as.global_default_attribute.valid())
|
|
{
|
|
as.global_default_attribute->apply(*this);
|
|
const ShaderComponent* sc = as.global_default_attribute->getShaderComponent();
|
|
if (as.last_applied_shadercomponent != sc)
|
|
{
|
|
as.last_applied_shadercomponent = sc;
|
|
_shaderCompositionDirty = true;
|
|
}
|
|
|
|
if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(as.global_default_attribute.get());
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
inline bool applyGlobalDefaultAttributeOnTexUnit(unsigned int unit,AttributeStack& as)
|
|
{
|
|
if (as.last_applied_attribute != as.global_default_attribute.get())
|
|
{
|
|
if (setActiveTextureUnit(unit))
|
|
{
|
|
as.last_applied_attribute = as.global_default_attribute.get();
|
|
if (as.global_default_attribute.valid())
|
|
{
|
|
as.global_default_attribute->apply(*this);
|
|
const ShaderComponent* sc = as.global_default_attribute->getShaderComponent();
|
|
if (as.last_applied_shadercomponent != sc)
|
|
{
|
|
as.last_applied_shadercomponent = sc;
|
|
_shaderCompositionDirty = true;
|
|
}
|
|
if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors(as.global_default_attribute.get());
|
|
}
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
/** Initialize ModeDefineMaps used in fixed function modes to shader defines. Called by initializeExtensionProcs().*/
|
|
virtual void initUpModeDefineMaps();
|
|
|
|
StringModeMap _stringModeMap;
|
|
TextureModeDefineMapList _textureModeDefineMapList;
|
|
|
|
ModeMap _modeMap;
|
|
AttributeMap _attributeMap;
|
|
UniformMap _uniformMap;
|
|
DefineMap _defineMap;
|
|
|
|
TextureModeMapList _textureModeMapList;
|
|
TextureAttributeMapList _textureAttributeMapList;
|
|
|
|
const Program::PerContextProgram* _lastAppliedProgramObject;
|
|
|
|
StateSetStack _stateStateStack;
|
|
|
|
unsigned int _maxTexturePoolSize;
|
|
unsigned int _maxBufferObjectPoolSize;
|
|
|
|
|
|
unsigned int _currentActiveTextureUnit;
|
|
unsigned int _currentClientActiveTextureUnit;
|
|
GLBufferObject* _currentPBO;
|
|
GLBufferObject* _currentDIBO;
|
|
GLuint _currentVAO;
|
|
osg::ref_ptr<osg::IntArrayUniform> _textureFormat;
|
|
|
|
|
|
inline ModeMap& getOrCreateTextureModeMap(unsigned int unit)
|
|
{
|
|
if (unit>=_textureModeMapList.size()) _textureModeMapList.resize(unit+1);
|
|
return _textureModeMapList[unit];
|
|
}
|
|
|
|
|
|
inline AttributeMap& getOrCreateTextureAttributeMap(unsigned int unit)
|
|
{
|
|
if (unit>=_textureAttributeMapList.size()) _textureAttributeMapList.resize(unit+1);
|
|
return _textureAttributeMapList[unit];
|
|
}
|
|
|
|
inline void pushModeList(ModeMap& modeMap,const StateSet::ModeList& modeList);
|
|
inline void pushAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList);
|
|
inline void pushUniformList(UniformMap& uniformMap,const StateSet::UniformList& uniformList);
|
|
inline void pushDefineList(DefineMap& defineMap,const StateSet::DefineList& defineList);
|
|
|
|
inline void popModeList(ModeMap& modeMap,const StateSet::ModeList& modeList);
|
|
inline void popAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList);
|
|
inline void popUniformList(UniformMap& uniformMap,const StateSet::UniformList& uniformList);
|
|
inline void popDefineList(DefineMap& uniformMap,const StateSet::DefineList& defineList);
|
|
|
|
inline void applyModeList(ModeMap& modeMap,const StateSet::ModeList& modeList);
|
|
inline void applyAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList);
|
|
inline void applyUniformList(UniformMap& uniformMap,const StateSet::UniformList& uniformList);
|
|
inline void applyDefineList(DefineMap& uniformMap,const StateSet::DefineList& defineList);
|
|
|
|
inline void applyModeMap(ModeMap& modeMap);
|
|
inline void applyAttributeMap(AttributeMap& attributeMap);
|
|
inline void applyUniformMap(UniformMap& uniformMap);
|
|
|
|
inline void applyModeListOnTexUnit(unsigned int unit,ModeMap& modeMap,const StateSet::ModeList& modeList);
|
|
inline void applyAttributeListOnTexUnit(unsigned int unit,AttributeMap& attributeMap,const StateSet::AttributeList& attributeList);
|
|
|
|
inline void applyModeMapOnTexUnit(unsigned int unit,ModeMap& modeMap);
|
|
inline void applyAttributeMapOnTexUnit(unsigned int unit,AttributeMap& attributeMap);
|
|
|
|
void haveAppliedMode(ModeMap& modeMap,StateAttribute::GLMode mode,StateAttribute::GLModeValue value);
|
|
void haveAppliedMode(ModeMap& modeMap,StateAttribute::GLMode mode);
|
|
void haveAppliedAttribute(AttributeMap& attributeMap,const StateAttribute* attribute);
|
|
void haveAppliedAttribute(AttributeMap& attributeMap,StateAttribute::Type type, unsigned int member);
|
|
bool getLastAppliedMode(const ModeMap& modeMap,StateAttribute::GLMode mode) const;
|
|
const StateAttribute* getLastAppliedAttribute(const AttributeMap& attributeMap,StateAttribute::Type type, unsigned int member) const;
|
|
|
|
void loadModelViewMatrix();
|
|
|
|
|
|
bool _isSecondaryColorSupported;
|
|
bool _isFogCoordSupported;
|
|
bool _isVertexBufferObjectSupported;
|
|
bool _isVertexArrayObjectSupported;
|
|
bool _forceVertexBufferObject;
|
|
bool _forceVertexArrayObject;
|
|
|
|
typedef void (GL_APIENTRY * ActiveTextureProc) (GLenum texture);
|
|
typedef void (GL_APIENTRY * FogCoordPointerProc) (GLenum type, GLsizei stride, const GLvoid *pointer);
|
|
typedef void (GL_APIENTRY * SecondaryColorPointerProc) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
|
|
typedef void (GL_APIENTRY * MultiTexCoord4fProc) (GLenum target, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
|
typedef void (GL_APIENTRY * VertexAttrib4fProc)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
|
|
typedef void (GL_APIENTRY * VertexAttrib4fvProc)(GLuint index, const GLfloat *v);
|
|
typedef void (GL_APIENTRY * VertexAttribPointerProc) (unsigned int, GLint, GLenum, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
|
|
typedef void (GL_APIENTRY * VertexAttribIPointerProc) (unsigned int, GLint, GLenum, GLsizei stride, const GLvoid *pointer);
|
|
typedef void (GL_APIENTRY * VertexAttribLPointerProc) (unsigned int, GLint, GLenum, GLsizei stride, const GLvoid *pointer);
|
|
typedef void (GL_APIENTRY * EnableVertexAttribProc) (unsigned int);
|
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typedef void (GL_APIENTRY * DisableVertexAttribProc) (unsigned int);
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typedef void (GL_APIENTRY * BindBufferProc) (GLenum target, GLuint buffer);
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typedef void (GL_APIENTRY * DrawArraysInstancedProc)( GLenum mode, GLint first, GLsizei count, GLsizei primcount );
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typedef void (GL_APIENTRY * DrawElementsInstancedProc)( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei primcount );
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bool _extensionProcsInitialized;
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GLint _glMaxTextureCoords;
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GLint _glMaxTextureUnits;
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ActiveTextureProc _glClientActiveTexture;
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ActiveTextureProc _glActiveTexture;
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MultiTexCoord4fProc _glMultiTexCoord4f;
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VertexAttrib4fProc _glVertexAttrib4f;
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VertexAttrib4fvProc _glVertexAttrib4fv;
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FogCoordPointerProc _glFogCoordPointer;
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SecondaryColorPointerProc _glSecondaryColorPointer;
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VertexAttribPointerProc _glVertexAttribPointer;
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VertexAttribIPointerProc _glVertexAttribIPointer;
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VertexAttribLPointerProc _glVertexAttribLPointer;
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EnableVertexAttribProc _glEnableVertexAttribArray;
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DisableVertexAttribProc _glDisableVertexAttribArray;
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BindBufferProc _glBindBuffer;
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DrawArraysInstancedProc _glDrawArraysInstanced;
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DrawElementsInstancedProc _glDrawElementsInstanced;
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osg::ref_ptr<GLExtensions> _glExtensions;
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unsigned int _dynamicObjectCount;
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osg::ref_ptr<DynamicObjectRenderingCompletedCallback> _completeDynamicObjectRenderingCallback;
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AttributeDispatchers _arrayDispatchers;
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osg::ref_ptr<GraphicsCostEstimator> _graphicsCostEstimator;
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Timer_t _startTick;
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Timer_t _gpuTick;
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GLuint64 _gpuTimestamp;
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int _timestampBits;
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};
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inline void State::pushModeList(ModeMap& modeMap,const StateSet::ModeList& modeList)
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{
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for(StateSet::ModeList::const_iterator mitr=modeList.begin();
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mitr!=modeList.end();
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++mitr)
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{
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// get the mode stack for incoming GLmode {mitr->first}.
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ModeStack& ms = modeMap[mitr->first];
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if (ms.valueVec.empty())
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{
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// first pair so simply push incoming pair to back.
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ms.valueVec.push_back(mitr->second);
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}
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else if ((ms.valueVec.back() & StateAttribute::OVERRIDE) && !(mitr->second & StateAttribute::PROTECTED)) // check the existing override flag
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{
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// push existing back since override keeps the previous value.
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ms.valueVec.push_back(ms.valueVec.back());
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}
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else
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{
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// no override on so simply push incoming pair to back.
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ms.valueVec.push_back(mitr->second);
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}
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ms.changed = true;
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}
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}
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inline void State::pushAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList)
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{
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for(StateSet::AttributeList::const_iterator aitr=attributeList.begin();
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aitr!=attributeList.end();
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++aitr)
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{
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// get the attribute stack for incoming type {aitr->first}.
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AttributeStack& as = attributeMap[aitr->first];
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if (as.attributeVec.empty())
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{
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// first pair so simply push incoming pair to back.
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as.attributeVec.push_back(
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AttributePair(aitr->second.first.get(),aitr->second.second));
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}
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else if ((as.attributeVec.back().second & StateAttribute::OVERRIDE) && !(aitr->second.second & StateAttribute::PROTECTED)) // check the existing override flag
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{
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// push existing back since override keeps the previous value.
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as.attributeVec.push_back(as.attributeVec.back());
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}
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else
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{
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// no override on so simply push incoming pair to back.
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as.attributeVec.push_back(
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AttributePair(aitr->second.first.get(),aitr->second.second));
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}
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as.changed = true;
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}
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}
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inline void State::pushUniformList(UniformMap& uniformMap,const StateSet::UniformList& uniformList)
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{
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for(StateSet::UniformList::const_iterator aitr=uniformList.begin();
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aitr!=uniformList.end();
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++aitr)
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{
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// get the attribute stack for incoming type {aitr->first}.
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UniformStack& us = uniformMap[aitr->first];
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if (us.uniformVec.empty())
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{
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// first pair so simply push incoming pair to back.
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us.uniformVec.push_back(
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UniformStack::UniformPair(aitr->second.first.get(),aitr->second.second));
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}
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else if ((us.uniformVec.back().second & StateAttribute::OVERRIDE) && !(aitr->second.second & StateAttribute::PROTECTED)) // check the existing override flag
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{
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// push existing back since override keeps the previous value.
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us.uniformVec.push_back(us.uniformVec.back());
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}
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else
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{
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// no override on so simply push incoming pair to back.
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us.uniformVec.push_back(
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UniformStack::UniformPair(aitr->second.first.get(),aitr->second.second));
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}
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}
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}
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inline void State::pushDefineList(DefineMap& defineMap,const StateSet::DefineList& defineList)
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{
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for(StateSet::DefineList::const_iterator aitr=defineList.begin();
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aitr!=defineList.end();
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++aitr)
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{
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// get the attribute stack for incoming type {aitr->first}.
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DefineStack& ds = defineMap.map[aitr->first];
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DefineStack::DefineVec& dv = ds.defineVec;
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if (dv.empty())
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{
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// first pair so simply push incoming pair to back.
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dv.push_back(StateSet::DefinePair(aitr->second.first,aitr->second.second));
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ds.changed = true;
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defineMap.changed = true;
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}
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else if ((ds.defineVec.back().second & StateAttribute::OVERRIDE) && !(aitr->second.second & StateAttribute::PROTECTED)) // check the existing override flag
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{
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// push existing back since override keeps the previous value.
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ds.defineVec.push_back(ds.defineVec.back());
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}
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else
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{
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// no override on so simply push incoming pair to back.
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dv.push_back(StateSet::DefinePair(aitr->second.first,aitr->second.second));
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// if the back of the stack has changed since the last then mark it as changed.
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bool changed = (dv[dv.size()-2] != dv.back());
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if (changed)
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{
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ds.changed = true;
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defineMap.changed = true;
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}
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}
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}
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}
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inline void State::popModeList(ModeMap& modeMap,const StateSet::ModeList& modeList)
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{
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for(StateSet::ModeList::const_iterator mitr=modeList.begin();
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mitr!=modeList.end();
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++mitr)
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{
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// get the mode stack for incoming GLmode {mitr->first}.
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ModeStack& ms = modeMap[mitr->first];
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if (!ms.valueVec.empty())
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{
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ms.valueVec.pop_back();
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}
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ms.changed = true;
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}
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}
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inline void State::popAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList)
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{
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for(StateSet::AttributeList::const_iterator aitr=attributeList.begin();
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aitr!=attributeList.end();
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++aitr)
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{
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// get the attribute stack for incoming type {aitr->first}.
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AttributeStack& as = attributeMap[aitr->first];
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if (!as.attributeVec.empty())
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{
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as.attributeVec.pop_back();
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}
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as.changed = true;
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}
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}
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inline void State::popUniformList(UniformMap& uniformMap,const StateSet::UniformList& uniformList)
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{
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for(StateSet::UniformList::const_iterator aitr=uniformList.begin();
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aitr!=uniformList.end();
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++aitr)
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{
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// get the attribute stack for incoming type {aitr->first}.
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UniformStack& us = uniformMap[aitr->first];
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if (!us.uniformVec.empty())
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{
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us.uniformVec.pop_back();
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}
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}
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}
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inline void State::popDefineList(DefineMap& defineMap,const StateSet::DefineList& defineList)
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{
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for(StateSet::DefineList::const_iterator aitr=defineList.begin();
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aitr!=defineList.end();
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++aitr)
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{
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// get the attribute stack for incoming type {aitr->first}.
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DefineStack& ds = defineMap.map[aitr->first];
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DefineStack::DefineVec& dv = ds.defineVec;
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if (!dv.empty())
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{
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// if the stack has less than 2 entries or new back vs old back are different then mark the DefineStack as changed
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if ((dv.size() < 2) || (dv[dv.size()-2] != dv.back()))
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{
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ds.changed = true;
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defineMap.changed = true;
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}
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dv.pop_back();
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}
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}
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}
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inline void State::applyModeList(ModeMap& modeMap,const StateSet::ModeList& modeList)
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{
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StateSet::ModeList::const_iterator ds_mitr = modeList.begin();
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ModeMap::iterator this_mitr=modeMap.begin();
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while (this_mitr!=modeMap.end() && ds_mitr!=modeList.end())
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{
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if (this_mitr->first<ds_mitr->first)
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{
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// note GLMode = this_mitr->first
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ModeStack& ms = this_mitr->second;
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if (ms.changed)
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{
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ms.changed = false;
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if (!ms.valueVec.empty())
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{
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bool new_value = ms.valueVec.back() & StateAttribute::ON;
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applyMode(this_mitr->first,new_value,ms);
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}
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else
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{
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// assume default of disabled.
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applyMode(this_mitr->first,ms.global_default_value,ms);
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}
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}
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++this_mitr;
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}
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else if (ds_mitr->first<this_mitr->first)
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{
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// ds_mitr->first is a new mode, therefore
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// need to insert a new mode entry for ds_mistr->first.
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ModeStack& ms = modeMap[ds_mitr->first];
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bool new_value = ds_mitr->second & StateAttribute::ON;
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applyMode(ds_mitr->first,new_value,ms);
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// will need to disable this mode on next apply so set it to changed.
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ms.changed = true;
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++ds_mitr;
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}
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else
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{
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// this_mitr & ds_mitr refer to the same mode, check the override
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// if any otherwise just apply the incoming mode.
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ModeStack& ms = this_mitr->second;
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if (!ms.valueVec.empty() && (ms.valueVec.back() & StateAttribute::OVERRIDE) && !(ds_mitr->second & StateAttribute::PROTECTED))
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{
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// override is on, just treat as a normal apply on modes.
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if (ms.changed)
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{
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ms.changed = false;
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bool new_value = ms.valueVec.back() & StateAttribute::ON;
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applyMode(this_mitr->first,new_value,ms);
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}
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}
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else
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{
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// no override on or no previous entry, therefore consider incoming mode.
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bool new_value = ds_mitr->second & StateAttribute::ON;
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if (applyMode(ds_mitr->first,new_value,ms))
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{
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ms.changed = true;
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}
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}
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++this_mitr;
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++ds_mitr;
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}
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}
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// iterator over the remaining state modes to apply any previous changes.
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for(;
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this_mitr!=modeMap.end();
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++this_mitr)
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{
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// note GLMode = this_mitr->first
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ModeStack& ms = this_mitr->second;
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if (ms.changed)
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{
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ms.changed = false;
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if (!ms.valueVec.empty())
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{
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bool new_value = ms.valueVec.back() & StateAttribute::ON;
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applyMode(this_mitr->first,new_value,ms);
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}
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else
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{
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// assume default of disabled.
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applyMode(this_mitr->first,ms.global_default_value,ms);
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}
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}
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}
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// iterator over the remaining incoming modes to apply any new mode.
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for(;
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ds_mitr!=modeList.end();
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++ds_mitr)
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{
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ModeStack& ms = modeMap[ds_mitr->first];
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bool new_value = ds_mitr->second & StateAttribute::ON;
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applyMode(ds_mitr->first,new_value,ms);
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// will need to disable this mode on next apply so set it to changed.
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ms.changed = true;
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}
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}
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inline void State::applyModeListOnTexUnit(unsigned int unit,ModeMap& modeMap,const StateSet::ModeList& modeList)
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{
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StateSet::ModeList::const_iterator ds_mitr = modeList.begin();
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ModeMap::iterator this_mitr=modeMap.begin();
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while (this_mitr!=modeMap.end() && ds_mitr!=modeList.end())
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{
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if (this_mitr->first<ds_mitr->first)
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{
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// note GLMode = this_mitr->first
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ModeStack& ms = this_mitr->second;
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if (ms.changed)
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{
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ms.changed = false;
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if (!ms.valueVec.empty())
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{
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bool new_value = ms.valueVec.back() & StateAttribute::ON;
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applyModeOnTexUnit(unit,this_mitr->first,new_value,ms);
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}
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else
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{
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// assume default of disabled.
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applyModeOnTexUnit(unit,this_mitr->first,ms.global_default_value,ms);
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}
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}
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++this_mitr;
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}
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else if (ds_mitr->first<this_mitr->first)
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{
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// ds_mitr->first is a new mode, therefore
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// need to insert a new mode entry for ds_mistr->first.
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ModeStack& ms = modeMap[ds_mitr->first];
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bool new_value = ds_mitr->second & StateAttribute::ON;
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applyModeOnTexUnit(unit,ds_mitr->first,new_value,ms);
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// will need to disable this mode on next apply so set it to changed.
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ms.changed = true;
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++ds_mitr;
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}
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else
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{
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// this_mitr & ds_mitr refer to the same mode, check the override
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// if any otherwise just apply the incoming mode.
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ModeStack& ms = this_mitr->second;
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if (!ms.valueVec.empty() && (ms.valueVec.back() & StateAttribute::OVERRIDE) && !(ds_mitr->second & StateAttribute::PROTECTED))
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{
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// override is on, just treat as a normal apply on modes.
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if (ms.changed)
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{
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ms.changed = false;
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bool new_value = ms.valueVec.back() & StateAttribute::ON;
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applyModeOnTexUnit(unit,this_mitr->first,new_value,ms);
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}
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}
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else
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{
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// no override on or no previous entry, therefore consider incoming mode.
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bool new_value = ds_mitr->second & StateAttribute::ON;
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if (applyModeOnTexUnit(unit,ds_mitr->first,new_value,ms))
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{
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ms.changed = true;
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}
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}
|
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|
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++this_mitr;
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++ds_mitr;
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}
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}
|
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|
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// iterator over the remaining state modes to apply any previous changes.
|
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for(;
|
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this_mitr!=modeMap.end();
|
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++this_mitr)
|
|
{
|
|
// note GLMode = this_mitr->first
|
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ModeStack& ms = this_mitr->second;
|
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if (ms.changed)
|
|
{
|
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ms.changed = false;
|
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if (!ms.valueVec.empty())
|
|
{
|
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bool new_value = ms.valueVec.back() & StateAttribute::ON;
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applyModeOnTexUnit(unit,this_mitr->first,new_value,ms);
|
|
}
|
|
else
|
|
{
|
|
// assume default of disabled.
|
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applyModeOnTexUnit(unit,this_mitr->first,ms.global_default_value,ms);
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
// iterator over the remaining incoming modes to apply any new mode.
|
|
for(;
|
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ds_mitr!=modeList.end();
|
|
++ds_mitr)
|
|
{
|
|
ModeStack& ms = modeMap[ds_mitr->first];
|
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|
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bool new_value = ds_mitr->second & StateAttribute::ON;
|
|
applyModeOnTexUnit(unit,ds_mitr->first,new_value,ms);
|
|
|
|
// will need to disable this mode on next apply so set it to changed.
|
|
ms.changed = true;
|
|
}
|
|
}
|
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|
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inline void State::applyAttributeList(AttributeMap& attributeMap,const StateSet::AttributeList& attributeList)
|
|
{
|
|
StateSet::AttributeList::const_iterator ds_aitr=attributeList.begin();
|
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|
|
AttributeMap::iterator this_aitr=attributeMap.begin();
|
|
|
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while (this_aitr!=attributeMap.end() && ds_aitr!=attributeList.end())
|
|
{
|
|
if (this_aitr->first<ds_aitr->first)
|
|
{
|
|
|
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// note attribute type = this_aitr->first
|
|
AttributeStack& as = this_aitr->second;
|
|
if (as.changed)
|
|
{
|
|
as.changed = false;
|
|
if (!as.attributeVec.empty())
|
|
{
|
|
const StateAttribute* new_attr = as.attributeVec.back().first;
|
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applyAttribute(new_attr,as);
|
|
}
|
|
else
|
|
{
|
|
applyGlobalDefaultAttribute(as);
|
|
}
|
|
}
|
|
|
|
++this_aitr;
|
|
|
|
}
|
|
else if (ds_aitr->first<this_aitr->first)
|
|
{
|
|
|
|
// ds_aitr->first is a new attribute, therefore
|
|
// need to insert a new attribute entry for ds_aitr->first.
|
|
AttributeStack& as = attributeMap[ds_aitr->first];
|
|
|
|
const StateAttribute* new_attr = ds_aitr->second.first.get();
|
|
applyAttribute(new_attr,as);
|
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|
|
as.changed = true;
|
|
|
|
++ds_aitr;
|
|
|
|
}
|
|
else
|
|
{
|
|
// this_mitr & ds_mitr refer to the same attribute, check the override
|
|
// if any otherwise just apply the incoming attribute
|
|
|
|
AttributeStack& as = this_aitr->second;
|
|
|
|
if (!as.attributeVec.empty() && (as.attributeVec.back().second & StateAttribute::OVERRIDE) && !(ds_aitr->second.second & StateAttribute::PROTECTED))
|
|
{
|
|
// override is on, just treat as a normal apply on attribute.
|
|
|
|
if (as.changed)
|
|
{
|
|
as.changed = false;
|
|
const StateAttribute* new_attr = as.attributeVec.back().first;
|
|
applyAttribute(new_attr,as);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// no override on or no previous entry, therefore consider incoming attribute.
|
|
const StateAttribute* new_attr = ds_aitr->second.first.get();
|
|
if (applyAttribute(new_attr,as))
|
|
{
|
|
as.changed = true;
|
|
}
|
|
}
|
|
|
|
++this_aitr;
|
|
++ds_aitr;
|
|
}
|
|
}
|
|
|
|
// iterator over the remaining state attributes to apply any previous changes.
|
|
for(;
|
|
this_aitr!=attributeMap.end();
|
|
++this_aitr)
|
|
{
|
|
// note attribute type = this_aitr->first
|
|
AttributeStack& as = this_aitr->second;
|
|
if (as.changed)
|
|
{
|
|
as.changed = false;
|
|
if (!as.attributeVec.empty())
|
|
{
|
|
const StateAttribute* new_attr = as.attributeVec.back().first;
|
|
applyAttribute(new_attr,as);
|
|
}
|
|
else
|
|
{
|
|
applyGlobalDefaultAttribute(as);
|
|
}
|
|
}
|
|
}
|
|
|
|
// iterator over the remaining incoming attribute to apply any new attribute.
|
|
for(;
|
|
ds_aitr!=attributeList.end();
|
|
++ds_aitr)
|
|
{
|
|
// ds_aitr->first is a new attribute, therefore
|
|
// need to insert a new attribute entry for ds_aitr->first.
|
|
AttributeStack& as = attributeMap[ds_aitr->first];
|
|
|
|
const StateAttribute* new_attr = ds_aitr->second.first.get();
|
|
applyAttribute(new_attr,as);
|
|
|
|
// will need to update this attribute on next apply so set it to changed.
|
|
as.changed = true;
|
|
}
|
|
|
|
}
|
|
|
|
inline void State::applyAttributeListOnTexUnit(unsigned int unit,AttributeMap& attributeMap,const StateSet::AttributeList& attributeList)
|
|
{
|
|
StateSet::AttributeList::const_iterator ds_aitr=attributeList.begin();
|
|
|
|
AttributeMap::iterator this_aitr=attributeMap.begin();
|
|
|
|
while (this_aitr!=attributeMap.end() && ds_aitr!=attributeList.end())
|
|
{
|
|
if (this_aitr->first<ds_aitr->first)
|
|
{
|
|
|
|
// note attribute type = this_aitr->first
|
|
AttributeStack& as = this_aitr->second;
|
|
if (as.changed)
|
|
{
|
|
as.changed = false;
|
|
if (!as.attributeVec.empty())
|
|
{
|
|
const StateAttribute* new_attr = as.attributeVec.back().first;
|
|
applyAttributeOnTexUnit(unit,new_attr,as);
|
|
}
|
|
else
|
|
{
|
|
applyGlobalDefaultAttributeOnTexUnit(unit,as);
|
|
}
|
|
}
|
|
|
|
++this_aitr;
|
|
|
|
}
|
|
else if (ds_aitr->first<this_aitr->first)
|
|
{
|
|
|
|
// ds_aitr->first is a new attribute, therefore
|
|
// need to insert a new attribute entry for ds_aitr->first.
|
|
AttributeStack& as = attributeMap[ds_aitr->first];
|
|
|
|
const StateAttribute* new_attr = ds_aitr->second.first.get();
|
|
applyAttributeOnTexUnit(unit,new_attr,as);
|
|
|
|
as.changed = true;
|
|
|
|
++ds_aitr;
|
|
|
|
}
|
|
else
|
|
{
|
|
// this_mitr & ds_mitr refer to the same attribute, check the override
|
|
// if any otherwise just apply the incoming attribute
|
|
|
|
AttributeStack& as = this_aitr->second;
|
|
|
|
if (!as.attributeVec.empty() && (as.attributeVec.back().second & StateAttribute::OVERRIDE) && !(ds_aitr->second.second & StateAttribute::PROTECTED))
|
|
{
|
|
// override is on, just treat as a normal apply on attribute.
|
|
|
|
if (as.changed)
|
|
{
|
|
as.changed = false;
|
|
const StateAttribute* new_attr = as.attributeVec.back().first;
|
|
applyAttributeOnTexUnit(unit,new_attr,as);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// no override on or no previous entry, therefore consider incoming attribute.
|
|
const StateAttribute* new_attr = ds_aitr->second.first.get();
|
|
if (applyAttributeOnTexUnit(unit,new_attr,as))
|
|
{
|
|
as.changed = true;
|
|
}
|
|
}
|
|
|
|
++this_aitr;
|
|
++ds_aitr;
|
|
}
|
|
}
|
|
|
|
// iterator over the remaining state attributes to apply any previous changes.
|
|
for(;
|
|
this_aitr!=attributeMap.end();
|
|
++this_aitr)
|
|
{
|
|
// note attribute type = this_aitr->first
|
|
AttributeStack& as = this_aitr->second;
|
|
if (as.changed)
|
|
{
|
|
as.changed = false;
|
|
if (!as.attributeVec.empty())
|
|
{
|
|
const StateAttribute* new_attr = as.attributeVec.back().first;
|
|
applyAttributeOnTexUnit(unit,new_attr,as);
|
|
}
|
|
else
|
|
{
|
|
applyGlobalDefaultAttributeOnTexUnit(unit,as);
|
|
}
|
|
}
|
|
}
|
|
|
|
// iterator over the remaining incoming attribute to apply any new attribute.
|
|
for(;
|
|
ds_aitr!=attributeList.end();
|
|
++ds_aitr)
|
|
{
|
|
// ds_aitr->first is a new attribute, therefore
|
|
// need to insert a new attribute entry for ds_aitr->first.
|
|
AttributeStack& as = attributeMap[ds_aitr->first];
|
|
|
|
const StateAttribute* new_attr = ds_aitr->second.first.get();
|
|
applyAttributeOnTexUnit(unit,new_attr,as);
|
|
|
|
// will need to update this attribute on next apply so set it to changed.
|
|
as.changed = true;
|
|
}
|
|
|
|
}
|
|
|
|
inline void State::applyUniformList(UniformMap& uniformMap,const StateSet::UniformList& uniformList)
|
|
{
|
|
if (!_lastAppliedProgramObject) return;
|
|
|
|
StateSet::UniformList::const_iterator ds_aitr=uniformList.begin();
|
|
|
|
UniformMap::iterator this_aitr=uniformMap.begin();
|
|
|
|
while (this_aitr!=uniformMap.end() && ds_aitr!=uniformList.end())
|
|
{
|
|
if (this_aitr->first<ds_aitr->first)
|
|
{
|
|
// note attribute type = this_aitr->first
|
|
UniformStack& as = this_aitr->second;
|
|
if (!as.uniformVec.empty())
|
|
{
|
|
_lastAppliedProgramObject->apply(*as.uniformVec.back().first);
|
|
}
|
|
|
|
++this_aitr;
|
|
|
|
}
|
|
else if (ds_aitr->first<this_aitr->first)
|
|
{
|
|
_lastAppliedProgramObject->apply(*(ds_aitr->second.first.get()));
|
|
|
|
++ds_aitr;
|
|
}
|
|
else
|
|
{
|
|
// this_mitr & ds_mitr refer to the same attribute, check the override
|
|
// if any otherwise just apply the incoming attribute
|
|
|
|
UniformStack& as = this_aitr->second;
|
|
|
|
if (!as.uniformVec.empty() && (as.uniformVec.back().second & StateAttribute::OVERRIDE) && !(ds_aitr->second.second & StateAttribute::PROTECTED))
|
|
{
|
|
// override is on, just treat as a normal apply on uniform.
|
|
_lastAppliedProgramObject->apply(*as.uniformVec.back().first);
|
|
}
|
|
else
|
|
{
|
|
// no override on or no previous entry, therefore consider incoming attribute.
|
|
_lastAppliedProgramObject->apply(*(ds_aitr->second.first.get()));
|
|
}
|
|
|
|
++this_aitr;
|
|
++ds_aitr;
|
|
}
|
|
}
|
|
|
|
// iterator over the remaining state attributes to apply any previous changes.
|
|
for(;
|
|
this_aitr!=uniformMap.end();
|
|
++this_aitr)
|
|
{
|
|
// note attribute type = this_aitr->first
|
|
UniformStack& as = this_aitr->second;
|
|
if (!as.uniformVec.empty())
|
|
{
|
|
_lastAppliedProgramObject->apply(*as.uniformVec.back().first);
|
|
}
|
|
}
|
|
|
|
// iterator over the remaining incoming attribute to apply any new attribute.
|
|
for(;
|
|
ds_aitr!=uniformList.end();
|
|
++ds_aitr)
|
|
{
|
|
_lastAppliedProgramObject->apply(*(ds_aitr->second.first.get()));
|
|
}
|
|
|
|
}
|
|
|
|
inline void State::applyDefineList(DefineMap& defineMap, const StateSet::DefineList& defineList)
|
|
{
|
|
StateSet::DefineList::const_iterator dl_itr = defineList.begin();
|
|
DefineMap::DefineStackMap::iterator dm_itr = defineMap.map.begin();
|
|
|
|
defineMap.changed = false;
|
|
defineMap.currentDefines.clear();
|
|
|
|
while (dm_itr!=defineMap.map.end() && dl_itr!=defineList.end())
|
|
{
|
|
if (dm_itr->first<dl_itr->first)
|
|
{
|
|
DefineStack& ds = dm_itr->second;
|
|
DefineStack::DefineVec& dv = ds.defineVec;
|
|
if (!dv.empty() && (dv.back().second & StateAttribute::ON)!=0) defineMap.currentDefines[dm_itr->first] = dv.back();
|
|
|
|
++dm_itr;
|
|
}
|
|
else if (dl_itr->first<dm_itr->first)
|
|
{
|
|
if ((dl_itr->second.second & StateAttribute::ON)!=0) defineMap.currentDefines[dl_itr->first] = dl_itr->second;
|
|
|
|
++dl_itr;
|
|
}
|
|
else
|
|
{
|
|
// this_mitr & ds_mitr refer to the same mode, check the override
|
|
// if any otherwise just apply the incoming mode.
|
|
|
|
DefineStack& ds = dm_itr->second;
|
|
DefineStack::DefineVec& dv = ds.defineVec;
|
|
|
|
if (!dv.empty() && (dv.back().second & StateAttribute::OVERRIDE)!=0 && !(dl_itr->second.second & StateAttribute::PROTECTED))
|
|
{
|
|
// override is on, just treat as a normal apply on modes.
|
|
if ((dv.back().second & StateAttribute::ON)!=0) defineMap.currentDefines[dm_itr->first] = dv.back();
|
|
}
|
|
else
|
|
{
|
|
// no override on or no previous entry, therefore consider incoming mode.
|
|
if ((dl_itr->second.second & StateAttribute::ON)!=0) defineMap.currentDefines[dl_itr->first] = dl_itr->second;
|
|
}
|
|
|
|
++dm_itr;
|
|
++dl_itr;
|
|
}
|
|
}
|
|
|
|
// iterator over the remaining state modes to apply any previous changes.
|
|
for(;
|
|
dm_itr!=defineMap.map.end();
|
|
++dm_itr)
|
|
{
|
|
// note GLMode = this_mitr->first
|
|
DefineStack& ds = dm_itr->second;
|
|
DefineStack::DefineVec& dv = ds.defineVec;
|
|
if (!dv.empty() && (dv.back().second & StateAttribute::ON)!=0) defineMap.currentDefines[dm_itr->first] = dv.back();
|
|
}
|
|
|
|
// iterator over the remaining incoming modes to apply any new mode.
|
|
for(;
|
|
dl_itr!=defineList.end();
|
|
++dl_itr)
|
|
{
|
|
if ((dl_itr->second.second & StateAttribute::ON)!=0) defineMap.currentDefines[dl_itr->first] = dl_itr->second;
|
|
}
|
|
}
|
|
|
|
inline void State::applyModeMap(ModeMap& modeMap)
|
|
{
|
|
for(ModeMap::iterator mitr=modeMap.begin();
|
|
mitr!=modeMap.end();
|
|
++mitr)
|
|
{
|
|
// note GLMode = mitr->first
|
|
ModeStack& ms = mitr->second;
|
|
if (ms.changed)
|
|
{
|
|
ms.changed = false;
|
|
if (!ms.valueVec.empty())
|
|
{
|
|
bool new_value = ms.valueVec.back() & StateAttribute::ON;
|
|
applyMode(mitr->first,new_value,ms);
|
|
}
|
|
else
|
|
{
|
|
// assume default of disabled.
|
|
applyMode(mitr->first,ms.global_default_value,ms);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
inline void State::applyModeMapOnTexUnit(unsigned int unit,ModeMap& modeMap)
|
|
{
|
|
for(ModeMap::iterator mitr=modeMap.begin();
|
|
mitr!=modeMap.end();
|
|
++mitr)
|
|
{
|
|
// note GLMode = mitr->first
|
|
ModeStack& ms = mitr->second;
|
|
if (ms.changed)
|
|
{
|
|
ms.changed = false;
|
|
if (!ms.valueVec.empty())
|
|
{
|
|
bool new_value = ms.valueVec.back() & StateAttribute::ON;
|
|
applyModeOnTexUnit(unit,mitr->first,new_value,ms);
|
|
}
|
|
else
|
|
{
|
|
// assume default of disabled.
|
|
applyModeOnTexUnit(unit,mitr->first,ms.global_default_value,ms);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
inline void State::applyAttributeMap(AttributeMap& attributeMap)
|
|
{
|
|
for(AttributeMap::iterator aitr=attributeMap.begin();
|
|
aitr!=attributeMap.end();
|
|
++aitr)
|
|
{
|
|
AttributeStack& as = aitr->second;
|
|
if (as.changed)
|
|
{
|
|
as.changed = false;
|
|
if (!as.attributeVec.empty())
|
|
{
|
|
const StateAttribute* new_attr = as.attributeVec.back().first;
|
|
applyAttribute(new_attr,as);
|
|
}
|
|
else
|
|
{
|
|
applyGlobalDefaultAttribute(as);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
inline void State::applyAttributeMapOnTexUnit(unsigned int unit,AttributeMap& attributeMap)
|
|
{
|
|
for(AttributeMap::iterator aitr=attributeMap.begin();
|
|
aitr!=attributeMap.end();
|
|
++aitr)
|
|
{
|
|
AttributeStack& as = aitr->second;
|
|
if (as.changed)
|
|
{
|
|
as.changed = false;
|
|
if (!as.attributeVec.empty())
|
|
{
|
|
const StateAttribute* new_attr = as.attributeVec.back().first;
|
|
applyAttributeOnTexUnit(unit,new_attr,as);
|
|
}
|
|
else
|
|
{
|
|
applyGlobalDefaultAttributeOnTexUnit(unit,as);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
inline void State::applyUniformMap(UniformMap& uniformMap)
|
|
{
|
|
if (!_lastAppliedProgramObject) return;
|
|
|
|
for(UniformMap::iterator aitr=uniformMap.begin();
|
|
aitr!=uniformMap.end();
|
|
++aitr)
|
|
{
|
|
UniformStack& as = aitr->second;
|
|
if (!as.uniformVec.empty())
|
|
{
|
|
_lastAppliedProgramObject->apply(*as.uniformVec.back().first);
|
|
}
|
|
}
|
|
}
|
|
|
|
inline bool State::setActiveTextureUnit( unsigned int unit )
|
|
{
|
|
if (unit!=_currentActiveTextureUnit)
|
|
{
|
|
if (_glActiveTexture && unit < (unsigned int)(maximum(_glMaxTextureCoords,_glMaxTextureUnits)) )
|
|
{
|
|
_glActiveTexture(GL_TEXTURE0+unit);
|
|
_currentActiveTextureUnit = unit;
|
|
}
|
|
else
|
|
{
|
|
return unit==0;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
// forward declare speciailization of State::get() method
|
|
template<> inline GLExtensions* State::get<GLExtensions>() { return _glExtensions.get(); }
|
|
template<> inline const GLExtensions* State::get<GLExtensions>() const { return _glExtensions.get(); }
|
|
template<> inline void State::set<GLExtensions>(GLExtensions* ptr) { _glExtensions = ptr; }
|
|
|
|
}
|
|
|
|
#endif
|