76 lines
2.2 KiB
Plaintext
76 lines
2.2 KiB
Plaintext
#ifndef OSG_TEXGEN
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#define OSG_TEXGEN 1
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#include <osg/Vec4>
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#include <osg/StateAttribute>
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#include <osg/StateSet>
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namespace osg {
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/** TexGen - encapsulates the OpenGL glTexGen (texture coordinate generation) state.*/
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class SG_EXPORT TexGen : public StateAttribute
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{
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public :
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TexGen( void );
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virtual Object* clone() const { return new TexGen(); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const TexGen*>(obj)!=NULL; }
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virtual const char* className() const { return "TexGen"; }
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virtual const Type getType() const { return TEXGEN; }
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virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
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{
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ds.setMode(GL_TEXTURE_GEN_S,value);
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ds.setMode(GL_TEXTURE_GEN_T,value);
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// Not happy with turning all tex gen paramters on
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// as the OSG currently only supports 2D textures and therefore
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// only S and T will only be required, R&Q would be redundent...
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// So commenting out the following until OSG supports 3D texures.
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// I plan to revamp the OpenGL state management later so will
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// tidy up then. Robert Osfield. Jan 2001.
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// The tidy up is now happening, but wiil have a think before
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// resolving the below parameters.
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// ds.setMode(GL_TEXTURE_GEN_R,value);
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// ds.setMode(GL_TEXTURE_GEN_Q,value);
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}
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virtual void apply(State& state) const;
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enum Mode {
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OBJECT_LINEAR = GL_OBJECT_LINEAR,
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EYE_LINEAR = GL_EYE_LINEAR,
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SPHERE_MAP = GL_SPHERE_MAP
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};
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inline void setMode( const Mode mode ) { _mode = mode; }
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const Mode getMode() const { return _mode; }
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enum Coord {
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S, T, R, Q
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};
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void setPlane(const Coord which, const Vec4& plane);
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const Vec4& getPlane(const Coord which) const;
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protected :
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virtual ~TexGen( void );
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Mode _mode;
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/// additional texgen coefficents for GL_OBJECT_PLANE or GL_EYE_PLANE,
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Vec4 _plane_s, _plane_t, _plane_r, _plane_q;
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};
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};
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#endif
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