OpenSceneGraph/include/osg/StateAttribute
2003-01-04 20:45:53 +00:00

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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
#ifndef OSG_STATEATTRIBUTE
#define OSG_STATEATTRIBUTE 1
#include <osg/Export>
#include <osg/Object>
#include <osg/GL>
#include <typeinfo>
#include <vector>
namespace osg {
// forward declare State & StateSet
class State;
class StateSet;
/** META_StateAttribute macro define the standard clone, isSameKindAs,
* className and getType methods.
* Use when subclassing from Object to make it more convinient to define
* the standard pure virtual methods which are required for all Object
* subclasses.*/
#define META_StateAttribute(library,name,type) \
virtual osg::Object* cloneType() const { return new name(); } \
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new name (*this,copyop); } \
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const name *>(obj)!=NULL; } \
virtual const char* libraryName() const { return #library; } \
virtual const char* className() const { return #name; } \
virtual Type getType() const { return type; }
/** COMPARE_StateAttribute_Types macro is a helper for implementing the StatateAtribute::compare(..) method.*/
#define COMPARE_StateAttribute_Types(TYPE,rhs_attribute) \
if (this==&rhs_attribute) return 0;\
const std::type_info* type_lhs = &typeid(*this);\
const std::type_info* type_rhs = &typeid(rhs_attribute);\
if (type_lhs->before(*type_rhs)) return -1;\
if (*type_lhs != *type_rhs) return 1;\
const TYPE& rhs = static_cast<const TYPE&>(rhs_attribute);
/** COMPARE_StateAttribute_Parameter macro is a helper for implementing the StatateAtribute::compare(..) method.
* Macro assumes that variable rhs has been corrected defined by code preceesing
* macro.*/
#define COMPARE_StateAttribute_Parameter(parameter) \
if (parameter<rhs.parameter) return -1; \
if (rhs.parameter<parameter) return 1;
// define for the GL_EXT_secondary_color extension, GL_COLOR_SUM is OpenGL
// mode to be used to enable and disable the off the second color.
#ifndef GL_COLOR_SUM
#define GL_COLOR_SUM 0x8458
#endif
/** Base class for state attribuets.
*/
class SG_EXPORT StateAttribute : public Object
{
public :
/** GLMode is the value used in glEnable/glDisable(mode) */
typedef GLenum GLMode;
/** GLModeValue is used to specified whether an mode is enabled (ON) or disabled (OFF).
* GLMoveValue is also used to specify the override behavior of modes from parent to children.
* See enum Value description for more details.*/
typedef unsigned int GLModeValue;
/** Override is used to specified the override behavior of StateAttributes
* from from parent to children.
* See enum Value description for more details.*/
typedef unsigned int OverrideValue;
/** list values which can be used in to set either GLModeValues
* or OverrideValues. When using in conjunction with GLModeValues
* all Values have meaning. When using in conjection with
* StateAttribute OverrideValue only OFF,OVERRIDE and INHERIT
* are meaningful. However, they are useful when using GLModeValue
* and OverrideValue in conjunction with each other as when using
* StateSet::setAttributeAndModes(..).*/
enum Values
{
/** means that associated GLMode and Override is disabled.*/
OFF = 0x0,
/** means that associated GLMode is enabled and Override is disabled.*/
ON = 0x1,
/** Overriding of GLMode's or StateAttributes is enabled, so that state below it is overriden.*/
OVERRIDE = 0x2,
/** Protecting of GLMode's os StateAttributes is enabled, so that state from above connot override this and below state.*/
PROTECTED = 0x4,
/** means that GLMode or StateAttribute should in inherited from above.*/
INHERIT = 0x8
};
/** Type identifier to differentiate between different state types. */
typedef unsigned int Type;
/** Values of StateAttribute::Type used to aid identification
* of different StateAttribute subclasses. Each subclass defines
* it own value in the virtual Type getType() method. When
* extending the osg's StateAttribute's simply define your
* own Type value which is unique, using the StateAttribute::Type
* enum as a guide of what values to use. If your new subclass
* needs to override a standard StateAttriubte then simple use
* that types value. */
enum Types
{
TEXTURE,
POLYGONMODE,
POLYGONOFFSET,
MATERIAL,
ALPHAFUNC,
ANTIALIAS,
COLORTABLE,
CULLFACE,
FOG,
FRONTFACE,
LIGHT,
LIGHT_0 =LIGHT,
LIGHT_1,
LIGHT_2,
LIGHT_3,
LIGHT_4,
LIGHT_5,
LIGHT_6,
LIGHT_7,
POINT,
LINEWIDTH,
LINESTIPPLE,
POLYGONSTIPPLE,
SHADEMODEL,
TEXENV,
TEXGEN,
TEXMAT,
LIGHTMODEL,
BLENDFUNC,
STENCIL,
COLORMASK,
DEPTH,
VIEWPORT,
CLIPPLANE,
CLIPPLANE_0 =CLIPPLANE,
CLIPPLANE_1,
CLIPPLANE_2,
CLIPPLANE_3,
CLIPPLANE_4,
CLIPPLANE_5,
COLORMATRIX,
VERTEXPROGRAM,
FRAGMENTPROGRAM
};
StateAttribute() { setDataVariance(STATIC); }
StateAttribute(const StateAttribute& sa,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
Object(sa,copyop) {}
/** Clone the type of an attribute, with Object* return type.
Must be defined by derived classes.*/
virtual Object* cloneType() const = 0;
/** Clone an attribute, with Object* return type.
Must be defined by derived classes.*/
virtual Object* clone(const CopyOp&) const = 0;
/** return true if this and obj are of the same kind of object.*/
virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const StateAttribute*>(obj)!=NULL; }
/** return the name of the attribute's library.*/
virtual const char* libraryName() const { return "osg"; }
/** return the name of the attribute's class type.*/
virtual const char* className() const { return "StateAttribute"; }
/** return the Type identifier of the attribute's class type.*/
virtual Type getType() const = 0;
/** return true if StateAttribute is a type which controls texturing and needs to be issued w.r.t to specific texture unit.*/
virtual bool isTextureAttribute() const { return false; }
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const StateAttribute& sa) const = 0;
bool operator < (const StateAttribute& rhs) const { return compare(rhs)<0; }
bool operator == (const StateAttribute& rhs) const { return compare(rhs)==0; }
bool operator != (const StateAttribute& rhs) const { return compare(rhs)!=0; }
/** return the modes associated with this StateSet*/
virtual void getAssociatedModes(std::vector<GLMode>& /*modes*/) const
{
// default to no GLMode's associated with use of the StateAttribute.
}
/** apply the OpenGL state attributes.
* The global state for the current OpenGL context is passed
* in to allow the StateAttribute to obtain details on the
* the current context and state.
*/
virtual void apply(State&) const = 0 ;
/** default to nothing to compile - all state is applied immediately. */
virtual void compile(State&) const {};
protected:
virtual ~StateAttribute() {}
};
}
#endif