OpenSceneGraph/include/osg/TexGen
2017-03-23 17:59:39 +00:00

142 lines
4.5 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_TEXGEN
#define OSG_TEXGEN 1
#include <osg/TextureAttribute>
#include <osg/Uniform>
#include <osg/State>
#if defined(OSG_GLES1_AVAILABLE) || defined(OSG_GLES2_AVAILABLE) || defined(OSG_GLES3_AVAILABLE) || defined(OSG_GL3_AVAILABLE)
#define GL_OBJECT_LINEAR 0x2401
#define GL_EYE_LINEAR 0x2400
#define GL_SPHERE_MAP 0x2402
#define GL_TEXTURE_GEN_S 0x0C60
#define GL_TEXTURE_GEN_T 0x0C61
#define GL_TEXTURE_GEN_R 0x0C62
#define GL_TEXTURE_GEN_Q 0x0C63
#endif
#ifndef GL_NORMAL_MAP
#define GL_NORMAL_MAP 0x8511
#endif
#ifndef GL_REFLECTION_MAP
#define GL_REFLECTION_MAP 0x8512
#endif
namespace osg {
/** TexGen encapsulates the OpenGL glTexGen (texture coordinate generation)
* state.*/
class OSG_EXPORT TexGen : public TextureAttribute
{
public :
TexGen();
/** Copy constructor using CopyOp to manage deep vs shallow copy. */
TexGen(const TexGen& texgen,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, TexGen, TEXGEN);
/** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs. */
virtual int compare(const StateAttribute& sa) const
{
// Check for equal types, then create the rhs variable
// used by the COMPARE_StateAttribute_Parameter macros below.
COMPARE_StateAttribute_Types(TexGen,sa)
// Compare each parameter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_mode)
COMPARE_StateAttribute_Parameter(_plane_s)
COMPARE_StateAttribute_Parameter(_plane_t)
COMPARE_StateAttribute_Parameter(_plane_r)
COMPARE_StateAttribute_Parameter(_plane_q)
return 0; // Passed all the above comparison macros, so must be equal.
}
virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
{
usage.usesTextureMode(GL_TEXTURE_GEN_S);
usage.usesTextureMode(GL_TEXTURE_GEN_T);
// Not happy with turning all tex gen parameters on
// as the OSG currently only supports 2D textures and therefore
// only S and T will be required, R&Q would be redundant...
// So commenting out the following until OSG supports 3D textures.
// I plan to revamp the OpenGL state management later so will
// tidy up then. Robert Osfield. Jan 2001.
// The tidy up is now happening, but will have a think before
// resolving the below parameters.
usage.usesTextureMode(GL_TEXTURE_GEN_R);
usage.usesTextureMode(GL_TEXTURE_GEN_Q);
return true;
}
virtual void apply(State& state) const;
enum Mode {
OBJECT_LINEAR = GL_OBJECT_LINEAR,
EYE_LINEAR = GL_EYE_LINEAR,
SPHERE_MAP = GL_SPHERE_MAP,
NORMAL_MAP = GL_NORMAL_MAP,
REFLECTION_MAP = GL_REFLECTION_MAP
};
void setMode( Mode mode );
Mode getMode() const { return _mode; }
enum Coord {
S, T, R, Q
};
void setPlane(Coord which, const Plane& plane);
Plane& getPlane(Coord which);
const Plane& getPlane(Coord which) const;
/** Set the tex gen planes from specified matrix.
* Typical usage would be to pass in a projection
* matrix to set up projective texturing.
*/
void setPlanesFromMatrix(const Matrixd& matrix);
protected :
virtual ~TexGen( void );
std::string getUniformName(const char* baseName, unsigned int unit);
void configureUniformNames();
Mode _mode;
ref_ptr<PlaneUniform> _plane_s;
ref_ptr<PlaneUniform> _plane_t;
ref_ptr<PlaneUniform> _plane_r;
ref_ptr<PlaneUniform> _plane_q;
StateSet::DefineList _defineList;
};
}
#endif