OpenSceneGraph/include/osg/Depth
2012-03-21 17:36:20 +00:00

113 lines
3.3 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_DEPTH
#define OSG_DEPTH 1
#include <osg/StateAttribute>
namespace osg {
/** Encapsulate OpenGL glDepthFunc/Mask/Range functions.
*/
class OSG_EXPORT Depth : public StateAttribute
{
public :
enum Function
{
NEVER = GL_NEVER,
LESS = GL_LESS,
EQUAL = GL_EQUAL,
LEQUAL = GL_LEQUAL,
GREATER = GL_GREATER,
NOTEQUAL = GL_NOTEQUAL,
GEQUAL = GL_GEQUAL,
ALWAYS = GL_ALWAYS
};
Depth(Function func=LESS,double zNear=0.0, double zFar=1.0,bool writeMask=true);
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Depth(const Depth& dp,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
StateAttribute(dp,copyop),
_func(dp._func),
_zNear(dp._zNear),
_zFar(dp._zFar),
_depthWriteMask(dp._depthWriteMask) {}
META_StateAttribute(osg, Depth, DEPTH);
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Parameter macros below.
COMPARE_StateAttribute_Types(Depth,sa)
// compare each parameter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_func)
COMPARE_StateAttribute_Parameter(_depthWriteMask)
COMPARE_StateAttribute_Parameter(_zNear)
COMPARE_StateAttribute_Parameter(_zFar)
return 0; // passed all the above comparison macros, must be equal.
}
virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
{
usage.usesMode(GL_DEPTH_TEST);
return true;
}
inline void setFunction(Function func) { _func = func; }
inline Function getFunction() const { return _func; }
inline void setRange(double zNear, double zFar)
{
_zNear = zNear;
_zFar = zFar;
}
inline void setZNear(double zNear) { _zNear=zNear; }
inline double getZNear() const { return _zNear; }
inline void setZFar(double zFar) { _zFar=zFar; }
inline double getZFar() const { return _zFar; }
inline void setWriteMask(bool mask) { _depthWriteMask = mask; }
inline bool getWriteMask() const { return _depthWriteMask; }
virtual void apply(State& state) const;
protected:
virtual ~Depth();
Function _func;
double _zNear;
double _zFar;
bool _depthWriteMask;
};
}
#endif