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