OpenSceneGraph/include/osg/StencilTwoSided
2014-12-09 11:14:33 +00:00

165 lines
5.9 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_STENCILTWOSIDED
#define OSG_STENCILTWOSIDED 1
#include <osg/Stencil>
namespace osg {
#ifndef GL_STENCIL_TEST_TWO_SIDE
#define GL_STENCIL_TEST_TWO_SIDE 0x8910
#endif
/** Provides OpenGL two sided stencil functionality, also known as separate stencil.
* It enables to specify different stencil function for front and back facing polygons.
* Two sided stenciling is used usually to eliminate the need of two rendering passes
* when using standard stenciling functions. See also \sa osg::Stencil.
*
* Two sided stenciling is available since OpenGL 2.0. It is also supported by
* EXT_stencil_two_side extension especially on Nvidia cards.
* Another extension introduced by ATI is ATI_separate_stencil. However, ATI's extension
* is limited to have reference and mask value the same for both faces.
* ATI's extension is currently not supported by the current implementation.
*
* osg::StencilTwoSided does nothing if OpenGL 2.0 or EXT_stencil_two_side are not available.
*/
class OSG_EXPORT StencilTwoSided : public StateAttribute
{
public :
StencilTwoSided();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
StencilTwoSided(const StencilTwoSided& stencil,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, StencilTwoSided, STENCIL);
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const StateAttribute& sa) const;
virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
{
usage.usesMode(GL_STENCIL_TEST);
return true;
}
enum Face
{
FRONT = 0,
BACK = 1
};
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
};
inline void setFunction(Face face, Function func,int ref,unsigned int mask)
{
_func[face] = func;
_funcRef[face] = ref;
_funcMask[face] = mask;
}
inline void setFunction(Face face, Function func) { _func[face] = func; }
inline Function getFunction(Face face) const { return _func[face]; }
inline void setFunctionRef(Face face, int ref) { _funcRef[face]=ref; }
inline int getFunctionRef(Face face) const { return _funcRef[face]; }
inline void setFunctionMask(Face face, unsigned int mask) { _funcMask[face]=mask; }
inline unsigned int getFunctionMask(Face face) const { return _funcMask[face]; }
enum Operation
{
KEEP = GL_KEEP,
ZERO = GL_ZERO,
REPLACE = GL_REPLACE,
INCR = GL_INCR,
DECR = GL_DECR,
INVERT = GL_INVERT,
INCR_WRAP = GL_INCR_WRAP,
DECR_WRAP = GL_DECR_WRAP
};
/** set the operations to apply when the various stencil and depth
* tests fail or pass. First parameter is to control the operation
* when the stencil test fails. The second parameter is to control the
* operation when the stencil test passes, but depth test fails. The
* third parameter controls the operation when both the stencil test
* and depth pass. Ordering of parameter is the same as if using
* glStencilOp(,,).*/
inline void setOperation(Face face, Operation sfail, Operation zfail, Operation zpass)
{
_sfail[face] = sfail;
_zfail[face] = zfail;
_zpass[face] = zpass;
}
/** set the operation when the stencil test fails.*/
inline void setStencilFailOperation(Face face, Operation sfail) { _sfail[face] = sfail; }
/** get the operation when the stencil test fails.*/
inline Operation getStencilFailOperation(Face face) const { return _sfail[face]; }
/** set the operation when the stencil test passes but the depth test fails.*/
inline void setStencilPassAndDepthFailOperation(Face face, Operation zfail) { _zfail[face]=zfail; }
/** get the operation when the stencil test passes but the depth test fails.*/
inline Operation getStencilPassAndDepthFailOperation(Face face) const { return _zfail[face]; }
/** set the operation when both the stencil test and the depth test pass.*/
inline void setStencilPassAndDepthPassOperation(Face face, Operation zpass) { _zpass[face]=zpass; }
/** get the operation when both the stencil test and the depth test pass.*/
inline Operation getStencilPassAndDepthPassOperation(Face face) const { return _zpass[face]; }
inline void setWriteMask(Face face, unsigned int mask) { _writeMask[face] = mask; }
inline unsigned int getWriteMask(Face face) const { return _writeMask[face]; }
virtual void apply(State& state) const;
protected:
virtual ~StencilTwoSided();
Function _func[2];
int _funcRef[2];
unsigned int _funcMask[2];
Operation _sfail[2];
Operation _zfail[2];
Operation _zpass[2];
unsigned int _writeMask[2];
};
}
#endif