3f1e77d479
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14583 16af8721-9629-0410-8352-f15c8da7e697
165 lines
5.9 KiB
C++
165 lines
5.9 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_STENCILTWOSIDED
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#define OSG_STENCILTWOSIDED 1
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#include <osg/Stencil>
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namespace osg {
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#ifndef GL_STENCIL_TEST_TWO_SIDE
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#define GL_STENCIL_TEST_TWO_SIDE 0x8910
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#endif
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/** Provides OpenGL two sided stencil functionality, also known as separate stencil.
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* It enables to specify different stencil function for front and back facing polygons.
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* Two sided stenciling is used usually to eliminate the need of two rendering passes
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* when using standard stenciling functions. See also \sa osg::Stencil.
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*
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* Two sided stenciling is available since OpenGL 2.0. It is also supported by
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* EXT_stencil_two_side extension especially on Nvidia cards.
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* Another extension introduced by ATI is ATI_separate_stencil. However, ATI's extension
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* is limited to have reference and mask value the same for both faces.
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* ATI's extension is currently not supported by the current implementation.
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*
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* osg::StencilTwoSided does nothing if OpenGL 2.0 or EXT_stencil_two_side are not available.
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*/
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class OSG_EXPORT StencilTwoSided : public StateAttribute
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{
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public :
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StencilTwoSided();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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StencilTwoSided(const StencilTwoSided& stencil,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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META_StateAttribute(osg, StencilTwoSided, STENCIL);
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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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virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
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{
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usage.usesMode(GL_STENCIL_TEST);
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return true;
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}
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enum Face
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{
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FRONT = 0,
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BACK = 1
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};
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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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inline void setFunction(Face face, Function func,int ref,unsigned int mask)
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{
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_func[face] = func;
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_funcRef[face] = ref;
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_funcMask[face] = mask;
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}
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inline void setFunction(Face face, Function func) { _func[face] = func; }
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inline Function getFunction(Face face) const { return _func[face]; }
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inline void setFunctionRef(Face face, int ref) { _funcRef[face]=ref; }
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inline int getFunctionRef(Face face) const { return _funcRef[face]; }
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inline void setFunctionMask(Face face, unsigned int mask) { _funcMask[face]=mask; }
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inline unsigned int getFunctionMask(Face face) const { return _funcMask[face]; }
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enum Operation
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{
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KEEP = GL_KEEP,
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ZERO = GL_ZERO,
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REPLACE = GL_REPLACE,
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INCR = GL_INCR,
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DECR = GL_DECR,
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INVERT = GL_INVERT,
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INCR_WRAP = GL_INCR_WRAP,
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DECR_WRAP = GL_DECR_WRAP
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};
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/** set the operations to apply when the various stencil and depth
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* tests fail or pass. First parameter is to control the operation
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* when the stencil test fails. The second parameter is to control the
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* operation when the stencil test passes, but depth test fails. The
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* third parameter controls the operation when both the stencil test
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* and depth pass. Ordering of parameter is the same as if using
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* glStencilOp(,,).*/
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inline void setOperation(Face face, Operation sfail, Operation zfail, Operation zpass)
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{
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_sfail[face] = sfail;
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_zfail[face] = zfail;
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_zpass[face] = zpass;
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}
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/** set the operation when the stencil test fails.*/
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inline void setStencilFailOperation(Face face, Operation sfail) { _sfail[face] = sfail; }
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/** get the operation when the stencil test fails.*/
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inline Operation getStencilFailOperation(Face face) const { return _sfail[face]; }
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/** set the operation when the stencil test passes but the depth test fails.*/
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inline void setStencilPassAndDepthFailOperation(Face face, Operation zfail) { _zfail[face]=zfail; }
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/** get the operation when the stencil test passes but the depth test fails.*/
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inline Operation getStencilPassAndDepthFailOperation(Face face) const { return _zfail[face]; }
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/** set the operation when both the stencil test and the depth test pass.*/
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inline void setStencilPassAndDepthPassOperation(Face face, Operation zpass) { _zpass[face]=zpass; }
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/** get the operation when both the stencil test and the depth test pass.*/
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inline Operation getStencilPassAndDepthPassOperation(Face face) const { return _zpass[face]; }
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inline void setWriteMask(Face face, unsigned int mask) { _writeMask[face] = mask; }
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inline unsigned int getWriteMask(Face face) const { return _writeMask[face]; }
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virtual void apply(State& state) const;
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protected:
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virtual ~StencilTwoSided();
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Function _func[2];
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int _funcRef[2];
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unsigned int _funcMask[2];
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Operation _sfail[2];
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Operation _zfail[2];
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Operation _zpass[2];
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unsigned int _writeMask[2];
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};
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}
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#endif
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