493 lines
22 KiB
C++
493 lines
22 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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_STATESET
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#define OSG_STATESET 1
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#include <osg/Object>
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#include <osg/StateAttribute>
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#include <osg/ref_ptr>
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#include <osg/Uniform>
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#include <osg/Program>
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#include <map>
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#include <vector>
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#include <string>
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#ifndef GL_RESCALE_NORMAL
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// allow compilation against GL1.1 headers.
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#define GL_RESCALE_NORMAL 0x803A
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#endif
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namespace osg {
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// forward declare for the purposes of the UpdateCallback.
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class NodeVisitor;
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/** Stores a set of modes and attributes which respresent a set of OpenGL state.
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* Notice that a \c StateSet contains just a subset of the whole OpenGL state.
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* <p>In OSG, each \c Drawable and each \c Node has a reference to a
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* \c StateSet. These <tt>StateSet</tt>s can be shared between
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* different <tt>Drawable</tt>s and <tt>Node</tt>s (that is, several
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* <tt>Drawable</tt>s and <tt>Node</tt>s can reference the same \c StateSet).
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* Indeed, this practice is recommended whenever possible,
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* as this minimizes expensive state changes in the graphics pipeline.
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*/
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class OSG_EXPORT StateSet : public Object
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{
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public :
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StateSet();
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StateSet(const StateSet&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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virtual Object* cloneType() const { return new StateSet(); }
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virtual Object* clone(const CopyOp& copyop) const { return new StateSet(*this,copyop); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const StateSet*>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "StateSet"; }
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
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int compare(const StateSet& rhs,bool compareAttributeContents=false) const;
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bool operator < (const StateSet& rhs) const { return compare(rhs)<0; }
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bool operator == (const StateSet& rhs) const { return compare(rhs)==0; }
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bool operator != (const StateSet& rhs) const { return compare(rhs)!=0; }
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/** A vector of osg::Object pointers which is used to store the parent(s) of this Stateset, the parents could be osg::Node or osg::Drawable.*/
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typedef std::vector<Object*> ParentList;
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/** Get the parent list of this StateSet. */
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inline const ParentList& getParents() const { return _parents; }
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/** Get the a copy of parent list of node. A copy is returned to
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* prevent modification of the parent list.*/
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inline ParentList getParents() { return _parents; }
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inline Object* getParent(unsigned int i) { return _parents[i]; }
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/**
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* Get a single const parent of this StateSet.
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* @param i index of the parent to get.
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* @return the parent i.
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*/
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inline const Object* getParent(unsigned int i) const { return _parents[i]; }
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/**
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* Get the number of parents of this StateSet.
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* @return the number of parents of this StateSet.
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*/
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inline unsigned int getNumParents() const { return _parents.size(); }
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/** Set all the modes to on or off so that it defines a
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complete state, typically used for a default global state.*/
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void setGlobalDefaults();
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/** Clear the StateSet of all modes and attributes.*/
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void clear();
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/** Merge this \c StateSet with the \c StateSet passed as parameter.
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* Every mode and attribute in this \c StateSet that is marked with
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* \c StateAttribute::OVERRIDE is replaced with the
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* equivalent mode or attribute from \c rhs.
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*/
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void merge(const StateSet& rhs);
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/** a container to map GLModes to their respective GLModeValues.*/
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typedef std::map<StateAttribute::GLMode,StateAttribute::GLModeValue> ModeList;
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/** Set this \c StateSet to contain the specified \c GLMode with a given
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* value.
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* @note Don't use this method to set modes related to textures. For this
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* purpose, use \c setTextureMode(), that accepts an extra parameter
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* specifying which texture unit shall be affected by the call.
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*/
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void setMode(StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
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/** Remove \c mode from this \c StateSet.
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* @note Don't use this method to remove modes related to textures. For
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* this purpose, use \c removeTextureMode(), that accepts an extra
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* parameter specifying which texture unit shall be affected by
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* the call.
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*/
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void removeMode(StateAttribute::GLMode mode);
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/** Get the value for a given \c GLMode.
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* @param mode The \c GLMode whose value is desired.
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* @return If \c mode is contained within this \c StateSet, returns the
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* value associated with it. Otherwise, returns
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* \c StateAttribute::INHERIT.
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* @note Don't use this method to get the value of modes related to
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* textures. For this purpose, use \c removeTextureMode(), that
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* accepts an extra parameter specifying which texture unit shall
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* be affected by the call.
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*/
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StateAttribute::GLModeValue getMode(StateAttribute::GLMode mode) const;
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/** Set the list of all <tt>GLMode</tt>s contained in this \c StateSet.*/
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inline void setModeList(ModeList& ml) { _modeList=ml; }
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/** Return the list of all <tt>GLMode</tt>s contained in this \c StateSet.*/
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inline ModeList& getModeList() { return _modeList; }
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/** Return the \c const list of all <tt>GLMode</tt>s contained in this
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* <tt>const StateSet</tt>.
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*/
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inline const ModeList& getModeList() const { return _modeList; }
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/** Simple pairing between an attribute and its override flag.*/
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typedef std::pair<ref_ptr<StateAttribute>,StateAttribute::OverrideValue> RefAttributePair;
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/** a container to map <StateAttribyte::Types,Member> to their respective RefAttributePair.*/
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typedef std::map<StateAttribute::TypeMemberPair,RefAttributePair> AttributeList;
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/** Set this StateSet to contain specified attribute and override flag.*/
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void setAttribute(StateAttribute *attribute, StateAttribute::OverrideValue value=StateAttribute::OFF);
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/** Set this StateSet to contain specified attribute and set the associated GLMode's to specified value.*/
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void setAttributeAndModes(StateAttribute *attribute, StateAttribute::GLModeValue value=StateAttribute::ON);
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/** remove attribute of specified type from StateSet.*/
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void removeAttribute(StateAttribute::Type type, unsigned int member=0);
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/** remove attribute from StateSet.*/
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void removeAttribute(StateAttribute *attribute);
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/** Get specified StateAttribute for specified type.
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* Returns NULL if no type is contained within StateSet.*/
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StateAttribute* getAttribute(StateAttribute::Type type, unsigned int member = 0);
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/** Get specified const StateAttribute for specified type.
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* Returns NULL if no type is contained within const StateSet.*/
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const StateAttribute* getAttribute(StateAttribute::Type type, unsigned int member = 0) const;
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/** Get specified RefAttributePair for specified type.
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* Returns NULL if no type is contained within StateSet.*/
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const RefAttributePair* getAttributePair(StateAttribute::Type type, unsigned int member = 0) const;
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/** set the list of all StateAttributes contained in this StateSet.*/
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inline void setAttributeList(AttributeList& al) { _attributeList=al; }
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/** return the list of all StateAttributes contained in this StateSet.*/
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inline AttributeList& getAttributeList() { return _attributeList; }
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/** return the const list of all StateAttributes contained in this const StateSet.*/
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inline const AttributeList& getAttributeList() const { return _attributeList; }
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typedef std::vector<ModeList> TextureModeList;
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/** Set this \c StateSet to contain specified \c GLMode with a given
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* value.
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* @param unit The texture unit to be affected (used with
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* multi-texturing).
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* @param mode The OpenGL mode to be added to the \c StateSet.
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* @param value The value to be assigned to \c mode.
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*/
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void setTextureMode(unsigned int unit,StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
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/** Remove texture mode from StateSet.*/
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void removeTextureMode(unsigned int unit,StateAttribute::GLMode mode);
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/** Get specified GLModeValue for specified GLMode.
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* returns INHERIT if no GLModeValue is contained within StateSet.*/
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StateAttribute::GLModeValue getTextureMode(unsigned int unit,StateAttribute::GLMode mode) const;
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/** set the list of all Texture related GLModes contained in this StateSet.*/
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inline void setTextureModeList(TextureModeList& tml) { _textureModeList=tml; }
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/** return the list of all Texture related GLModes contained in this StateSet.*/
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inline TextureModeList& getTextureModeList() { return _textureModeList; }
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/** return the const list of all Texture related GLModes contained in this const StateSet.*/
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inline const TextureModeList& getTextureModeList() const { return _textureModeList; }
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typedef std::vector<AttributeList> TextureAttributeList;
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/** Set this StateSet to contain specified attribute and override flag.*/
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void setTextureAttribute(unsigned int unit,StateAttribute *attribute, StateAttribute::OverrideValue value=StateAttribute::OFF);
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/** Set this StateSet to contain specified attribute and set the associated GLMode's to specified value.*/
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void setTextureAttributeAndModes(unsigned int unit,StateAttribute *attribute, StateAttribute::GLModeValue value=StateAttribute::ON);
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/** remove texture attribute of specified type from StateSet.*/
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void removeTextureAttribute(unsigned int unit, StateAttribute::Type type);
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/** remove texture attribute from StateSet.*/
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void removeTextureAttribute(unsigned int unit, StateAttribute *attribute);
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/** Get specified Texture related StateAttribute for specified type.
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* Returns NULL if no type is contained within StateSet.*/
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StateAttribute* getTextureAttribute(unsigned int unit,StateAttribute::Type type);
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/** Get specified Texture related const StateAttribute for specified type.
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* Returns NULL if no type is contained within const StateSet.*/
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const StateAttribute* getTextureAttribute(unsigned int unit,StateAttribute::Type type) const;
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/** Get specified Texture related RefAttributePair for specified type.
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* Returns NULL if no type is contained within StateSet.*/
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const RefAttributePair* getTextureAttributePair(unsigned int unit,StateAttribute::Type type) const;
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/** Set the list of all Texture related StateAttributes contained in this StateSet.*/
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inline void setTextureAttributeList(TextureAttributeList& tal) { _textureAttributeList=tal; }
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/** Return the list of all Texture related StateAttributes contained in this StateSet.*/
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inline TextureAttributeList& getTextureAttributeList() { return _textureAttributeList; }
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/** Return the const list of all Texture related StateAttributes contained in this const StateSet.*/
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inline const TextureAttributeList& getTextureAttributeList() const { return _textureAttributeList; }
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void setAssociatedModes(const StateAttribute* attribute, StateAttribute::GLModeValue value);
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void setAssociatedTextureModes(unsigned int unit,const StateAttribute* attribute, StateAttribute::GLModeValue value);
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/** Simple pairing between a Uniform and its override flag.*/
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typedef std::pair<ref_ptr<Uniform>,StateAttribute::OverrideValue> RefUniformPair;
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/** a container to map Uniform name to its respective RefUniformPair.*/
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typedef std::map<std::string,RefUniformPair> UniformList;
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/** Set this StateSet to contain specified uniform and override flag.*/
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void addUniform(Uniform* uniform, StateAttribute::OverrideValue value=StateAttribute::ON);
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/** remove uniform of specified name from StateSet.*/
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void removeUniform(const std::string& name);
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/** remove Uniform from StateSet.*/
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void removeUniform(Uniform* uniform);
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/** Get Uniform for specified name.
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* Returns NULL if no matching Uniform is contained within StateSet.*/
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Uniform* getUniform(const std::string& name);
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/** Get Uniform for specified name, if one is not available create it, add it to this StateSet and return a pointer to it.*/
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Uniform* getOrCreateUniform(const std::string& name, Uniform::Type type);
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/** Get const Uniform for specified name.
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* Returns NULL if no matching Uniform is contained within StateSet.*/
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const Uniform* getUniform(const std::string& name) const;
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/** Get specified RefUniformPair for specified Uniform name.
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* Returns NULL if no Uniform is contained within StateSet.*/
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const RefUniformPair* getUniformPair(const std::string& name) const;
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/** set the list of all Uniforms contained in this StateSet.*/
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inline void setUniformList(UniformList& al) { _uniformList=al; }
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/** return the list of all Uniforms contained in this StateSet.*/
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inline UniformList& getUniformList() { return _uniformList; }
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/** return the const list of all Uniforms contained in this const StateSet.*/
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inline const UniformList& getUniformList() const { return _uniformList; }
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enum RenderingHint
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{
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DEFAULT_BIN = 0,
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OPAQUE_BIN = 1,
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TRANSPARENT_BIN = 2
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};
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/** Set the \c RenderingHint of this \c StateSet. \c RenderingHint is
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* used by the renderer to determine which draw bin to drop associated
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* <tt>osg::Drawable</tt>s in. Typically, users will set this to either
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* \c StateSet::OPAQUE_BIN or \c StateSet::TRANSPARENT_BIN.
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* <tt>Drawable</tt>s in the opaque bin are sorted by their
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* \c StateSet, so that the number of expensive changes in the OpenGL
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* state is minimized. <tt>Drawable</tt>s in the transparent bin are
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* sorted by depth, so that objects farther from the viewer are
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* rendered first (and hence alpha blending works nicely for
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* translucent objects).
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*/
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void setRenderingHint(int hint);
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/** Get the \c RenderingHint of this \c StateSet.*/
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inline int getRenderingHint() const { return _renderingHint; }
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enum RenderBinMode
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{
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INHERIT_RENDERBIN_DETAILS,
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USE_RENDERBIN_DETAILS,
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OVERRIDE_RENDERBIN_DETAILS,
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ENCLOSE_RENDERBIN_DETAILS
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};
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/** Set the render bin details.*/
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void setRenderBinDetails(int binNum,const std::string& binName,RenderBinMode mode=USE_RENDERBIN_DETAILS);
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/** Set the render bin details to inherit.*/
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void setRenderBinToInherit();
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/** Get whether the render bin details are set and should be used.*/
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inline bool useRenderBinDetails() const { return _binMode!=INHERIT_RENDERBIN_DETAILS; }
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/** Set the render bin mode.*/
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inline void setRenderBinMode(RenderBinMode mode) { _binMode=mode; }
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/** Get the render bin mode.*/
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inline RenderBinMode getRenderBinMode() const { return _binMode; }
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/** Set the render bin number.*/
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inline void setBinNumber(int num) { _binNum=num; }
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/** Get the render bin number.*/
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inline int getBinNumber() const { return _binNum; }
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/** Set the render bin name.*/
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inline void setBinName(const std::string& name) { _binName=name; }
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/** Get the render bin name.*/
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inline const std::string& getBinName() const { return _binName; }
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struct Callback : public virtual osg::Object
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{
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Callback() {}
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Callback(const Callback&,const CopyOp&) {}
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META_Object(osg,Callback);
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/** do customized callback code.*/
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virtual void operator() (StateSet*, NodeVisitor*) {}
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};
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/** Set the Update Callback which allows users to attach customize the updating of an object during the update traversal.*/
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void setUpdateCallback(Callback* ac);
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/** Get the non const Update Callback.*/
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Callback* getUpdateCallback() { return _updateCallback.get(); }
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/** Get the const Update Callback.*/
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const Callback* getUpdateCallback() const { return _updateCallback.get(); }
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/** Return whether this StateSet has update callbacks associated with it, and therefore must be traversed.*/
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bool requiresUpdateTraversal() const { return _updateCallback.valid() || getNumChildrenRequiringUpdateTraversal()!=0; }
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/** Get the number of Objects of this StateSet which require Update traversal,
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* since they have an Update Callback attached to them or their children.*/
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inline unsigned int getNumChildrenRequiringUpdateTraversal() const { return _numChildrenRequiringUpdateTraversal; }
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/** Run the update callbacks attached directly to this StateSet or to its children.*/
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void runUpdateCallbacks(osg::NodeVisitor* nv);
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/** Set the Event Callback which allows users to attach customize the updating of an object during the event traversal.*/
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void setEventCallback(Callback* ac);
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/** Get the non const Event Callback.*/
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Callback* getEventCallback() { return _eventCallback.get(); }
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/** Get the const Event Callback.*/
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const Callback* getEventCallback() const { return _eventCallback.get(); }
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/** Return whether this StateSet has event callbacks associated with it, and therefore must be traversed.*/
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bool requiresEventTraversal() const { return _eventCallback.valid() || getNumChildrenRequiringEventTraversal()!=0; }
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/** Get the number of Objects of this StateSet which require Event traversal,
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* since they have an Eevnt Callback attached to them or their children.*/
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inline unsigned int getNumChildrenRequiringEventTraversal() const { return _numChildrenRequiringEventTraversal; }
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/** Run the event callbacks attached directly to this StateSet or to its children.*/
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void runEventCallbacks(osg::NodeVisitor* nv);
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/** Check the modes associated with this StateSet are supported by current OpenGL drivers,
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* and if not set the associated mode in osg::State to be black listed/invalid.
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* Return true if all associated modes are valid.*/
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bool checkValidityOfAssociatedModes(State& state) const;
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/** call compile on all StateAttributes contained within this StateSet.*/
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void compileGLObjects(State& state) const;
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/** call release on all StateAttributes contained within this StateSet.*/
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virtual void releaseGLObjects(State* state=0) const;
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protected :
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virtual ~StateSet();
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StateSet& operator = (const StateSet&) { return *this; }
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void addParent(osg::Object* object);
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void removeParent(osg::Object* object);
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ParentList _parents;
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friend class osg::Node;
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friend class osg::Drawable;
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friend class osg::Uniform;
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friend class osg::StateAttribute;
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ModeList _modeList;
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AttributeList _attributeList;
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TextureModeList _textureModeList;
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TextureAttributeList _textureAttributeList;
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UniformList _uniformList;
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inline ModeList& getOrCreateTextureModeList(unsigned int unit)
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{
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if (unit>=_textureModeList.size()) _textureModeList.resize(unit+1);
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return _textureModeList[unit];
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}
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inline AttributeList& getOrCreateTextureAttributeList(unsigned int unit)
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{
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if (unit>=_textureAttributeList.size()) _textureAttributeList.resize(unit+1);
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return _textureAttributeList[unit];
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}
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int compareModes(const ModeList& lhs,const ModeList& rhs);
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int compareAttributePtrs(const AttributeList& lhs,const AttributeList& rhs);
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int compareAttributeContents(const AttributeList& lhs,const AttributeList& rhs);
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void setMode(ModeList& modeList,StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
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void setModeToInherit(ModeList& modeList,StateAttribute::GLMode mode);
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StateAttribute::GLModeValue getMode(const ModeList& modeList,StateAttribute::GLMode mode) const;
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void setAttribute(AttributeList& attributeList,StateAttribute *attribute, const StateAttribute::OverrideValue value=StateAttribute::OFF);
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StateAttribute* getAttribute(AttributeList& attributeList,const StateAttribute::Type type, unsigned int member);
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const StateAttribute* getAttribute(const AttributeList& attributeList,const StateAttribute::Type type, unsigned int member) const;
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const RefAttributePair* getAttributePair(const AttributeList& attributeList,const StateAttribute::Type type, unsigned int member) const;
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int _renderingHint;
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RenderBinMode _binMode;
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int _binNum;
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std::string _binName;
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ref_ptr<Callback> _updateCallback;
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unsigned int _numChildrenRequiringUpdateTraversal;
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void setNumChildrenRequiringUpdateTraversal(unsigned int num);
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ref_ptr<Callback> _eventCallback;
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unsigned int _numChildrenRequiringEventTraversal;
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void setNumChildrenRequiringEventTraversal(unsigned int num);
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};
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}
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#endif
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