6ed233d0d2
which objects have values that vary over the lifetime of the object (DYNAMIC) and ones that do not vary (STATIC). Removed the equivalent code in osg::Transform, StateSet and StateAttribute, as these are now encompassed by the new DataVariance field. Removed MatrixMode enum from Matrix, and associated fields/parameters from osg::Transfrom and osg::NodeVisitor, since MatrixMode was not providing any useful functionality, but made the interface more complex (MatrixMode was an experimental API) Added ReferenceFrame field to osg::Transform which allows users to specify transforms that are relative to their parents (the default, and previous behavior) or absolute reference frame, which can be used for HUD's, camera relative light sources etc etc. Note, the view frustum culling for absolute Transform are disabled, and all their parents up to the root are also automatically have view frustum culling disabled. However, once passed an absolute Transform node culling will return to its default state of on, so you can still cull underneath an absolute transform, its only the culling above which is disabled.
177 lines
7.3 KiB
Plaintext
177 lines
7.3 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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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 <map>
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#include <vector>
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#include <string>
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namespace osg {
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/**
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Encapsulates OpenGL state modes and attributes.
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Used to specific textures etc of osg::Drawable's which hold references
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to a single osg::StateSet. StateSet can be shared between Drawable's
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and is recommend if possible as it minimize expensive state changes
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in the graphics pipeline.
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*/
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class SG_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 osgNew StateSet(); }
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virtual Object* clone(const CopyOp& copyop) const { return osgNew 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* 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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/** 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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/** set all the modes to inherit, typically used to signify
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nodes which inherit all of their modes for the global state.*/
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void setAllToInherit();
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/** merge this stateset with stateset rhs, this overrides
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* the rhs if OVERRIDE is specified, otherwise rhs takes precedence.*/
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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 StateSet to contain specified GLMode and value.*/
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void setMode(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value);
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/** set this StateSet to inherit specified GLMode type from parents.
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* has the effect of deleting any GlMode of specified type from StateSet.*/
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void setModeToInherit(const 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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const StateAttribute::GLModeValue getMode(const StateAttribute::GLMode mode) const;
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/** return the list of all GLModes contained in this StateSet.*/
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inline ModeList& getModeList() { return _modeList; }
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/** return the const list of all GLModes contained in this const StateSet.*/
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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 to their respective RefAttributePair.*/
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typedef std::map<StateAttribute::Type,RefAttributePair> AttributeList;
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/** set this StateSet to contain specified attribute and override flag.*/
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void setAttribute(StateAttribute *attribute, const 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, const StateAttribute::GLModeValue value=StateAttribute::ON);
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/** set this StateSet to inherit specified attribute type from parents.
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* has the effect of deleting any state attributes of specified type from StateSet.*/
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void setAttributeToInherit(const StateAttribute::Type type);
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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(const StateAttribute::Type type);
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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(const StateAttribute::Type type) 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(const StateAttribute::Type type) const;
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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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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 RenderingHint of the StateSet.
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* RenderingHint is used by osgUtil::Renderer to determine which
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* draw bin to drop associated osg::Drawables in. For opaque
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* objects OPAQUE_BIN would typical used, which TRANSPARENT_BIN
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* should be used for objects which need to be depth sorted.*/
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void setRenderingHint(const int hint);
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/** get the RenderingHint of the StateSet.*/
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inline const 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(const int binNum,const std::string& binName,const RenderBinMode mode=USE_RENDERBIN_DETAILS);
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/** set the render bin details to inherit.*/
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void setRendingBinToInherit();
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/** get the render bin mode.*/
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inline const RenderBinMode getRenderBinMode() const { return _binMode; }
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/** get whether the render bin details are set and should be used.*/
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inline const bool useRenderBinDetails() const { return _binMode!=INHERIT_RENDERBIN_DETAILS; }
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/** get the render bin number.*/
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inline const int getBinNumber() const { return _binNum; }
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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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/** call compile on all StateAttributes contained within this StateSet.*/
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void compile(State& state) 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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ModeList _modeList;
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AttributeList _attributeList;
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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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};
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}
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#endif
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