OpenSceneGraph/src/osg/State.cpp
Robert Osfield 9a59cf0fe2 Changed the ordering of applying OpenGL modes and attributes back to the original
modes first then attributes since the it was cause a display bug on some
datesets.  It seems that the modes needs enabling before glMaterial's
take affect, at least on the NVidia drivers under Windows and Linux.
The OpenGL reference guide doesn't mention any dependancy so I'm not
sure what the official line is.  Some other OpenGl attribute and modes
need to be applied in that order according to the blue book, however,
drivers, at least the NVidia drivers seem require the opposite.  This may raise
the spectra of before and after mode applies, but this will require extra
support in osg::State and osg::StateAttribute, and would have to be handled
on a per attribute basis, and possibly different of each platform.  Yuck.
2002-01-23 12:04:53 +00:00

539 lines
17 KiB
C++

#include <osg/State>
#include <osg/Notify>
#include <osg/GLU>
using namespace osg;
State::State()
{
_contextID = 0;
}
State::~State()
{
}
void State::reset()
{
/*
for(ModeMap::iterator mitr=_modeMap.begin();
mitr!=_modeMap.end();
++mitr)
{
ModeStack& ms = mitr->second;
ms.valueVec.clear();
ms.last_applied_value = !ms.global_default_value;
ms.changed = true;
}
*/
_modeMap.clear();
_modeMap[GL_DEPTH_TEST].global_default_value = true;
// go through all active StateAttribute's, applying where appropriate.
for(AttributeMap::iterator aitr=_attributeMap.begin();
aitr!=_attributeMap.end();
++aitr)
{
AttributeStack& as = aitr->second;
as.attributeVec.clear();
as.last_applied_attribute = NULL;
as.changed = true;
}
// _attributeMap.clear();
_drawStateStack.clear();
}
void State::pushStateSet(const StateSet* dstate)
{
_drawStateStack.push_back(dstate);
if (dstate)
{
// iterator through all OpenGL modes in incomming StateSet
// for each GLMode entry push it to the back of the appropriate
// mode stack, taking into consideration current override status.
const StateSet::ModeList& ds_modeList = dstate->getModeList();
for(StateSet::ModeList::const_iterator mitr=ds_modeList.begin();
mitr!=ds_modeList.end();
++mitr)
{
// get the mode stack for incomming GLmode {mitr->first}.
ModeStack& ms = _modeMap[mitr->first];
if (ms.valueVec.empty())
{
// first pair so simply push incomming pair to back.
ms.valueVec.push_back(mitr->second);
}
else if (ms.valueVec.back() & StateAttribute::OVERRIDE) // check the existing override flag
{
// push existing back since override keeps the previoius value.
ms.valueVec.push_back(ms.valueVec.back());
}
else
{
// no override on so simply push incomming pair to back.
ms.valueVec.push_back(mitr->second);
}
ms.changed = true;
}
// iterator through all StateAttribute's in incomming StateSet
// for each Type entry push it to the back of the appropriate
// attribute stack, taking into consideration current override status.
const StateSet::AttributeList& ds_attributeList = dstate->getAttributeList();
for(StateSet::AttributeList::const_iterator aitr=ds_attributeList.begin();
aitr!=ds_attributeList.end();
++aitr)
{
// get the attribute stack for incomming type {aitr->first}.
AttributeStack& as = _attributeMap[aitr->first];
if (as.attributeVec.empty())
{
// first pair so simply push incomming pair to back.
as.attributeVec.push_back(
AttributePair(aitr->second.first.get(),aitr->second.second));
}
else if (as.attributeVec.back().second & StateAttribute::OVERRIDE) // check the existing override flag
{
// push existing back since override keeps the previoius value.
as.attributeVec.push_back(as.attributeVec.back());
}
else
{
// no override on so simply push incomming pair to back.
as.attributeVec.push_back(
AttributePair(aitr->second.first.get(),aitr->second.second));
}
as.changed = true;
}
}
}
void State::popStateSet()
{
if (_drawStateStack.empty()) return;
const StateSet* dstate = _drawStateStack.back().get();
if (dstate)
{
// iterator through all OpenGL modes in incomming StateSet
// for each GLMode entry pop_back of the appropriate
// mode stack.
const StateSet::ModeList& ds_modeList = dstate->getModeList();
for(StateSet::ModeList::const_iterator mitr=ds_modeList.begin();
mitr!=ds_modeList.end();
++mitr)
{
// get the mode stack for incomming GLmode {mitr->first}.
ModeStack& ms = _modeMap[mitr->first];
if (!ms.valueVec.empty())
{
ms.valueVec.pop_back();
}
ms.changed = true;
}
// iterator through all StateAttribute's in incomming StateSet
// for each Type entry pop_back of the appropriate
// attribute stack.
const StateSet::AttributeList& ds_attributeList = dstate->getAttributeList();
for(StateSet::AttributeList::const_iterator aitr=ds_attributeList.begin();
aitr!=ds_attributeList.end();
++aitr)
{
// get the attribute stack for incomming type {aitr->first}.
AttributeStack& as = _attributeMap[aitr->first];
if (!as.attributeVec.empty())
{
as.attributeVec.pop_back();
}
as.changed = true;
}
}
// remove the top draw state from the stack.
_drawStateStack.pop_back();
}
void State::captureCurrentState(StateSet& stateset) const
{
// empty the stateset first.
stateset.setAllToInherit();
for(ModeMap::const_iterator mitr=_modeMap.begin();
mitr!=_modeMap.end();
++mitr)
{
// note GLMode = mitr->first
const ModeStack& ms = mitr->second;
if (!ms.valueVec.empty())
{
stateset.setMode(mitr->first,ms.valueVec.back());
}
}
for(AttributeMap::const_iterator aitr=_attributeMap.begin();
aitr!=_attributeMap.end();
++aitr)
{
const AttributeStack& as = aitr->second;
if (!as.attributeVec.empty())
{
stateset.setAttribute(const_cast<StateAttribute*>(as.attributeVec.back().first));
}
}
}
void State::apply(const StateSet* dstate)
{
// equivilant to:
//pushStateSet(dstate);
//apply();
//popStateSet();
if (dstate)
{
// then handle mode changes.
{
const StateSet::ModeList& ds_modeList = dstate->getModeList();
StateSet::ModeList::const_iterator ds_mitr = ds_modeList.begin();
ModeMap::iterator this_mitr=_modeMap.begin();
while (this_mitr!=_modeMap.end() && ds_mitr!=ds_modeList.end())
{
if (this_mitr->first<ds_mitr->first)
{
// note GLMode = this_mitr->first
ModeStack& ms = this_mitr->second;
if (ms.changed)
{
ms.changed = false;
if (!ms.valueVec.empty())
{
bool new_value = ms.valueVec.back() & StateAttribute::ON;
apply_mode(this_mitr->first,new_value,ms);
}
else
{
// assume default of disabled.
apply_mode(this_mitr->first,ms.global_default_value,ms);
}
}
++this_mitr;
}
else if (ds_mitr->first<this_mitr->first)
{
// ds_mitr->first is a new mode, therefore
// need to insert a new mode entry for ds_mistr->first.
ModeStack& ms = _modeMap[ds_mitr->first];
bool new_value = ds_mitr->second & StateAttribute::ON;
apply_mode(ds_mitr->first,new_value,ms);
// will need to disable this mode on next apply so set it to changed.
ms.changed = true;
++ds_mitr;
}
else
{
// this_mitr & ds_mitr refer to the same mode, check the overide
// if any otherwise just apply the incomming mode.
ModeStack& ms = this_mitr->second;
if (!ms.valueVec.empty() && ms.valueVec.back() & StateAttribute::OVERRIDE)
{
// override is on, there just treat as a normal apply on modes.
if (ms.changed)
{
ms.changed = false;
bool new_value = ms.valueVec.back() & StateAttribute::ON;
apply_mode(this_mitr->first,new_value,ms);
}
}
else
{
// no override on or no previous entry, therefore consider incomming mode.
bool new_value = ds_mitr->second & StateAttribute::ON;
if (apply_mode(ds_mitr->first,new_value,ms))
{
ms.changed = true;
}
}
++this_mitr;
++ds_mitr;
}
}
// iterator over the remaining state modes to apply any previous changes.
for(;
this_mitr!=_modeMap.end();
++this_mitr)
{
// note GLMode = this_mitr->first
ModeStack& ms = this_mitr->second;
if (ms.changed)
{
ms.changed = false;
if (!ms.valueVec.empty())
{
bool new_value = ms.valueVec.back() & StateAttribute::ON;
apply_mode(this_mitr->first,new_value,ms);
}
else
{
// assume default of disabled.
apply_mode(this_mitr->first,ms.global_default_value,ms);
}
}
}
// iterator over the remaining incomming modes to apply any new mode.
for(;
ds_mitr!=ds_modeList.end();
++ds_mitr)
{
ModeStack& ms = _modeMap[ds_mitr->first];
bool new_value = ds_mitr->second & StateAttribute::ON;
apply_mode(ds_mitr->first,new_value,ms);
// will need to disable this mode on next apply so set it to changed.
ms.changed = true;
}
}
// first handle attribute changes
{
const StateSet::AttributeList& ds_attributeList = dstate->getAttributeList();
StateSet::AttributeList::const_iterator ds_aitr=ds_attributeList.begin();
AttributeMap::iterator this_aitr=_attributeMap.begin();
while (this_aitr!=_attributeMap.end() && ds_aitr!=ds_attributeList.end())
{
if (this_aitr->first<ds_aitr->first)
{
// note attribute type = this_aitr->first
AttributeStack& as = this_aitr->second;
if (as.changed)
{
as.changed = false;
if (!as.attributeVec.empty())
{
const StateAttribute* new_attr = as.attributeVec.back().first;
apply_attribute(new_attr,as);
}
else
{
apply_global_default_attribute(as);
}
}
++this_aitr;
}
else if (ds_aitr->first<this_aitr->first)
{
// ds_mitr->first is a new attribute, therefore
// need to insert a new attribute entry for ds_aistr->first.
AttributeStack& as = _attributeMap[ds_aitr->first];
const StateAttribute* new_attr = ds_aitr->second.first.get();
apply_attribute(new_attr,as);
// will need to disable this mode on next apply so set it to changed.
as.changed = true;
++ds_aitr;
}
else
{
// this_mitr & ds_mitr refer to the same mode, check the overide
// if any otherwise just apply the incomming mode.
AttributeStack& as = this_aitr->second;
if (!as.attributeVec.empty() && as.attributeVec.back().second)
{
// override is os, there just treat as a normal apply on modes.
if (as.changed)
{
as.changed = false;
const StateAttribute* new_attr = as.attributeVec.back().first;
apply_attribute(new_attr,as);
}
}
else
{
// no override on or no previous entry, therefore consider incomming mode.
const StateAttribute* new_attr = ds_aitr->second.first.get();
if (apply_attribute(new_attr,as))
{
as.changed = true;
}
}
++this_aitr;
++ds_aitr;
}
}
// iterator over the remaining state modes to apply any previous changes.
for(;
this_aitr!=_attributeMap.end();
++this_aitr)
{
// note attribute type = this_aitr->first
AttributeStack& as = this_aitr->second;
if (as.changed)
{
as.changed = false;
if (!as.attributeVec.empty())
{
const StateAttribute* new_attr = as.attributeVec.back().first;
apply_attribute(new_attr,as);
}
else
{
apply_global_default_attribute(as);
}
}
}
// iterator over the remaining incomming modes to apply any new mode.
for(;
ds_aitr!=ds_attributeList.end();
++ds_aitr)
{
// ds_mitr->first is a new attribute, therefore
// need to insert a new attribute entry for ds_aistr->first.
AttributeStack& as = _attributeMap[ds_aitr->first];
const StateAttribute* new_attr = ds_aitr->second.first.get();
apply_attribute(new_attr,as);
// will need to update this attribute on next apply so set it to changed.
as.changed = true;
}
}
}
else
{
// no incomming stateset, so simply apply state.
apply();
}
}
void State::apply()
{
// go through all active OpenGL modes, enabling/disable where
// appropriate.
for(ModeMap::iterator mitr=_modeMap.begin();
mitr!=_modeMap.end();
++mitr)
{
// note GLMode = mitr->first
ModeStack& ms = mitr->second;
if (ms.changed)
{
ms.changed = false;
if (!ms.valueVec.empty())
{
bool new_value = ms.valueVec.back() & StateAttribute::ON;
apply_mode(mitr->first,new_value,ms);
}
else
{
// assume default of disabled.
apply_mode(mitr->first,ms.global_default_value,ms);
}
}
}
// go through all active StateAttribute's, applying where appropriate.
for(AttributeMap::iterator aitr=_attributeMap.begin();
aitr!=_attributeMap.end();
++aitr)
{
AttributeStack& as = aitr->second;
if (as.changed)
{
as.changed = false;
if (!as.attributeVec.empty())
{
const StateAttribute* new_attr = as.attributeVec.back().first;
apply_attribute(new_attr,as);
}
else
{
apply_global_default_attribute(as);
}
}
}
}
/** mode has been set externally, update state to reflect this setting.*/
void State::have_applied(const StateAttribute::GLMode mode,const StateAttribute::GLModeValue value)
{
ModeStack& ms = _modeMap[mode];
ms.last_applied_value = value & StateAttribute::ON;
// will need to disable this mode on next apply so set it to changed.
ms.changed = true;
}
/** attribute has been applied externally, update state to reflect this setting.*/
void State::have_applied(const StateAttribute* attribute)
{
if (attribute)
{
AttributeStack& as = _attributeMap[attribute->getType()];
as.last_applied_attribute = attribute;
// will need to update this attribute on next apply so set it to changed.
as.changed = true;
}
}