f612924a45
copy constructor which takes an optional Cloner object, and the old osg::Object::clone() has changed so that it now requires a Cloner as paramter. This is passed on to the copy constructor to help control the shallow vs deep copying. The old functionality of clone() which was clone of type has been renamed to cloneType(). Updated all of the OSG to work with these new conventions, implemention all the required copy constructors etc. A couple of areas will do shallow copies by design, a couple of other still need to be updated to do either shallow or deep. Neither of the shallow or deep copy operations have been tested yet, only the old functionality of the OSG has been checked so far, such running the viewer on various demo datasets. Also fixed a problem in osg::Optimize::RemoveRendundentNodesVisitor which was not checking that Group didn't have have any attached StateSet's, Callbacks or UserData. These checks have now been added, which fixes a bug which was revealled by the new osgscribe demo, this related to removal of group acting as state decorator. method
170 lines
7.1 KiB
Plaintext
170 lines
7.1 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_MATERIAL
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#define OSG_MATERIAL 1
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#include <osg/Vec4>
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#include <osg/StateAttribute>
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#include <osg/StateSet>
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namespace osg {
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/** Material - encapsulates OpenGL glMaterial state.*/
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class SG_EXPORT Material : public StateAttribute
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{
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public :
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Material();
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/** Copy constructor using Cloner to manage deep vs shallow copy.*/
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Material(const Material& mat,const Cloner& cloner=ShallowCopy()):
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StateAttribute(mat,cloner),
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_colorMode(mat._colorMode),
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_ambientFrontAndBack(mat._ambientFrontAndBack),
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_ambientFront(mat._ambientFront),
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_ambientBack(mat._ambientBack),
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_diffuseFrontAndBack(mat._diffuseFrontAndBack),
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_diffuseFront(mat._diffuseFront),
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_diffuseBack(mat._diffuseBack),
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_specularFrontAndBack(mat._specularFrontAndBack),
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_specularFront(mat._specularFront),
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_specularBack(mat._specularBack),
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_emissionFrontAndBack(mat._emissionFrontAndBack),
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_emissionFront(mat._emissionFront),
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_emissionBack(mat._emissionBack),
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_shininessFrontAndBack(mat._shininessFrontAndBack),
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_shininessFront(mat._shininessFront),
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_shininessBack(mat._shininessBack) {}
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META_StateAttribute(Material, MATERIAL);
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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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{
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// check the types are equal and then create the rhs variable
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// used by the COMPARE_StateAttribute_Paramter macro's below.
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COMPARE_StateAttribute_Types(Material,sa)
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// compare each paramter in turn against the rhs.
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COMPARE_StateAttribute_Parameter(_colorMode)
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COMPARE_StateAttribute_Parameter(_ambientFrontAndBack)
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COMPARE_StateAttribute_Parameter(_ambientFront)
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COMPARE_StateAttribute_Parameter(_ambientBack)
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COMPARE_StateAttribute_Parameter(_diffuseFrontAndBack)
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COMPARE_StateAttribute_Parameter(_diffuseFront)
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COMPARE_StateAttribute_Parameter(_diffuseBack)
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COMPARE_StateAttribute_Parameter(_specularFrontAndBack)
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COMPARE_StateAttribute_Parameter(_specularFront)
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COMPARE_StateAttribute_Parameter(_specularBack)
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COMPARE_StateAttribute_Parameter(_emissionFrontAndBack)
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COMPARE_StateAttribute_Parameter(_emissionFront)
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COMPARE_StateAttribute_Parameter(_emissionBack)
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COMPARE_StateAttribute_Parameter(_shininessFrontAndBack)
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COMPARE_StateAttribute_Parameter(_shininessFront)
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COMPARE_StateAttribute_Parameter(_shininessBack)
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return 0; // passed all the above comparison macro's, must be equal.
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}
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virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
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{
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// Have to think about the role of _colorMode
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// in setting the colormaterial... also need to take the
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// color material enable/disable out of the the apply()...
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ds.setMode(GL_COLOR_MATERIAL,value);
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}
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virtual void apply(State& state) const;
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enum Face {
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FRONT = GL_FRONT,
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BACK = GL_BACK,
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FRONT_AND_BACK = GL_FRONT_AND_BACK
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};
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enum ColorMode {
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AMBIENT = GL_AMBIENT,
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DIFFUSE = GL_DIFFUSE,
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SPECULAR = GL_SPECULAR,
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EMISSION = GL_EMISSION,
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AMBIENT_AND_DIFFUSE = GL_AMBIENT_AND_DIFFUSE,
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OFF
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};
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inline void setColorMode(const ColorMode mode) { _colorMode = mode; }
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inline const ColorMode getColorMode() const { return _colorMode; }
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void setAmbient( const Face face, const Vec4& ambient );
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const Vec4& getAmbient(const Face face) const;
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inline const bool getAmbientFrontAndBack() const { return _ambientFrontAndBack; }
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void setDiffuse( const Face face, const Vec4& diffuse );
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const Vec4& getDiffuse(const Face face) const;
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inline const bool getDiffuseFrontAndBack() const { return _diffuseFrontAndBack; }
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/** Set specular value of specified face(s) of the material,
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* valid specular[0..3] range is 0.0 to 1.0.*/
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void setSpecular( const Face face, const Vec4& specular );
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/** Get the specular value for specified face.*/
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const Vec4& getSpecular(const Face face) const;
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/** Get the whether specular values are equal for front and back faces.*/
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inline const bool getSpecularFrontAndBack() const { return _specularFrontAndBack; }
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/** Set emission value of specified face(s) of the material,
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* valid emmison[0..3] range is 0.0 to 1.0.*/
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void setEmission( const Face face, const Vec4& emission );
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/** Get the emmsion value for specified face.*/
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const Vec4& getEmission(const Face face) const;
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/** Get the whether emission values are equal for front and back faces.*/
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inline const bool getEmissionFrontAndBack() const { return _emissionFrontAndBack; }
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/** Set shininess of specified face(s) of the material, valid shininess range is 0.0 to 1.0.*/
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void setShininess( const Face face, float shininess );
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/** Get the shininess value for specified face.*/
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const float getShininess(const Face face) const;
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/** Get the whether shininess values are equal for front and back faces.*/
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inline const bool getShininessFrontAndBack() const { return _shininessFrontAndBack; }
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/** Set the alpha value of ambient,diffuse,specular and emission colors,
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* of specified face, to 1-transparency. Valid transparency range is 0.0 to 1.0.*/
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void setTransparency(const Face face,float trans);
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/** Set the alpha value of ambient,diffuse,specular and emission colors.
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* Valid transparency range is 0.0 to 1.0.*/
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void setAlpha(const Face face,float alpha);
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protected :
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virtual ~Material();
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ColorMode _colorMode;
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bool _ambientFrontAndBack;
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Vec4 _ambientFront; // r, g, b, w
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Vec4 _ambientBack; // r, g, b, w
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bool _diffuseFrontAndBack;
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Vec4 _diffuseFront; // r, g, b, w
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Vec4 _diffuseBack; // r, g, b, w
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bool _specularFrontAndBack;
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Vec4 _specularFront; // r, g, b, w
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Vec4 _specularBack; // r, g, b, w
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bool _emissionFrontAndBack;
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Vec4 _emissionFront; // r, g, b, w
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Vec4 _emissionBack; // r, g, b, w
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bool _shininessFrontAndBack;
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float _shininessFront; // values 0 - 1.0
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float _shininessBack; // values 0 - 1.0
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};
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};
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#endif
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