OpenSceneGraph/include/osg/StateSet
Robert Osfield f612924a45 Added support for shallow and deep copy of nodes, drawables and state, via a
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
2002-01-28 21:17:01 +00:00

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//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
#ifndef OSG_STATESET
#define OSG_STATESET 1
#include <osg/Object>
#include <osg/StateAttribute>
#include <osg/ref_ptr>
#include <map>
#include <vector>
#include <string>
namespace osg {
/**
Encapsulates OpenGL state modes and attributes.
Used to specific textures etc of osg::Drawable's which hold references
to a single osg::StateSet. StateSet can be shared between Drawable's
and is recommend if possible as it minimize expensive state changes
in the graphics pipeline.
*/
class SG_EXPORT StateSet : public Object
{
public :
StateSet();
StateSet(const StateSet&,const Cloner& cloner=ShallowCopy());
virtual Object* cloneType() const { return new StateSet(); }
virtual Object* clone(const Cloner& cloner) const { return new StateSet(*this,cloner); }
virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const StateSet*>(obj)!=NULL; }
virtual const char* className() const { return "StateSet"; }
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
int compare(const StateSet& rhs,bool compareAttributeContents=false) const;
bool operator < (const StateSet& rhs) const { return compare(rhs)<0; }
bool operator == (const StateSet& rhs) const { return compare(rhs)==0; }
bool operator != (const StateSet& rhs) const { return compare(rhs)!=0; }
/** set all the modes to on or off so that it defines a
complete state, typically used for a default global state.*/
void setGlobalDefaults();
/** set all the modes to inherit, typically used to signify
nodes which inherit all of their modes for the global state.*/
void setAllToInherit();
/** merge this stateset with stateset rhs, this overrides
* the rhs if OVERRIDE is specified, otherwise rhs takes precedence.*/
void merge(const StateSet& rhs);
/** a container to map GLModes to their respective GLModeValues.*/
typedef std::map<StateAttribute::GLMode,StateAttribute::GLModeValue> ModeList;
/** set this StateSet to contain specified GLMode and value.*/
void setMode(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value);
/** set this StateSet to inherit specified GLMode type from parents.
* has the effect of deleting any GlMode of specified type from StateSet.*/
void setModeToInherit(const StateAttribute::GLMode mode);
/** get specified GLModeValue for specified GLMode.
* returns INHERIT if no GLModeValue is contained within StateSet.*/
const StateAttribute::GLModeValue getMode(const StateAttribute::GLMode mode) const;
/** return the list of all GLModes contained in this StateSet.*/
inline ModeList& getModeList() { return _modeList; }
/** return the const list of all GLModes contained in this const StateSet.*/
inline const ModeList& getModeList() const { return _modeList; }
/** simple pairing between an attribute and its override flag.*/
typedef std::pair<ref_ptr<StateAttribute>,StateAttribute::OverrideValue> RefAttributePair;
/** a container to map StateAttribyte::Types to their respective RefAttributePair.*/
typedef std::map<StateAttribute::Type,RefAttributePair> AttributeList;
/** set this StateSet to contain specified attribute and override flag.*/
void setAttribute(StateAttribute *attribute, const StateAttribute::OverrideValue value=StateAttribute::OFF);
/** set this StateSet to contain specified attribute and set the associated GLMode's to specified value.*/
void setAttributeAndModes(StateAttribute *attribute, const StateAttribute::GLModeValue value=StateAttribute::ON);
/** set this StateSet to inherit specified attribute type from parents.
* has the effect of deleting any state attributes of specified type from StateSet.*/
void setAttributeToInherit(const StateAttribute::Type type);
/** get specified StateAttribute for specified type.
* returns NULL if no type is contained within StateSet.*/
StateAttribute* getAttribute(const StateAttribute::Type type);
/** get specified const StateAttribute for specified type.
* returns NULL if no type is contained within const StateSet.*/
const StateAttribute* getAttribute(const StateAttribute::Type type) const;
/** get specified RefAttributePair for specified type.
* returns NULL if no type is contained within StateSet.*/
const RefAttributePair* getAttributePair(const StateAttribute::Type type) const;
/** return the list of all StateAttributes contained in this StateSet.*/
inline AttributeList& getAttributeList() { return _attributeList; }
/** return the const list of all StateAttributes contained in this const StateSet.*/
inline const AttributeList& getAttributeList() const { return _attributeList; }
enum RenderingHint
{
DEFAULT_BIN = 0,
OPAQUE_BIN = 1,
TRANSPARENT_BIN = 2
};
/** set the RenderingHint of the StateSet.
* RenderingHint is used by osgUtil::Renderer to determine which
* draw bin to drop associated osg::Drawables in. For opaque
* objects OPAQUE_BIN would typical used, which TRANSPARENT_BIN
* should be used for objects which need to be depth sorted.*/
void setRenderingHint(const int hint);
/** get the RenderingHint of the StateSet.*/
inline const int getRenderingHint() const { return _renderingHint; }
enum RenderBinMode
{
INHERIT_RENDERBIN_DETAILS,
USE_RENDERBIN_DETAILS,
OVERRIDE_RENDERBIN_DETAILS,
ENCLOSE_RENDERBIN_DETAILS
};
/** set the render bin details.*/
void setRenderBinDetails(const int binNum,const std::string& binName,const RenderBinMode mode=USE_RENDERBIN_DETAILS);
/** set the render bin details to inherit.*/
void setRendingBinToInherit();
/** get the render bin mode.*/
inline const RenderBinMode getRenderBinMode() const { return _binMode; }
/** get whether the render bin details are set and should be used.*/
inline const bool useRenderBinDetails() const { return _binMode!=INHERIT_RENDERBIN_DETAILS; }
/** get the render bin number.*/
inline const int getBinNumber() const { return _binNum; }
/** get the render bin name.*/
inline const std::string& getBinName() const { return _binName; }
/** call compile on all StateAttributes contained within this StateSet.*/
void compile(State& state) const;
protected :
virtual ~StateSet();
StateSet& operator = (const StateSet&) { return *this; }
ModeList _modeList;
AttributeList _attributeList;
int _renderingHint;
RenderBinMode _binMode;
int _binNum;
std::string _binName;
};
};
#endif