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
103 lines
3.2 KiB
Plaintext
103 lines
3.2 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_TEXGEN
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#define OSG_TEXGEN 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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/** TexGen - encapsulates the OpenGL glTexGen (texture coordinate generation) state.*/
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class SG_EXPORT TexGen : public StateAttribute
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{
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public :
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TexGen();
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/** Copy constructor using Cloner to manage deep vs shallow copy.*/
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TexGen(const TexGen& texgen,const Cloner& cloner=ShallowCopy()):
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StateAttribute(texgen,cloner),
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_mode(texgen._mode),
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_plane_s(texgen._plane_s),
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_plane_t(texgen._plane_t),
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_plane_r(texgen._plane_r),
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_plane_q(texgen._plane_q) {}
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META_StateAttribute(TexGen, TEXGEN);
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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(TexGen,sa)
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// compare each paramter in turn against the rhs.
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COMPARE_StateAttribute_Parameter(_mode)
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COMPARE_StateAttribute_Parameter(_plane_s)
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COMPARE_StateAttribute_Parameter(_plane_s)
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COMPARE_StateAttribute_Parameter(_plane_r)
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COMPARE_StateAttribute_Parameter(_plane_q)
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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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ds.setMode(GL_TEXTURE_GEN_S,value);
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ds.setMode(GL_TEXTURE_GEN_T,value);
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// Not happy with turning all tex gen paramters on
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// as the OSG currently only supports 2D textures and therefore
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// only S and T will only be required, R&Q would be redundant...
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// So commenting out the following until OSG supports 3D textures.
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// I plan to revamp the OpenGL state management later so will
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// tidy up then. Robert Osfield. Jan 2001.
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// The tidy up is now happening, but will have a think before
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// resolving the below parameters.
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// ds.setMode(GL_TEXTURE_GEN_R,value);
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// ds.setMode(GL_TEXTURE_GEN_Q,value);
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}
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virtual void apply(State& state) const;
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enum Mode {
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OBJECT_LINEAR = GL_OBJECT_LINEAR,
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EYE_LINEAR = GL_EYE_LINEAR,
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SPHERE_MAP = GL_SPHERE_MAP
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};
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inline void setMode( const Mode mode ) { _mode = mode; }
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const Mode getMode() const { return _mode; }
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enum Coord {
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S, T, R, Q
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};
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void setPlane(const Coord which, const Vec4& plane);
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const Vec4& getPlane(const Coord which) const;
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protected :
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virtual ~TexGen( void );
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Mode _mode;
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/// additional texgen coefficents for GL_OBJECT_PLANE or GL_EYE_PLANE,
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Vec4 _plane_s, _plane_t, _plane_r, _plane_q;
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};
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};
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#endif
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