OpenSceneGraph/src/osgGA/StateSetManipulator.cpp

236 lines
7.6 KiB
C++

#include <osgGA/StateSetManipulator>
#include <osg/PolygonMode>
#include <osg/ref_ptr>
#include <osg/Texture>
#include <osg/Texture2D>
#include <osg/TextureRectangle>
#include <osg/TextureCubeMap>
// #define COMPILE_TEXENVFILTER_USAGE
#if COMPILE_TEXENVFILTER_USAGE
#include <osg/TexEnvFilter>
#endif
using namespace osg;
using namespace osgGA;
StateSetManipulator::StateSetManipulator(osg::StateSet* stateset):
_initialized(false),
_backface(false),
_lighting(false),
_texture(false),
_maxNumOfTextureUnits(4),
_keyEventToggleBackfaceCulling('b'),
_keyEventToggleLighting('l'),
_keyEventToggleTexturing('t'),
_keyEventCyclePolygonMode('w')
{
setStateSet(stateset);
}
StateSetManipulator::~StateSetManipulator()
{
}
void StateSetManipulator::setStateSet(StateSet *stateset)
{
_stateset = stateset;
#if 0
// specify that this stateset is dynamic so it prevents
// the draw and update phase from overlapping - good for
// stability but breaks all the performance advantage of
// DrawThreadPerContext.
_stateset->setDataVariance(osg::Object::DYNAMIC);
#endif
}
StateSet *StateSetManipulator::getStateSet()
{
return _stateset.get();
}
const StateSet *StateSetManipulator::getStateSet() const
{
return _stateset.get();
}
void StateSetManipulator::clone()
{
if (!_stateset) return;
// we clone the StateSet so that any draw traversals that might be running at the time of the
// event traversal won't change the same StateSet that is being read. One could just set the
// DataVariance to DYNAMIC to avoid this overlap, but this would introduce a performance penalty.
StateSet::ParentList parents = _stateset->getParents();
osg::ref_ptr<osg::StateSet> newStateSet = dynamic_cast<osg::StateSet*>(_stateset->clone(osg::CopyOp::SHALLOW_COPY));
// change the parents of the original StateSet to point to the new stateset
for(StateSet::ParentList::iterator itr = parents.begin();
itr != parents.end();
++itr)
{
osg::Node* node = *itr;
node->setStateSet(newStateSet.get());
}
_stateset = newStateSet;
}
bool StateSetManipulator::handle(const GUIEventAdapter& ea,GUIActionAdapter& aa)
{
if(!_stateset.valid()) return false;
if (!_initialized)
{
_initialized = true;
_backface = (_stateset->getMode(GL_CULL_FACE)&osg::StateAttribute::ON);
_lighting =(_stateset->getMode(GL_LIGHTING)&osg::StateAttribute::ON);
unsigned int mode = osg::StateAttribute::INHERIT|osg::StateAttribute::ON;
_texture = (_stateset->getTextureMode(0,GL_TEXTURE_2D)&mode)!=0 ||
(_stateset->getTextureMode(0,GL_TEXTURE_3D)&mode)!=0 ||
(_stateset->getTextureMode(0,GL_TEXTURE_RECTANGLE)&mode)!=0 ||
(_stateset->getTextureMode(0,GL_TEXTURE_CUBE_MAP)&mode)!=0;
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE)
_texture |= ((_stateset->getTextureMode(0,GL_TEXTURE_1D)&mode)!=0);
#endif
}
if (ea.getHandled()) return false;
if (ea.getEventType()==osgGA::GUIEventAdapter::KEYDOWN)
{
if ( ea.getKey() == _keyEventToggleBackfaceCulling )
{
setBackfaceEnabled(!getBackfaceEnabled());
aa.requestRedraw();
return true;
}
if ( ea.getKey() == _keyEventToggleLighting )
{
setLightingEnabled(!getLightingEnabled());
aa.requestRedraw();
return true;
}
if ( ea.getKey() == _keyEventToggleTexturing )
{
setTextureEnabled(!getTextureEnabled());
aa.requestRedraw();
return true;
}
if ( ea.getKey() == _keyEventCyclePolygonMode )
{
cyclePolygonMode();
aa.requestRedraw();
return true;
}
}
return false;
}
void StateSetManipulator::getUsage(osg::ApplicationUsage& usage) const
{
usage.addKeyboardMouseBinding(reinterpret_cast<const char*>(&_keyEventToggleBackfaceCulling),"Toggle backface culling");
usage.addKeyboardMouseBinding(reinterpret_cast<const char*>(&_keyEventToggleLighting),"Toggle lighting");
usage.addKeyboardMouseBinding(reinterpret_cast<const char*>(&_keyEventToggleTexturing),"Toggle texturing");
usage.addKeyboardMouseBinding(reinterpret_cast<const char*>(&_keyEventCyclePolygonMode),"Toggle polygon fill mode between fill, line (wire frame) and points");
}
void StateSetManipulator::setBackfaceEnabled(bool newbackface)
{
if (_backface == newbackface) return;
clone();
_backface = newbackface;
if( _backface ) _stateset->setMode(GL_CULL_FACE,osg::StateAttribute::ON);
else _stateset->setMode(GL_CULL_FACE,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
}
void StateSetManipulator::setLightingEnabled(bool newlighting)
{
if (_lighting == newlighting) return;
clone();
_lighting = newlighting;
if( _lighting ) _stateset->setMode(GL_LIGHTING,osg::StateAttribute::ON);
else _stateset->setMode(GL_LIGHTING,osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF);
}
void StateSetManipulator::setTextureEnabled(bool newtexture)
{
if (_texture==newtexture) return;
clone();
_texture = newtexture;
// osg::ref_ptr< osg::Texture > tex = dynamic_cast<osg::Texture*>
// ( _stateset->getAttribute( osg::StateAttribute::TEXTURE ) );
// cout << tex->numTextureUnits() << endl;
unsigned int mode = osg::StateAttribute::OVERRIDE|osg::StateAttribute::OFF;
if ( _texture ) mode = osg::StateAttribute::INHERIT|osg::StateAttribute::ON;
for( unsigned int ii=0; ii<_maxNumOfTextureUnits; ii++ )
{
#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE)
_stateset->setTextureMode( ii, GL_TEXTURE_1D, mode );
#endif
_stateset->setTextureMode( ii, GL_TEXTURE_2D, mode );
_stateset->setTextureMode( ii, GL_TEXTURE_3D, mode );
_stateset->setTextureMode( ii, GL_TEXTURE_RECTANGLE, mode );
_stateset->setTextureMode( ii, GL_TEXTURE_CUBE_MAP, mode);
}
}
void StateSetManipulator::setPolygonMode(osg::PolygonMode::Mode newpolygonmode)
{
clone();
osg::PolygonMode* polyModeObj = getOrCreatePolygonMode();
polyModeObj->setMode(osg::PolygonMode::FRONT_AND_BACK,newpolygonmode);
}
void StateSetManipulator::cyclePolygonMode()
{
clone();
osg::PolygonMode* polyModeObj = getOrCreatePolygonMode();
osg::PolygonMode::Mode currentMode = getPolygonMode();
// cycle through the available modes.
switch(currentMode)
{
case osg::PolygonMode::FILL : polyModeObj->setMode(osg::PolygonMode::FRONT_AND_BACK,osg::PolygonMode::LINE); break;
case osg::PolygonMode::LINE : polyModeObj->setMode(osg::PolygonMode::FRONT_AND_BACK,osg::PolygonMode::POINT); break;
case osg::PolygonMode::POINT : polyModeObj->setMode(osg::PolygonMode::FRONT_AND_BACK,osg::PolygonMode::FILL); break;
}
}
osg::PolygonMode::Mode StateSetManipulator::getPolygonMode() const
{
osg::PolygonMode* polyModeObj = dynamic_cast<osg::PolygonMode*>(_stateset->getAttribute(osg::StateAttribute::POLYGONMODE));
if (polyModeObj) return polyModeObj->getMode(osg::PolygonMode::FRONT_AND_BACK);
else return osg::PolygonMode::FILL;
}
osg::PolygonMode* StateSetManipulator::getOrCreatePolygonMode()
{
osg::PolygonMode* polyModeObj = dynamic_cast<osg::PolygonMode*>(_stateset->getAttribute(osg::StateAttribute::POLYGONMODE));
if (!polyModeObj)
{
polyModeObj = new osg::PolygonMode;
_stateset->setAttribute(polyModeObj);
}
return polyModeObj;
}