OpenSceneGraph/include/osg/TexGen
2002-01-29 14:04:06 +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_TEXGEN
#define OSG_TEXGEN 1
#include <osg/Vec4>
#include <osg/StateAttribute>
#include <osg/StateSet>
namespace osg {
/** TexGen - encapsulates the OpenGL glTexGen (texture coordinate generation) state.*/
class SG_EXPORT TexGen : public StateAttribute
{
public :
TexGen();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
TexGen(const TexGen& texgen,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
StateAttribute(texgen,copyop),
_mode(texgen._mode),
_plane_s(texgen._plane_s),
_plane_t(texgen._plane_t),
_plane_r(texgen._plane_r),
_plane_q(texgen._plane_q) {}
META_StateAttribute(TexGen, TEXGEN);
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const StateAttribute& sa) const
{
// check the types are equal and then create the rhs variable
// used by the COMPARE_StateAttribute_Paramter macro's below.
COMPARE_StateAttribute_Types(TexGen,sa)
// compare each paramter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_mode)
COMPARE_StateAttribute_Parameter(_plane_s)
COMPARE_StateAttribute_Parameter(_plane_s)
COMPARE_StateAttribute_Parameter(_plane_r)
COMPARE_StateAttribute_Parameter(_plane_q)
return 0; // passed all the above comparison macro's, must be equal.
}
virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
{
ds.setMode(GL_TEXTURE_GEN_S,value);
ds.setMode(GL_TEXTURE_GEN_T,value);
// Not happy with turning all tex gen paramters on
// as the OSG currently only supports 2D textures and therefore
// only S and T will only be required, R&Q would be redundant...
// So commenting out the following until OSG supports 3D textures.
// I plan to revamp the OpenGL state management later so will
// tidy up then. Robert Osfield. Jan 2001.
// The tidy up is now happening, but will have a think before
// resolving the below parameters.
// ds.setMode(GL_TEXTURE_GEN_R,value);
// ds.setMode(GL_TEXTURE_GEN_Q,value);
}
virtual void apply(State& state) const;
enum Mode {
OBJECT_LINEAR = GL_OBJECT_LINEAR,
EYE_LINEAR = GL_EYE_LINEAR,
SPHERE_MAP = GL_SPHERE_MAP
};
inline void setMode( const Mode mode ) { _mode = mode; }
const Mode getMode() const { return _mode; }
enum Coord {
S, T, R, Q
};
void setPlane(const Coord which, const Vec4& plane);
const Vec4& getPlane(const Coord which) const;
protected :
virtual ~TexGen( void );
Mode _mode;
/// additional texgen coefficents for GL_OBJECT_PLANE or GL_EYE_PLANE,
Vec4 _plane_s, _plane_t, _plane_r, _plane_q;
};
};
#endif