OpenSceneGraph/include/osg/Point
Robert Osfield 0c943945f7 Implemented most of the changes required for supporting multitexturing in
the osg::State/osg::StateSet/osg::StateAttribute and related classes.
2002-07-09 09:35:42 +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_POINT
#define OSG_POINT 1
#include <osg/Vec3>
#include <osg/StateAttribute>
namespace osg {
/** Point - encapsulates the OpenGL point smoothing and size state.*/
class SG_EXPORT Point : public StateAttribute
{
public :
Point();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Point(const Point& point,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
StateAttribute(point,copyop),
_size(point._size),
_fadeThresholdSize(point._fadeThresholdSize),
_distanceAttenuation(point._distanceAttenuation) {}
META_StateAttribute(osg, Point, POINT);
/** 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(Point,sa)
// compare each paramter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_size)
COMPARE_StateAttribute_Parameter(_fadeThresholdSize)
COMPARE_StateAttribute_Parameter(_distanceAttenuation)
return 0; // passed all the above comparison macro's, must be equal.
}
virtual void getAssociatedModes(std::vector<GLMode>& modes) const
{
modes.push_back(GL_POINT_SMOOTH);
}
void setSize(const float size);
inline const float getSize() const { return _size; }
void setFadeThresholdSize(const float fadeThresholdSize);
inline const float getFadeThresholdSize() const { return _fadeThresholdSize; }
void setDistanceAttenuation(const Vec3& distanceAttenuation);
inline const Vec3& getDistanceAttenuation() const { return _distanceAttenuation; }
virtual void apply(State& state) const;
static void init_GL_EXT();
protected :
virtual ~Point();
float _size;
float _fadeThresholdSize;
Vec3 _distanceAttenuation;
};
}
#endif