c236e38b90
OVERRIDE_ON and OVERRIDE_OFF.
194 lines
7.7 KiB
Plaintext
194 lines
7.7 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_STATEATTRIBUTE
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#define OSG_STATEATTRIBUTE 1
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#include <osg/Object>
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#include <osg/GL>
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#include <typeinfo>
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namespace osg {
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// forward declare State & StateSet
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class State;
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class StateSet;
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/** META_StateAttribute macro define the standard clone, isSameKindAs,
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* className and getType methods.
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* Use when subclassing from Object to make it more convinient to define
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* the standard pure virtual methods which are required for all Object
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* subclasses.*/
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#define META_StateAttribute(name,type) \
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virtual Object* clone() const { return new name (); } \
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const name *>(obj)!=NULL; } \
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virtual const char* className() const { return #name; } \
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virtual const Type getType() const { return type; }
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/** COMPARE_StateAttribute_Types macro is a helper for implementing the StatateAtribute::compare(..) method.*/
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#define COMPARE_StateAttribute_Types(TYPE,rhs_attribute) \
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if (this==&rhs_attribute) return 0;\
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const std::type_info* type_lhs = &typeid(*this);\
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const std::type_info* type_rhs = &typeid(rhs_attribute);\
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if (type_lhs->before(*type_rhs)) return -1;\
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if (*type_lhs != *type_rhs) return 1;\
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const TYPE& rhs = static_cast<const TYPE&>(rhs_attribute);
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/** COMPARE_StateAttribute_Parameter macro is a helper for implementing the StatateAtribute::compare(..) method.
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* Macro assumes that variable rhs has been corrected defined by code preceesing
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* macro.*/
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#define COMPARE_StateAttribute_Parameter(parameter) \
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if (parameter<rhs.parameter) return -1; \
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if (rhs.parameter<parameter) return 1;
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/** Base class for state attribuets.
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*/
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class SG_EXPORT StateAttribute : public Object
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{
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public :
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/** GLMode is the value used in glEnable/glDisable(mode) */
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typedef GLenum GLMode;
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/** GLModeValue is used to specified whether an mode is enabled (ON) or disabled (OFF).
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* GLMoveValue is also used to specify the override behavior of modes from parent to children.
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* See enum Value description for more details.*/
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typedef unsigned int GLModeValue;
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/** Override is used to specified the override behavior of StateAttributes
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* from from parent to children.
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* See enum Value description for more details.*/
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typedef unsigned int OverrideValue;
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/** list values which can be used in to set either GLModeValues
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* or OverrideValues. When using in conjunction with GLModeValues
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* all Values have meaning. When using in conjection with
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* StateAttribute OverrideValue only OFF,OVERRIDE and INHERIT
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* are meaningful. However, they are useful when using GLModeValue
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* and OverrideValue in conjunction with each other as when using
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* StateSet::setAttributeAndModes(..).*/
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enum Values
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{
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/** means that associated GLMode and Override is disabled.*/
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OFF = 0x0,
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/** means that associated GLMode is enabled and Override is disabled.*/
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ON = 0x1,
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/** Overriding of GLMode's or StateAttributes is enabled.*/
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OVERRIDE = 0x2,
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/** Equivilant to OFF | OVERRIDE.*/
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OVERRIDE_OFF = 0x2,
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/** Equivilant to ON | OVERRIDE.*/
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OVERRIDE_ON = 0x3,
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/** means that GLMode or StateAttribute should in inherited from above.*/
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INHERIT = 0x4
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};
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/** Type identifier to differentiate between different state types. */
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typedef unsigned int Type;
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/** Values of StateAttribute::Type used to aid identification
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* of different StateAttribute subclasses. Each subclass defines
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* it own value in the virtual Type getType() method. When
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* extending the osg's StateAttribute's simply define your
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* own Type value which is unique, using the StateAttribute::Type
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* enum as a guide of what values to use. If your new subclass
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* needs to override a standard StateAttriubte then simple use
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* that types value. */
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enum Types
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{
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TEXTURE =0,
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TEXTURE_0 =TEXTURE,
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TEXTURE_1 =TEXTURE_0+1,
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TEXTURE_2 =TEXTURE_1+2,
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TEXTURE_3 =TEXTURE_2+3,
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MATERIAL =TEXTURE_3+1,
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ALPHAFUNC =MATERIAL+1,
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ANTIALIAS =ALPHAFUNC+1,
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COLORTABLE =ANTIALIAS+1,
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CULLFACE =COLORTABLE+1,
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FOG =CULLFACE+1,
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FRONTFACE =FOG+1,
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LIGHT =FRONTFACE+1,
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LIGHT_0 =LIGHT,
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LIGHT_1 =LIGHT+1,
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LIGHT_2 =LIGHT+1,
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LIGHT_3 =LIGHT+1,
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LIGHT_4 =LIGHT+1,
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LIGHT_5 =LIGHT+1,
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LIGHT_6 =LIGHT+1,
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LIGHT_7 =LIGHT+1,
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POINT =LIGHT_7+1,
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LINEWIDTH =POINT+1,
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POLYGONMODE =LINEWIDTH+1,
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POLYGONOFFSET =POLYGONMODE+1,
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TEXENV =POLYGONOFFSET+1,
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TEXGEN =TEXENV+1,
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TEXMAT =TEXGEN+1,
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TRANSPARENCY =TEXMAT+1,
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STENCIL =TRANSPARENCY+1,
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COLORMASK =STENCIL+1,
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DEPTH =COLORMASK+1,
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VIEWPORT =DEPTH+1,
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CLIPPLANE =VIEWPORT+1,
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CLIPPLANE_0 =CLIPPLANE,
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CLIPPLANE_1 =CLIPPLANE_0+1,
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CLIPPLANE_2 =CLIPPLANE_1+1,
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CLIPPLANE_3 =CLIPPLANE_2+1,
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CLIPPLANE_4 =CLIPPLANE_3+1,
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CLIPPLANE_5 =CLIPPLANE_4+1,
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COLORMATRIX =CLIPPLANE_5+1
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};
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StateAttribute() {}
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/** return a shallow copy of a node, with Object* return type.*/
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virtual Object* clone() const = 0;
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/** return true if this and obj are of the same kind of object.*/
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const StateAttribute*>(obj)!=NULL; }
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/** return the name of the attribute's class type.*/
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virtual const char* className() const { return "StateAttribute"; }
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/** return the Type identifier of the attribute's class type.*/
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virtual const Type getType() const = 0;
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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 = 0;
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bool operator < (const StateAttribute& rhs) const { return compare(rhs)<0; }
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bool operator == (const StateAttribute& rhs) const { return compare(rhs)==0; }
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bool operator != (const StateAttribute& rhs) const { return compare(rhs)!=0; }
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virtual void setStateSetModes(StateSet&,const GLModeValue) const
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{
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// default to no GLMode's associated with use of the StateAttribute.
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}
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/** apply the OpenGL state attributes.
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* The global state for the current OpenGL context is passed
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* in to allow the StateAttribute to obtain details on the
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* the current context and state.
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*/
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virtual void apply(State&) const = 0 ;
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/** default to nothing to compile - all state is applied immediately. */
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virtual void compile(State&) const {};
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protected:
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virtual ~StateAttribute() {}
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};
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};
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#endif
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