120 lines
3.8 KiB
C++
120 lines
3.8 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_FOG
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#define OSG_FOG 1
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#include <osg/StateAttribute>
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#include <osg/Vec4>
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#ifndef GL_FOG_COORDINATE
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#define GL_FOG_COORDINATE 0x8451
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#endif
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#ifndef GL_FRAGMENT_DEPTH
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#define GL_FRAGMENT_DEPTH 0x8452
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#endif
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namespace osg {
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/** Fog - encapsulates OpenGL fog state. */
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class OSG_EXPORT Fog : public StateAttribute
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{
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public :
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Fog();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Fog(const Fog& fog,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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StateAttribute(fog,copyop),
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_mode(fog._mode),
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_density(fog._density),
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_start(fog._start),
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_end(fog._end),
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_color(fog._color),
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_fogCoordinateSource(fog._fogCoordinateSource) {}
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META_StateAttribute(osg, Fog,FOG);
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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(Fog,sa)
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// compare each parameter in turn against the rhs.
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COMPARE_StateAttribute_Parameter(_mode)
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COMPARE_StateAttribute_Parameter(_density)
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COMPARE_StateAttribute_Parameter(_start)
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COMPARE_StateAttribute_Parameter(_end)
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COMPARE_StateAttribute_Parameter(_color)
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COMPARE_StateAttribute_Parameter(_fogCoordinateSource)
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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 bool getModeUsage(StateAttribute::ModeUsage& usage) const
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{
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usage.usesMode(GL_FOG);
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return true;
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}
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enum Mode {
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LINEAR = GL_LINEAR,
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EXP = GL_EXP,
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EXP2 = GL_EXP2
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};
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inline void setMode( Mode mode ) { _mode = mode; }
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inline Mode getMode() const { return _mode; }
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inline void setDensity( float density ) { _density = density; }
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inline float getDensity() const { return _density; }
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inline void setStart( float start ) { _start = start; }
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inline float getStart() const { return _start; }
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inline void setEnd( float end ) { _end = end; }
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inline float getEnd() const { return _end; }
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inline void setColor( const Vec4 &color ) { _color = color; }
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inline const Vec4& getColor() const { return _color; }
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enum FogCoordinateSource
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{
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FOG_COORDINATE = GL_FOG_COORDINATE,
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FRAGMENT_DEPTH = GL_FRAGMENT_DEPTH
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};
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inline void setFogCoordinateSource(GLint source) { _fogCoordinateSource = source; }
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inline GLint getFogCoordinateSource() const { return _fogCoordinateSource; }
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virtual void apply(State& state) const;
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protected :
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virtual ~Fog();
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Mode _mode;
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float _density;
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float _start;
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float _end;
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Vec4 _color;
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GLint _fogCoordinateSource;
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};
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}
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#endif
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