OpenSceneGraph/include/osg/Fog
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_FOG
#define OSG_FOG 1
#include <osg/Types>
#include <osg/Vec4>
#include <osg/StateAttribute>
#include <osg/StateSet>
namespace osg {
/** Fog - encapsulates OpenGL fog state. */
class SG_EXPORT Fog : public StateAttribute
{
public :
Fog();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Fog(const Fog& fog,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
StateAttribute(fog,copyop),
_mode(fog._mode),
_density(fog._density),
_start(fog._start),
_end(fog._end),
_color(fog._color) {}
META_StateAttribute(Fog,FOG);
/** 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(Fog,sa)
// compare each paramter in turn against the rhs.
COMPARE_StateAttribute_Parameter(_mode)
COMPARE_StateAttribute_Parameter(_density)
COMPARE_StateAttribute_Parameter(_start)
COMPARE_StateAttribute_Parameter(_end)
COMPARE_StateAttribute_Parameter(_color)
return 0; // passed all the above comparison macro's, must be equal.
}
virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
{
ds.setMode(GL_FOG,value);
}
enum Mode {
LINEAR = GL_LINEAR,
EXP = GL_EXP,
EXP2 = GL_EXP2
};
inline void setMode( const Mode mode ) { _mode = mode; }
inline Mode getMode() const { return _mode; }
inline void setDensity( const float density ) { _density = density; }
inline const float getDensity() const { return _density; }
inline void setStart( const float start ) { _start = start; }
inline const float getStart() const { return _start; }
inline void setEnd( const float end ) { _end = end; }
inline const float getEnd() const { return _end; }
inline void setColor( const Vec4 &color ) { _color = color; }
inline const Vec4& getColor() const { return _color; }
virtual void apply(State& state) const;
protected :
virtual ~Fog();
Mode _mode;
float _density;
float _start;
float _end;
Vec4 _color;
};
};
#endif