Cleaned up the types.
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@@ -18,14 +18,14 @@
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#ifndef GL_VERSION_1_2
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/* Logic Ops */
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#define GL_MIN 0x8007
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#define GL_MAX 0x8008
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#define GL_FUNC_ADD 0x8006
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#define GL_FUNC_SUBTRACT 0x800A
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#define GL_FUNC_REVERSE_SUBTRACT 0x800B
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#define GL_ALPHA_MIN_SGIX 0x8320
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#define GL_ALPHA_MAX_SGIX 0x8321
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#define GL_LOGIC_OP 0x0BF1
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#define GL_MIN 0x8007
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#define GL_MAX 0x8008
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#define GL_FUNC_ADD 0x8006
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#define GL_FUNC_SUBTRACT 0x800A
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#define GL_FUNC_REVERSE_SUBTRACT 0x800B
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#define GL_ALPHA_MIN_SGIX 0x8320
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#define GL_ALPHA_MAX_SGIX 0x8321
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#define GL_LOGIC_OP 0x0BF1
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#endif
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@@ -37,9 +37,20 @@ class SG_EXPORT BlendEquation : public StateAttribute
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{
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public :
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enum Equation {
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RGBA_MIN = GL_MIN,
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RGBA_MAX = GL_MAX,
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ALPHA_MIN = GL_ALPHA_MIN_SGIX,
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ALPHA_MAX = GL_ALPHA_MAX_SGIX,
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LOGIC_OP = GL_LOGIC_OP,
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FUNC_ADD = GL_FUNC_ADD,
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FUNC_SUBTRACT = GL_FUNC_SUBTRACT,
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FUNC_REVERSE_SUBTRACT = GL_FUNC_REVERSE_SUBTRACT
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};
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BlendEquation();
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BlendEquation(GLenum equation);
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BlendEquation(Equation equation);
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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BlendEquation(const BlendEquation& trans,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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@@ -67,23 +78,13 @@ class SG_EXPORT BlendEquation : public StateAttribute
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return true;
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}
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enum BlendEquationEquation {
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MIN_EXT = GL_MIN_EXT,
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MAX_EXT = GL_MAX_EXT,
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ALPHA_MIN_SGIX = GL_ALPHA_MIN_SGIX,
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ALPHA_MAX_SGIX = GL_ALPHA_MAX_SGIX,
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LOGIC_OP = GL_LOGIC_OP,
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FUNC_ADD_EXT = GL_FUNC_ADD_EXT,
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FUNC_SUBTRACT_EXT = GL_FUNC_SUBTRACT_EXT,
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FUNC_REVERSE_SUBTRACT_EXT = GL_FUNC_REVERSE_SUBTRACT_EXT
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};
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inline void setEquation( GLenum equation )
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inline void setEquation(Equation equation)
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{
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_equation = equation;
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}
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inline GLenum getEquation() const { return _equation; }
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inline Equation getEquation() const { return _equation; }
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virtual void apply(State& state) const;
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/** Encapsulates queries of extension availability, obtains extension
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@@ -134,7 +135,7 @@ class SG_EXPORT BlendEquation : public StateAttribute
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virtual ~BlendEquation();
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GLenum _equation;
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Equation _equation;
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};
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}
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@@ -16,32 +16,6 @@
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#include <osg/StateAttribute>
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#ifndef GL_VERSION_1_2
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/* Logic Ops */
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#define GL_LOGIC_OP 0x0BF1
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#define GL_INDEX_LOGIC_OP 0x0BF1
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#define GL_COLOR_LOGIC_OP 0x0BF2
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#define GL_LOGIC_OP_MODE 0x0BF0
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#define GL_CLEAR 0x1500
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#define GL_SET 0x150F
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#define GL_COPY 0x1503
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#define GL_COPY_INVERTED 0x150C
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#define GL_NOOP 0x1505
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#define GL_INVERT 0x150A
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#define GL_AND 0x1501
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#define GL_NAND 0x150E
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#define GL_OR 0x1507
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#define GL_NOR 0x1508
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#define GL_XOR 0x1506
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#define GL_EQUIV 0x1509
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#define GL_AND_REVERSE 0x1502
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#define GL_AND_INVERTED 0x1504
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#define GL_OR_REVERSE 0x150B
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#define GL_OR_INVERTED 0x150D
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#endif
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namespace osg {
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/** Encapsulates OpenGL LogicOp state. */
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@@ -49,9 +23,28 @@ class SG_EXPORT LogicOp : public StateAttribute
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{
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public :
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enum Opcode {
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CLEAR = GL_CLEAR,
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SET = GL_SET,
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COPY = GL_COPY,
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COPY_INVERTED = GL_COPY_INVERTED,
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NOOP = GL_NOOP,
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INVERT = GL_INVERT,
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AND = GL_AND,
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NAND = GL_NAND,
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OR = GL_OR,
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NOR = GL_NOR,
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XOR = GL_XOR,
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EQUIV = GL_EQUIV,
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AND_REVERSE = GL_AND_REVERSE,
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AND_INVERTED = GL_AND_INVERTED,
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OR_REVERSE = GL_OR_REVERSE,
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OR_INVERTED = GL_OR_INVERTED
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};
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LogicOp();
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LogicOp(GLenum opcode);
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LogicOp(Opcode opcode);
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/** Copy constructor using CopyOp to manage deep vs shallow copy. */
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LogicOp(const LogicOp& trans,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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@@ -79,31 +72,13 @@ class SG_EXPORT LogicOp : public StateAttribute
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return true;
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}
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enum LogicOpOpcode {
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CLEAR = GL_CLEAR,
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SET = GL_SET,
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COPY = GL_COPY,
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COPY_INVERTED = GL_COPY_INVERTED,
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NOOP = GL_NOOP,
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INVERT = GL_INVERT,
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AND = GL_AND,
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NAND = GL_NAND,
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OR = GL_OR,
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NOR = GL_NOR,
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XOR = GL_XOR,
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EQUIV = GL_EQUIV,
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AND_REVERSE = GL_AND_REVERSE,
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AND_INVERTED = GL_AND_INVERTED,
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OR_REVERSE = GL_OR_REVERSE,
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OR_INVERTED = GL_OR_INVERTED
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};
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inline void setOpcode( GLenum opcode )
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inline void setOpcode(Opcode opcode)
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{
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_opcode = opcode;
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}
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inline GLenum getOpcode() const { return _opcode; }
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inline Opcode getOpcode() const { return _opcode; }
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virtual void apply(State& state) const;
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@@ -111,7 +86,7 @@ class SG_EXPORT LogicOp : public StateAttribute
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virtual ~LogicOp();
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GLenum _opcode;
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Opcode _opcode;
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};
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}
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