any reference to these in the distribution across to using unsigned char, unsigned short etc. This has been done to keep the OSG code more opaque to what types are.
154 lines
5.0 KiB
C++
154 lines
5.0 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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_STENCIL
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#define OSG_STENCIL 1
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#include <osg/StateAttribute>
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namespace osg {
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/** Encapsulate OpenGL glStencilFunc/Op/Mask functions.
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*/
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class SG_EXPORT Stencil : public StateAttribute
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{
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public :
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Stencil();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Stencil(const Stencil& stencil,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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StateAttribute(stencil,copyop),
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_func(stencil._func),
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_funcRef(stencil._funcRef),
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_funcMask(stencil._funcMask),
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_sfail(stencil._sfail),
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_zfail(stencil._zfail),
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_zpass(stencil._zpass),
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_writeMask(stencil._writeMask) {}
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META_StateAttribute(osg, Stencil, STENCIL);
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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(Stencil,sa)
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// compare each paramter in turn against the rhs.
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COMPARE_StateAttribute_Parameter(_func)
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COMPARE_StateAttribute_Parameter(_funcRef)
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COMPARE_StateAttribute_Parameter(_funcMask)
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COMPARE_StateAttribute_Parameter(_sfail)
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COMPARE_StateAttribute_Parameter(_zfail)
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COMPARE_StateAttribute_Parameter(_zpass)
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COMPARE_StateAttribute_Parameter(_writeMask)
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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 void getAssociatedModes(std::vector<GLMode>& modes) const
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{
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modes.push_back(GL_STENCIL_TEST);
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}
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enum Function
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{
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NEVER = GL_NEVER,
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LESS = GL_LESS,
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EQUAL = GL_EQUAL,
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LEQUAL = GL_LEQUAL,
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GREATER = GL_GREATER,
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NOTEQUAL = GL_NOTEQUAL,
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GEQUAL = GL_GEQUAL,
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ALWAYS = GL_ALWAYS
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};
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inline void setFunction(Function func,int ref,uint mask)
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{
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_func = func;
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_funcRef = ref;
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_funcMask = mask;
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}
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inline Function getFunction() const { return _func; }
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inline int getFunctionRef() const { return _funcRef; }
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inline uint getFunctionMask() const { return _funcMask; }
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enum Operation
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{
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KEEP = GL_KEEP,
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ZERO = GL_ZERO,
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REPLACE = GL_REPLACE,
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INCR = GL_INCR,
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DECR = GL_DECR,
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INVERT = GL_INVERT
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};
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/** set the operations to apply when the various stencil and depth
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* tests fail or pass. First parameter is to control the operation
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* when the stencil test fails. The second parameter is to control the
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* operation when the stencil test passes, but depth test fails. The
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* third parameter controls the operation when both the stencil test
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* and depth pass. Ordering of parameter is the same as if using
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* glStencilOp(,,).*/
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inline void setOperation(Operation sfail, Operation zfail, Operation zpass)
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{
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_sfail = sfail;
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_zfail = zfail;
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_zpass = zpass;
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}
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/** get the operation when the stencil test fails.*/
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inline Operation getStencilFailOperation() const { return _sfail; }
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/** get the operation when the stencil test passes but the depth test fails*/
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inline Operation getStencilPassAndDepthFailOperation() const { return _zfail; }
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/** get the operation when both the stencil test and the depth test pass*/
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inline Operation getStencilPassAndDepthPassOperation() const { return _zpass; }
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inline void setWriteMask(uint mask) { _writeMask = mask; }
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inline uint getWriteMask() const { return _writeMask; }
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virtual void apply(State& state) const;
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protected:
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virtual ~Stencil();
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Function _func;
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int _funcRef;
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uint _funcMask;
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Operation _sfail;
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Operation _zfail;
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Operation _zpass;
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uint _writeMask;
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};
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}
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#endif
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