Files
OpenSceneGraph/include/osg/State
Robert Osfield 59077fed15 Added support for automatic creation of global StateAttributes to osg::State,
these global attributes are created by cloning any attributes which are
applied during rendering, the clone in a shallow copy, which will set up
default valus for that attribute.  This should prevent attribute bleed
from one stateset to the next when the global StateSet doesn't contain
an attribute used within the scene graph.
2001-10-15 14:07:54 +00:00

207 lines
6.7 KiB
Plaintext

//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_STATE
#define OSG_STATE 1
#include <osg/Export>
#include <osg/StateSet>
#include <osg/Matrix>
#include <osg/FrameStamp>
#include <osg/Camera>
#include <vector>
#include <map>
namespace osg {
/** macro for use with osg::StateAttrbiute::apply methods for detected and
* reporting OpenGL error messages.*/
#define OSG_GL_DEBUG(message) \
if (state.getFineGrainedErrorDetection()) \
{ \
GLenum errorNo = glGetError(); \
if (errorNo!=GL_NO_ERROR) \
{ \
osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<" "<<message<<endl; \
}\
}
/** State class for managing a state stack.
* Lazy state updating is used to minimize state changes.
*/
class SG_EXPORT State : public Referenced
{
public :
State();
virtual ~State();
/** push stateset onto state stack.*/
void pushStateSet(const StateSet* dstate);
/** pop drawstate off state stack.*/
void popStateSet();
/** reset the state object to an empty stack.*/
void reset();
/** apply an OpenGL mode if required. */
inline const bool apply_mode(const StateAttribute::GLMode mode,const bool enabled)
{
return apply_mode(mode,enabled,_modeMap[mode]);
}
/** apply an attribute if required. */
inline const bool apply_attribute(const StateAttribute* attribute)
{
return apply_attribute(attribute,_attributeMap[attribute->getType()]);
}
/** apply stateset.*/
void apply(const StateSet* dstate);
/** apply the state.*/
void apply();
/** mode has been set externally, update state to reflect this setting.*/
void have_applied(const StateAttribute::GLMode mode,const StateAttribute::GLModeValue value);
/** attribute has been applied externally, update state to reflect this setting.*/
void have_applied(const StateAttribute* attribute);
/** Set the current OpenGL context uniqueID.
Note, it is the application developers responsibility to
set up unique ID for each OpenGL context. This value is
then used by osg::StateAttribure's and osg::Drawable's to
help manage OpenGL display list and texture binds appropriate
for each context.*/
inline void setContextID(unsigned int contextID) { _contextID=contextID; }
/** Get the current OpenGL context unique ID.*/
inline const unsigned int getContextID() const { return _contextID; }
/** Set the frame stamp for the current frame.*/
inline void setFrameStamp(FrameStamp* fs) { _frameStamp = fs; }
/** Set the frame stamp for the current frame.*/
inline const FrameStamp* getFrameStamp() const { return _frameStamp.get(); }
/** Set the camera. Note, nothing is applied, the camera is just used
* used in the State object to pass the current camera to Drawables
* during rendering. */
inline void setCamera(Camera* camera) { _camera = camera; }
/** Get the camera */
inline const Camera* getCamera() const { return _camera.get(); }
private:
unsigned int _contextID;
ref_ptr<FrameStamp> _frameStamp;
ref_ptr<Camera> _camera;
typedef std::vector<StateAttribute::GLModeValue> ValueVec;
struct ModeStack
{
ModeStack()
{
changed = false;
last_applied_value = false;
global_default_value = false;
}
bool changed;
bool last_applied_value;
bool global_default_value;
ValueVec valueVec;
};
typedef std::pair<const StateAttribute*,StateAttribute::OverrideValue> AttributePair;
typedef std::vector<AttributePair> AttributeVec;
struct AttributeStack
{
AttributeStack()
{
changed = false;
last_applied_attribute = 0L;
global_default_attribute = 0L;
}
/** apply an attribute if required, passing in attribute and appropriate attribute stack */
bool changed;
const StateAttribute* last_applied_attribute;
StateAttribute* global_default_attribute;
AttributeVec attributeVec;
};
/** apply an OpenGL mode if required, passing in mode, enable flag and appropriate mode stack */
inline const bool apply_mode(const StateAttribute::GLMode mode,const bool enabled,ModeStack& ms)
{
if (ms.last_applied_value != enabled)
{
ms.last_applied_value = enabled;
if (enabled) glEnable(mode);
else glDisable(mode);
return true;
}
else
return false;
}
/** apply an attribute if required, passing in attribute and appropriate attribute stack */
inline const bool apply_attribute(const StateAttribute* attribute,AttributeStack& as)
{
if (as.last_applied_attribute != attribute)
{
if (!as.global_default_attribute) as.global_default_attribute = dynamic_cast<StateAttribute*>(attribute->clone());
as.last_applied_attribute = attribute;
attribute->apply(*this);
return true;
}
else
return false;
}
inline const bool apply_global_default_attribute(AttributeStack& as)
{
if (as.last_applied_attribute != as.global_default_attribute)
{
as.last_applied_attribute = as.global_default_attribute;
if (as.global_default_attribute) as.global_default_attribute->apply(*this);
return true;
}
else
return false;
}
typedef std::map<StateAttribute::GLMode,ModeStack> ModeMap;
typedef std::map<StateAttribute::Type,AttributeStack> AttributeMap;
typedef std::vector<ref_ptr<const StateSet> > StateSetStack;
typedef std::vector<ref_ptr<const Matrix> > MatrixStack;
ModeMap _modeMap;
AttributeMap _attributeMap;
StateSetStack _drawStateStack;
};
};
#endif