Files
OpenSceneGraph/include/osg/StateSet
Robert Osfield 7883574d28 From Mike Weiblen,
"updates for GLSL core integration:
Code compiles and runs on win32.
Basic functionality of Program and Shader in place.
Program derived from StateAttribute.
Uniform value propagation is not yet functional (in development)
Includes some patches by Nathan Cournia.
includes example testcase to demo use of new classes."
2005-03-24 09:37:45 +00:00

427 lines
19 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_STATESET
#define OSG_STATESET 1
#include <osg/Object>
#include <osg/StateAttribute>
#include <osg/ref_ptr>
#include <osg/Uniform>
#include <osg/Program>
#include <map>
#include <vector>
#include <string>
#ifndef GL_RESCALE_NORMAL
// allow compilation against GL1.1 headers.
#define GL_RESCALE_NORMAL 0x803A
#endif
namespace osg {
/** Stores a set of modes and attributes which respresent a set of OpenGL state.
* Notice that a \c StateSet contains just a subset of the whole OpenGL state.
* <p>In OSG, each \c Drawable and each \c Node has a reference to a
* \c StateSet. These <tt>StateSet</tt>s can be shared between
* different <tt>Drawable</tt>s and <tt>Node</tt>s (that is, several
* <tt>Drawable</tt>s and <tt>Node</tt>s can reference the same \c StateSet).
* Indeed, this practice is recommended whenever possible,
* as this minimizes expensive state changes in the graphics pipeline.
*/
class SG_EXPORT StateSet : public Object
{
public :
StateSet();
StateSet(const StateSet&,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
virtual Object* cloneType() const { return new StateSet(); }
virtual Object* clone(const CopyOp& copyop) const { return new StateSet(*this,copyop); }
virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const StateSet*>(obj)!=NULL; }
virtual const char* libraryName() const { return "osg"; }
virtual const char* className() const { return "StateSet"; }
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
int compare(const StateSet& rhs,bool compareAttributeContents=false) const;
bool operator < (const StateSet& rhs) const { return compare(rhs)<0; }
bool operator == (const StateSet& rhs) const { return compare(rhs)==0; }
bool operator != (const StateSet& rhs) const { return compare(rhs)!=0; }
/** Set all the modes to on or off so that it defines a
complete state, typically used for a default global state.*/
void setGlobalDefaults();
#ifdef USE_DEPRECATED_API
/** Set all the modes to inherit, typically used to signify
nodes which inherit all of their modes for the global state.*/
void setAllToInherit() { clear(); }
#endif
/** Clear the StateSet of all modes and attributes.*/
void clear();
/** Merge this \c StateSet with the \c StateSet passed as parameter.
* Every mode and attribute in this \c StateSet that is marked with
* \c StateAttribute::OVERRIDE is replaced with the
* equivalent mode or attribute from \c rhs.
*/
void merge(const StateSet& rhs);
/** a container to map GLModes to their respective GLModeValues.*/
typedef std::map<StateAttribute::GLMode,StateAttribute::GLModeValue> ModeList;
/** Set this \c StateSet to contain the specified \c GLMode with a given
* value.
* @note Don't use this method to set modes related to textures. For this
* purpose, use \c setTextureMode(), that accepts an extra parameter
* specifying which texture unit shall be affected by the call.
*/
void setMode(StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
#ifdef USE_DEPRECATED_API
/** Set this StateSet to inherit specified GLMode type from parents.
* Has the effect of deleting any GLMode of specified type from StateSet.*/
void setModeToInherit(StateAttribute::GLMode mode) { removeMode(mode); }
#endif
/** Remove \c mode from this \c StateSet.
* @note Don't use this method to remove modes related to textures. For
* this purpose, use \c removeTextureMode(), that accepts an extra
* parameter specifying which texture unit shall be affected by
* the call.
*/
void removeMode(StateAttribute::GLMode mode);
/** Get the value for a given \c GLMode.
* @param mode The \c GLMode whose value is desired.
* @return If \c mode is contained within this \c StateSet, returns the
* value associated with it. Otherwise, returns
* \c StateAttribute::INHERIT.
* @note Don't use this method to get the value of modes related to
* textures. For this purpose, use \c removeTextureMode(), that
* accepts an extra parameter specifying which texture unit shall
* be affected by the call.
*/
StateAttribute::GLModeValue getMode(StateAttribute::GLMode mode) const;
/** Set the list of all <tt>GLMode</tt>s contained in this \c StateSet.*/
inline void setModeList(ModeList& ml) { _modeList=ml; }
/** Return the list of all <tt>GLMode</tt>s contained in this \c StateSet.*/
inline ModeList& getModeList() { return _modeList; }
/** Return the \c const list of all <tt>GLMode</tt>s contained in this
* <tt>const StateSet</tt>.
*/
inline const ModeList& getModeList() const { return _modeList; }
/** Simple pairing between an attribute and its override flag.*/
typedef std::pair<ref_ptr<StateAttribute>,StateAttribute::OverrideValue> RefAttributePair;
/** a container to map <StateAttribyte::Types,Member> to their respective RefAttributePair.*/
typedef std::map<StateAttribute::TypeMemberPair,RefAttributePair> AttributeList;
/** Set this StateSet to contain specified attribute and override flag.*/
void setAttribute(StateAttribute *attribute, StateAttribute::OverrideValue value=StateAttribute::OFF);
/** Set this StateSet to contain specified attribute and set the associated GLMode's to specified value.*/
void setAttributeAndModes(StateAttribute *attribute, StateAttribute::GLModeValue value=StateAttribute::ON);
#ifdef USE_DEPRECATED_API
/** Set this StateSet to inherit specified attribute type from parents.
* has the effect of deleting any state attributes of specified type from StateSet.*/
void setAttributeToInherit(StateAttribute::Type type) { removeAttribute(type); }
#endif
/** remove attribute of specified type from StateSet.*/
void removeAttribute(StateAttribute::Type type, unsigned int member=0);
/** remove attribute from StateSet.*/
void removeAttribute(StateAttribute *attribute);
/** Get specified StateAttribute for specified type.
* Returns NULL if no type is contained within StateSet.*/
StateAttribute* getAttribute(StateAttribute::Type type, unsigned int member = 0);
/** Get specified const StateAttribute for specified type.
* Returns NULL if no type is contained within const StateSet.*/
const StateAttribute* getAttribute(StateAttribute::Type type, unsigned int member = 0) const;
/** Get specified RefAttributePair for specified type.
* Returns NULL if no type is contained within StateSet.*/
const RefAttributePair* getAttributePair(StateAttribute::Type type, unsigned int member = 0) const;
/** set the list of all StateAttributes contained in this StateSet.*/
inline void setAttributeList(AttributeList& al) { _attributeList=al; }
/** return the list of all StateAttributes contained in this StateSet.*/
inline AttributeList& getAttributeList() { return _attributeList; }
/** return the const list of all StateAttributes contained in this const StateSet.*/
inline const AttributeList& getAttributeList() const { return _attributeList; }
typedef std::vector<ModeList> TextureModeList;
/** Set this \c StateSet to contain specified \c GLMode with a given
* value.
* @param unit The texture unit to be affected (used with
* multi-texturing).
* @param mode The OpenGL mode to be added to the \c StateSet.
* @param value The value to be assigned to \c mode.
*/
void setTextureMode(unsigned int unit,StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
#ifdef USE_DEPRECATED_API
/** Set this StateSet to inherit specified GLMode type from parents.
* has the effect of deleting any GLMode of specified type from StateSet.*/
void setTextureModeToInherit(unsigned int unit,StateAttribute::GLMode mode) { removeTextureMode(unit,mode); }
#endif
/** Remove texture mode from StateSet.*/
void removeTextureMode(unsigned int unit,StateAttribute::GLMode mode);
/** Get specified GLModeValue for specified GLMode.
* returns INHERIT if no GLModeValue is contained within StateSet.*/
StateAttribute::GLModeValue getTextureMode(unsigned int unit,StateAttribute::GLMode mode) const;
/** set the list of all Texture related GLModes contained in this StateSet.*/
inline void setTextureModeList(TextureModeList& tml) { _textureModeList=tml; }
/** return the list of all Texture related GLModes contained in this StateSet.*/
inline TextureModeList& getTextureModeList() { return _textureModeList; }
/** return the const list of all Texture related GLModes contained in this const StateSet.*/
inline const TextureModeList& getTextureModeList() const { return _textureModeList; }
typedef std::vector<AttributeList> TextureAttributeList;
/** Set this StateSet to contain specified attribute and override flag.*/
void setTextureAttribute(unsigned int unit,StateAttribute *attribute, StateAttribute::OverrideValue value=StateAttribute::OFF);
/** Set this StateSet to contain specified attribute and set the associated GLMode's to specified value.*/
void setTextureAttributeAndModes(unsigned int unit,StateAttribute *attribute, StateAttribute::GLModeValue value=StateAttribute::ON);
#ifdef USE_DEPRECATED_API
/** Set this StateSet to inherit specified attribute type from parents.
* Has the effect of deleting any state attributes of specified type from StateSet.*/
void setTextureAttributeToInherit(unsigned int unit,StateAttribute::Type type) { removeTextureAttribute(unit,type); }
#endif
/** remove texture attribute of specified type from StateSet.*/
void removeTextureAttribute(unsigned int unit, StateAttribute::Type type);
/** remove texture attribute from StateSet.*/
void removeTextureAttribute(unsigned int unit, StateAttribute *attribute);
/** Get specified Texture related StateAttribute for specified type.
* Returns NULL if no type is contained within StateSet.*/
StateAttribute* getTextureAttribute(unsigned int unit,StateAttribute::Type type);
/** Get specified Texture related const StateAttribute for specified type.
* Returns NULL if no type is contained within const StateSet.*/
const StateAttribute* getTextureAttribute(unsigned int unit,StateAttribute::Type type) const;
/** Get specified Texture related RefAttributePair for specified type.
* Returns NULL if no type is contained within StateSet.*/
const RefAttributePair* getTextureAttributePair(unsigned int unit,StateAttribute::Type type) const;
/** Set the list of all Texture related StateAttributes contained in this StateSet.*/
inline void setTextureAttributeList(TextureAttributeList& tal) { _textureAttributeList=tal; }
/** Return the list of all Texture related StateAttributes contained in this StateSet.*/
inline TextureAttributeList& getTextureAttributeList() { return _textureAttributeList; }
/** Return the const list of all Texture related StateAttributes contained in this const StateSet.*/
inline const TextureAttributeList& getTextureAttributeList() const { return _textureAttributeList; }
void setAssociatedModes(const StateAttribute* attribute, StateAttribute::GLModeValue value);
void setAssociatedTextureModes(unsigned int unit,const StateAttribute* attribute, StateAttribute::GLModeValue value);
/** Simple pairing between a Uniform and its override flag.*/
typedef std::pair<ref_ptr<Uniform>,StateAttribute::OverrideValue> RefUniformPair;
/** a container to map Uniform name to its respective RefUniformPair.*/
typedef std::map<std::string,RefUniformPair> UniformList;
/** Set this StateSet to contain specified uniform and override flag.*/
void addUniform(Uniform* uniform, StateAttribute::OverrideValue value=StateAttribute::ON);
/** remove uniform of specified name from StateSet.*/
void removeUniform(const std::string& name);
/** remove Uniform from StateSet.*/
void removeUniform(Uniform* uniform);
/** Get Uniform for specified name.
* Returns NULL if no matching Uniform is contained within StateSet.*/
Uniform* getUniform(const std::string& name);
/** Get const Uniform for specified name.
* Returns NULL if no matching Uniform is contained within StateSet.*/
const Uniform* getUniform(const std::string& name) const;
/** Get specified RefUniformPair for specified Uniform name.
* Returns NULL if no Uniform is contained within StateSet.*/
const RefUniformPair* getUniformPair(const std::string& name) const;
/** set the list of all Uniforms contained in this StateSet.*/
inline void setUniformList(UniformList& al) { _uniformList=al; }
/** return the list of all Uniforms contained in this StateSet.*/
inline UniformList& getUniformList() { return _uniformList; }
/** return the const list of all Uniforms contained in this const StateSet.*/
inline const UniformList& getUniformList() const { return _uniformList; }
void setProgram(Program* program) { _program = program; }
Program* getProgram() { return _program.get(); }
const Program* getProgram() const { return _program.get(); }
enum RenderingHint
{
DEFAULT_BIN = 0,
OPAQUE_BIN = 1,
TRANSPARENT_BIN = 2
};
/** Set the \c RenderingHint of this \c StateSet. \c RenderingHint is
* used by the renderer to determine which draw bin to drop associated
* <tt>osg::Drawable</tt>s in. Typically, users will set this to either
* \c StateSet::OPAQUE_BIN or \c StateSet::TRANSPARENT_BIN.
* <tt>Drawable</tt>s in the opaque bin are sorted by their
* \c StateSet, so that the number of expensive changes in the OpenGL
* state is minimized. <tt>Drawable</tt>s in the transparent bin are
* sorted by depth, so that objects farther from the viewer are
* rendered first (and hence alpha blending works nicely for
* translucent objects).
*/
void setRenderingHint(int hint);
/** Get the \c RenderingHint of this \c StateSet.*/
inline int getRenderingHint() const { return _renderingHint; }
enum RenderBinMode
{
INHERIT_RENDERBIN_DETAILS,
USE_RENDERBIN_DETAILS,
OVERRIDE_RENDERBIN_DETAILS,
ENCLOSE_RENDERBIN_DETAILS
};
/** Set the render bin details.*/
void setRenderBinDetails(int binNum,const std::string& binName,RenderBinMode mode=USE_RENDERBIN_DETAILS);
/** Set the render bin details to inherit.*/
void setRenderBinToInherit();
/** Get whether the render bin details are set and should be used.*/
inline bool useRenderBinDetails() const { return _binMode!=INHERIT_RENDERBIN_DETAILS; }
/** Set the render bin mode.*/
inline void setRenderBinMode(RenderBinMode mode) { _binMode=mode; }
/** Get the render bin mode.*/
inline RenderBinMode getRenderBinMode() const { return _binMode; }
/** Set the render bin number.*/
inline void setBinNumber(int num) { _binNum=num; }
/** Get the render bin number.*/
inline int getBinNumber() const { return _binNum; }
/** Set the render bin name.*/
inline void setBinName(const std::string& name) { _binName=name; }
/** Get the render bin name.*/
inline const std::string& getBinName() const { return _binName; }
/** call compile on all StateAttributes contained within this StateSet.*/
void compileGLObjects(State& state) const;
/** call release on all StateAttributes contained within this StateSet.*/
virtual void releaseGLObjects(State* state=0) const;
protected :
virtual ~StateSet();
StateSet& operator = (const StateSet&) { return *this; }
ModeList _modeList;
AttributeList _attributeList;
TextureModeList _textureModeList;
TextureAttributeList _textureAttributeList;
UniformList _uniformList;
osg::ref_ptr<osg::Program> _program;
inline ModeList& getOrCreateTextureModeList(unsigned int unit)
{
if (unit>=_textureModeList.size()) _textureModeList.resize(unit+1);
return _textureModeList[unit];
}
inline AttributeList& getOrCreateTextureAttributeList(unsigned int unit)
{
if (unit>=_textureAttributeList.size()) _textureAttributeList.resize(unit+1);
return _textureAttributeList[unit];
}
int compareModes(const ModeList& lhs,const ModeList& rhs);
int compareAttributePtrs(const AttributeList& lhs,const AttributeList& rhs);
int compareAttributeContents(const AttributeList& lhs,const AttributeList& rhs);
void setMode(ModeList& modeList,StateAttribute::GLMode mode, StateAttribute::GLModeValue value);
void setModeToInherit(ModeList& modeList,StateAttribute::GLMode mode);
StateAttribute::GLModeValue getMode(const ModeList& modeList,StateAttribute::GLMode mode) const;
void setAttribute(AttributeList& attributeList,StateAttribute *attribute, const StateAttribute::OverrideValue value=StateAttribute::OFF);
StateAttribute* getAttribute(AttributeList& attributeList,const StateAttribute::Type type, unsigned int member);
const StateAttribute* getAttribute(const AttributeList& attributeList,const StateAttribute::Type type, unsigned int member) const;
const RefAttributePair* getAttributePair(const AttributeList& attributeList,const StateAttribute::Type type, unsigned int member) const;
int _renderingHint;
RenderBinMode _binMode;
int _binNum;
std::string _binName;
};
}
#endif