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  • /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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_DEPTH
    #define OSG_DEPTH 1
    
    #include <osg/StateAttribute>
    
    namespace osg {
    
    /** Encapsulate OpenGL glDepthFunc/Mask/Range functions.
    */     
    class OSG_EXPORT Depth : public StateAttribute
    {
        public :
        
        
            enum Function
            {
                NEVER = GL_NEVER,
                LESS = GL_LESS,
                EQUAL = GL_EQUAL,
                LEQUAL = GL_LEQUAL,
                GREATER = GL_GREATER,
                NOTEQUAL = GL_NOTEQUAL,
                GEQUAL = GL_GEQUAL,
                ALWAYS = GL_ALWAYS
            };
    
    
            Depth(Function func=LESS,double zNear=0.0, double zFar=1.0,bool writeMask=true);
            
            /** Copy constructor using CopyOp to manage deep vs shallow copy.*/
            Depth(const Depth& dp,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
                StateAttribute(dp,copyop),
                _func(dp._func),
                _zNear(dp._zNear),
                _zFar(dp._zFar),
                _depthWriteMask(dp._depthWriteMask) {}
            
            
            META_StateAttribute(osg, Depth, DEPTH);
            
            /** 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_Parameter macros below.
                COMPARE_StateAttribute_Types(Depth,sa)
    
                // compare each parameter in turn against the rhs.
                COMPARE_StateAttribute_Parameter(_func)
                COMPARE_StateAttribute_Parameter(_depthWriteMask)
                COMPARE_StateAttribute_Parameter(_zNear)
                COMPARE_StateAttribute_Parameter(_zFar)
    
                return 0; // passed all the above comparison macros, must be equal.
            }
    
            virtual bool getModeUsage(StateAttribute::ModeUsage& usage) const
            {
                usage.usesMode(GL_DEPTH_TEST);
                return true;
            }
    
            inline void setFunction(Function func) { _func = func; }        
            inline Function getFunction() const { return _func; }
                   
    
            inline void setRange(double zNear, double zFar)
            {
                _zNear = zNear;
                _zFar = zFar;
            }
    
            inline void setZNear(double zNear) { _zNear=zNear; }
            inline double getZNear() const { return _zNear; }
        
            inline void setZFar(double zFar) { _zFar=zFar; }
            inline double getZFar() const { return _zFar; }
    
            inline void setWriteMask(bool mask) { _depthWriteMask = mask; }        
            inline bool getWriteMask() const { return _depthWriteMask; }
    
    
            virtual void apply(State& state) const;
    
        protected:
        
            virtual ~Depth();
    
            Function            _func;
            
            double              _zNear;
            double              _zFar;
    
            bool                _depthWriteMask;
    };
    
    }
    
    #endif