/* -*-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 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