/usr/include/osg/StateAttribute is in libopenscenegraph-dev 3.2.3+dfsg1-2ubuntu8.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 | /* -*-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_STATEATTRIBUTE
#define OSG_STATEATTRIBUTE 1
#include <osg/Export>
#include <osg/Object>
#include <osg/StateAttributeCallback>
#include <osg/Shader>
#include <osg/GL>
#include <typeinfo>
#include <utility>
#include <vector>
// define for the GL_EXT_secondary_color extension, GL_COLOR_SUM is OpenGL
// mode to be used to enable and disable the second color.
#ifndef GL_COLOR_SUM
#define GL_COLOR_SUM 0x8458
#endif
namespace osg {
// forward declare NodeVisitor, State & StateSet
class NodeVisitor;
class State;
class ShaderComposer;
class StateSet;
class Texture;
/** META_StateAttribute macro define the standard clone, isSameKindAs,
* className and getType methods.
* Use when subclassing from Object to make it more convenient to define
* the standard pure virtual methods which are required for all Object
* subclasses.*/
#define META_StateAttribute(library,name,type) \
virtual osg::Object* cloneType() const { return new name(); } \
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return new name (*this,copyop); } \
virtual bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const name *>(obj)!=NULL; } \
virtual const char* libraryName() const { return #library; } \
virtual const char* className() const { return #name; } \
virtual Type getType() const { return type; }
/** COMPARE_StateAttribute_Types macro is a helper for implementing the StateAtribute::compare(..) method.*/
#define COMPARE_StateAttribute_Types(TYPE,rhs_attribute) \
if (this==&rhs_attribute) return 0;\
const std::type_info* type_lhs = &typeid(*this);\
const std::type_info* type_rhs = &typeid(rhs_attribute);\
if (type_lhs->before(*type_rhs)) return -1;\
if (*type_lhs != *type_rhs) return 1;\
const TYPE& rhs = static_cast<const TYPE&>(rhs_attribute);
/** COMPARE_StateAttribute_Parameter macro is a helper for implementing the StatateAtribute::compare(..) method.
* Macro assumes that variable rhs has been correctly defined by preceding code
* macro.*/
#define COMPARE_StateAttribute_Parameter(parameter) \
if (parameter<rhs.parameter) return -1; \
if (rhs.parameter<parameter) return 1;
/** Base class for state attributes.
*/
class OSG_EXPORT StateAttribute : public Object
{
public :
/** GLMode is the value used in glEnable/glDisable(mode) */
typedef GLenum GLMode;
/** GLModeValue is used to specify whether a mode is enabled (ON) or disabled (OFF).
* GLMoveValue is also used to specify the override behavior of modes from parent to children.
* See enum Value description for more details.*/
typedef unsigned int GLModeValue;
/** Override is used to specify the override behavior of StateAttributes
* from parent to children.
* See enum Value description for more details.*/
typedef unsigned int OverrideValue;
/** list values which can be used to set either GLModeValues or OverrideValues.
* When using in conjunction with GLModeValues, all Values have meaning.
* When using in conjunction with StateAttribute OverrideValue only
* OFF,OVERRIDE and INHERIT are meaningful.
* However, they are useful when using GLModeValue
* and OverrideValue in conjunction with each other as when using
* StateSet::setAttributeAndModes(..).*/
enum Values
{
/** means that associated GLMode and Override is disabled.*/
OFF = 0x0,
/** means that associated GLMode is enabled and Override is disabled.*/
ON = 0x1,
/** Overriding of GLMode's or StateAttributes is enabled, so that state below it is overridden.*/
OVERRIDE = 0x2,
/** Protecting of GLMode's or StateAttributes is enabled, so that state from above cannot override this and below state.*/
PROTECTED = 0x4,
/** means that GLMode or StateAttribute should be inherited from above.*/
INHERIT = 0x8
};
/** Type identifier to differentiate between different state types. */
// typedef unsigned int Type;
/** Values of StateAttribute::Type used to aid identification
* of different StateAttribute subclasses. Each subclass defines
* its own value in the virtual Type getType() method. When
* extending the osg's StateAttribute's simply define your
* own Type value which is unique, using the StateAttribute::Type
* enum as a guide of what values to use. If your new subclass
* needs to override a standard StateAttriubte then simply use
* that type's value. */
enum Type
{
TEXTURE,
POLYGONMODE,
POLYGONOFFSET,
MATERIAL,
ALPHAFUNC,
ANTIALIAS,
COLORTABLE,
CULLFACE,
FOG,
FRONTFACE,
LIGHT,
POINT,
LINEWIDTH,
LINESTIPPLE,
POLYGONSTIPPLE,
SHADEMODEL,
TEXENV,
TEXENVFILTER,
TEXGEN,
TEXMAT,
LIGHTMODEL,
BLENDFUNC,
BLENDEQUATION,
LOGICOP,
STENCIL,
COLORMASK,
DEPTH,
VIEWPORT,
SCISSOR,
BLENDCOLOR,
MULTISAMPLE,
CLIPPLANE,
COLORMATRIX,
VERTEXPROGRAM,
FRAGMENTPROGRAM,
POINTSPRITE,
PROGRAM,
CLAMPCOLOR,
HINT,
SAMPLEMASKI,
PRIMITIVERESTARTINDEX,
/// osgFX namespace
VALIDATOR,
VIEWMATRIXEXTRACTOR,
/// osgNV namespace
OSGNV_PARAMETER_BLOCK,
// osgNVExt namespace
OSGNVEXT_TEXTURE_SHADER,
OSGNVEXT_VERTEX_PROGRAM,
OSGNVEXT_REGISTER_COMBINERS,
/// osgNVCg namespace
OSGNVCG_PROGRAM,
// osgNVSlang namespace
OSGNVSLANG_PROGRAM,
// osgNVParse
OSGNVPARSE_PROGRAM_PARSER,
UNIFORMBUFFERBINDING,
TRANSFORMFEEDBACKBUFFERBINDING,
ATOMICCOUNTERBUFFERBINDING,
PATCH_PARAMETER,
FRAME_BUFFER_OBJECT
};
/** Simple pairing between an attribute type and the member within that attribute type group.*/
typedef std::pair<Type,unsigned int> TypeMemberPair;
StateAttribute();
StateAttribute(const StateAttribute& sa,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
Object(sa,copyop),
_shaderComponent(sa._shaderComponent),
_updateCallback(copyop(sa._updateCallback.get())),
_eventCallback(copyop(sa._eventCallback.get()))
{}
/** Clone the type of an attribute, with Object* return type.
Must be defined by derived classes.*/
virtual Object* cloneType() const = 0;
/** Clone an attribute, with Object* return type.
Must be defined by derived classes.*/
virtual Object* clone(const CopyOp&) const = 0;
/** Return true if this and obj are of the same kind of object.*/
virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const StateAttribute*>(obj)!=NULL; }
/** Return the name of the attribute's library.*/
virtual const char* libraryName() const { return "osg"; }
/** Return the name of the attribute's class type.*/
virtual const char* className() const { return "StateAttribute"; }
/** Fast alternative to dynamic_cast<> for determining if state attribute is a Texture.*/
virtual Texture* asTexture() { return 0; }
/** Fast alternative to dynamic_cast<> for determining if state attribute is a Texture.*/
virtual const Texture* asTexture() const { return 0; }
/** Return the Type identifier of the attribute's class type.*/
virtual Type getType() const = 0;
/** Return the member identifier within the attribute's class type. Used for light number/clip plane number etc.*/
virtual unsigned int getMember() const { return 0; }
/** Return the TypeMemberPair that uniquely identifies this type member.*/
inline TypeMemberPair getTypeMemberPair() const { return TypeMemberPair(getType(),getMember()); }
/** Return true if StateAttribute is a type which controls texturing and needs to be issued w.r.t to specific texture unit.*/
virtual bool isTextureAttribute() const { return false; }
/** Return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const StateAttribute& sa) const = 0;
bool operator < (const StateAttribute& rhs) const { return compare(rhs)<0; }
bool operator == (const StateAttribute& rhs) const { return compare(rhs)==0; }
bool operator != (const StateAttribute& rhs) const { return compare(rhs)!=0; }
/** A vector of osg::StateSet pointers which is used to store the parent(s) of this StateAttribute.*/
typedef std::vector<StateSet*> ParentList;
/** Get the parent list of this StateAttribute. */
inline const ParentList& getParents() const { return _parents; }
inline StateSet* getParent(unsigned int i) { return _parents[i]; }
/**
* Get a single const parent of this StateAttribute.
* @param i index of the parent to get.
* @return the parent i.
*/
inline const StateSet* getParent(unsigned int i) const { return _parents[i]; }
/**
* Get the number of parents of this StateAttribute.
* @return the number of parents of this StateAttribute.
*/
inline unsigned int getNumParents() const { return static_cast<unsigned int>(_parents.size()); }
void setShaderComponent(ShaderComponent* sc) { _shaderComponent = sc; }
ShaderComponent* getShaderComponent() { return _shaderComponent.get(); }
const ShaderComponent* getShaderComponent() const { return _shaderComponent.get(); }
struct ModeUsage
{
virtual ~ModeUsage() {}
virtual void usesMode(GLMode mode) = 0;
virtual void usesTextureMode(GLMode mode) = 0;
};
/** Return the modes associated with this StateAttribute.*/
virtual bool getModeUsage(ModeUsage&) const
{
// default to no GLMode's associated with use of the StateAttribute.
return false;
}
/** Check the modes associated with this StateAttribute are supported by current OpenGL drivers,
* and if not set the associated mode in osg::State to be black listed/invalid.
* Return true if all associated modes are valid.*/
virtual bool checkValidityOfAssociatedModes(osg::State&) const
{
// default to no black listed GLMode's associated with use of the StateAttribute.
return true;
}
// provide callback for backwards compatibility.
typedef osg::StateAttributeCallback Callback;
/** Set the UpdateCallback which allows users to attach customize the updating of an object during the update traversal.*/
void setUpdateCallback(StateAttributeCallback* uc);
/** Get the non const UpdateCallback.*/
StateAttributeCallback* getUpdateCallback() { return _updateCallback.get(); }
/** Get the const UpdateCallback.*/
const StateAttributeCallback* getUpdateCallback() const { return _updateCallback.get(); }
/** Set the EventCallback which allows users to attach customize the updating of an object during the Event traversal.*/
void setEventCallback(StateAttributeCallback* ec);
/** Get the non const EventCallback.*/
StateAttributeCallback* getEventCallback() { return _eventCallback.get(); }
/** Get the const EventCallback.*/
const StateAttributeCallback* getEventCallback() const { return _eventCallback.get(); }
/** apply the OpenGL state attributes.
* The render info for the current OpenGL context is passed
* in to allow the StateAttribute to obtain details on the
* the current context and state.
*/
virtual void apply(State&) const {}
/** Default to nothing to compile - all state is applied immediately. */
virtual void compileGLObjects(State&) const {}
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int /*maxSize*/) {}
/** Release OpenGL objects in specified graphics context if State
object is passed, otherwise release OpenGL objects for all graphics context if
State object pointer NULL.*/
virtual void releaseGLObjects(State* =0) const {}
protected:
virtual ~StateAttribute() {}
void addParent(osg::StateSet* object);
void removeParent(osg::StateSet* object);
ParentList _parents;
friend class osg::StateSet;
ref_ptr<ShaderComponent> _shaderComponent;
ref_ptr<StateAttributeCallback> _updateCallback;
ref_ptr<StateAttributeCallback> _eventCallback;
};
}
#endif
|