Visualization Library v1.0.3A lightweight C++ OpenGL middleware for 2D/3D graphics |
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00001 /**************************************************************************************/ 00002 /* */ 00003 /* Visualization Library */ 00004 /* http://visualizationlibrary.org */ 00005 /* */ 00006 /* Copyright (c) 2005-2010, Michele Bosi */ 00007 /* All rights reserved. */ 00008 /* */ 00009 /* Redistribution and use in source and binary forms, with or without modification, */ 00010 /* are permitted provided that the following conditions are met: */ 00011 /* */ 00012 /* - Redistributions of source code must retain the above copyright notice, this */ 00013 /* list of conditions and the following disclaimer. */ 00014 /* */ 00015 /* - Redistributions in binary form must reproduce the above copyright notice, this */ 00016 /* list of conditions and the following disclaimer in the documentation and/or */ 00017 /* other materials provided with the distribution. */ 00018 /* */ 00019 /* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND */ 00020 /* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED */ 00021 /* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE */ 00022 /* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR */ 00023 /* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES */ 00024 /* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; */ 00025 /* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON */ 00026 /* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT */ 00027 /* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS */ 00028 /* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ 00029 /* */ 00030 /**************************************************************************************/ 00031 00032 #ifndef RenderState_INCLUDE_ONCE 00033 #define RenderState_INCLUDE_ONCE 00034 00035 #include <vlCore/Object.hpp> 00036 #include <vlCore/vlnamespace.hpp> 00037 00038 namespace vl 00039 { 00040 class Camera; 00041 class OpenGLContext; 00042 //------------------------------------------------------------------------------ 00043 // RenderState 00044 //------------------------------------------------------------------------------ 00050 class VLGRAPHICS_EXPORT RenderState: public Object 00051 { 00052 VL_INSTRUMENT_ABSTRACT_CLASS(vl::RenderState, Object) 00053 00054 public: 00055 RenderState() 00056 { 00057 VL_DEBUG_SET_OBJECT_NAME() 00058 } 00059 virtual ERenderState type() const { return RS_NONE; } 00060 00062 virtual void apply(int index, const Camera* camera, OpenGLContext* ctx) const = 0; 00063 00064 virtual ref<RenderState> clone() const = 0; 00065 }; 00066 //------------------------------------------------------------------------------ 00067 // RenderStateIndexed 00068 //------------------------------------------------------------------------------ 00070 class VLGRAPHICS_EXPORT RenderStateIndexed: public RenderState 00071 { 00072 VL_INSTRUMENT_ABSTRACT_CLASS(vl::RenderStateIndexed, RenderState) 00073 00074 public: 00075 RenderStateIndexed() 00076 { 00077 VL_DEBUG_SET_OBJECT_NAME() 00078 } 00079 }; 00080 //------------------------------------------------------------------------------ 00081 // RenderStateNonIndexed 00082 //------------------------------------------------------------------------------ 00084 class VLGRAPHICS_EXPORT RenderStateNonIndexed: public RenderState 00085 { 00086 VL_INSTRUMENT_ABSTRACT_CLASS(vl::RenderStateNonIndexed, RenderState) 00087 00088 public: 00089 RenderStateNonIndexed() 00090 { 00091 VL_DEBUG_SET_OBJECT_NAME() 00092 } 00093 }; 00094 //------------------------------------------------------------------------------ 00095 struct RenderStateSlot 00096 { 00097 RenderStateSlot(): mRS(NULL), mIndex(-1) {} 00098 RenderStateSlot(RenderState* rs, int index): mRS(rs), mIndex(index) {} 00099 virtual ~RenderStateSlot() {} 00100 00101 virtual void apply(const Camera* camera, OpenGLContext* ctx) const { mRS->apply( mIndex, camera, ctx ); } 00102 00103 ERenderState type() const 00104 { 00105 if (mIndex > 0) 00106 return (ERenderState)(mRS->type() + mIndex); 00107 else 00108 return mRS->type(); 00109 } 00110 00111 ref<RenderState> mRS; 00112 int mIndex; 00113 }; 00114 //------------------------------------------------------------------------------ 00115 } 00116 00117 #endif