State class for managing a state stack.
Inheritance:
Public Methods
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State()
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virtual ~State()
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void pushStateSet(const StateSet* dstate)
- push stateset onto state stack
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void popStateSet()
- pop drawstate off state stack
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void captureCurrentState(StateSet& stateset) const
- copy the modes and attributes which captures the current state
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void reset()
- reset the state object to an empty stack
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inline const bool apply_mode(const StateAttribute::GLMode mode, const bool enabled)
- apply an OpenGL mode if required.
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inline const bool apply_attribute(const StateAttribute* attribute)
- apply an attribute if required.
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void apply(const StateSet* dstate)
- apply stateset
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void apply()
- apply the state
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void have_applied(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)
- mode has been set externally, update state to reflect this setting
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void have_applied(const StateAttribute* attribute)
- attribute has been applied externally, update state to reflect this setting
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inline void setContextID(unsigned int contextID)
- Set the current OpenGL context uniqueID.
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inline const unsigned int getContextID() const
- Get the current OpenGL context unique ID
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inline void setFrameStamp(FrameStamp* fs)
- Set the frame stamp for the current frame
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inline const FrameStamp* getFrameStamp() const
- Set the frame stamp for the current frame
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inline void setCamera(Camera* camera)
- Set the camera.
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inline const Camera* getCamera() const
- Get the camera
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inline void setDisplaySettings(DisplaySettings* vs)
- Set the DisplaySettings.
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inline const DisplaySettings* getDisplaySettings() const
- Get the DisplaySettings
Public Methods
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inline Referenced& operator = (Referenced&)
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inline void ref() const
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inline void unref() const
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inline const int referenceCount() const
Protected Fields
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mutable int _refCount
Documentation
State class for managing a state stack.
Lazy state updating is used to minimize state changes.
State()
virtual ~State()
void pushStateSet(const StateSet* dstate)
- push stateset onto state stack
void popStateSet()
- pop drawstate off state stack
void captureCurrentState(StateSet& stateset) const
- copy the modes and attributes which captures the current state
void reset()
- reset the state object to an empty stack
inline const bool apply_mode(const StateAttribute::GLMode mode, const bool enabled)
- apply an OpenGL mode if required.
inline const bool apply_attribute(const StateAttribute* attribute)
- apply an attribute if required.
void apply(const StateSet* dstate)
- apply stateset
void apply()
- apply the state
void have_applied(const StateAttribute::GLMode mode, const StateAttribute::GLModeValue value)
- mode has been set externally, update state to reflect this setting
void have_applied(const StateAttribute* attribute)
- attribute has been applied externally, update state to reflect this setting
inline void setContextID(unsigned int contextID)
- Set the current OpenGL context uniqueID.
Note, it is the application developers responsibility to
set up unique ID for each OpenGL context. This value is
then used by osg::StateAttribure's and osg::Drawable's to
help manage OpenGL display list and texture binds appropriate
for each context.
inline const unsigned int getContextID() const
- Get the current OpenGL context unique ID
inline void setFrameStamp(FrameStamp* fs)
- Set the frame stamp for the current frame
inline const FrameStamp* getFrameStamp() const
- Set the frame stamp for the current frame
inline void setCamera(Camera* camera)
- Set the camera. Note, nothing is applied, the camera is just used
used in the State object to pass the current camera to Drawables
during rendering.
inline const Camera* getCamera() const
- Get the camera
inline void setDisplaySettings(DisplaySettings* vs)
- Set the DisplaySettings. Note, nothing is applied, the visual settings are just used
used in the State object to pass the current visual settings to Drawables
during rendering.
inline const DisplaySettings* getDisplaySettings() const
- Get the DisplaySettings
ModeStack()
bool changed
bool last_applied_value
bool global_default_value
ValueVec valueVec
AttributeStack()
bool changed
- apply an attribute if required, passing in attribute and appropriate attribute stack
const StateAttribute* last_applied_attribute
ref_ptr<StateAttribute> global_default_attribute
AttributeVec attributeVec
- This class has no child classes.
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