303 lines
13 KiB
Plaintext
303 lines
13 KiB
Plaintext
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_TERMPLATEPRIMITIVEFUNCTOR
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#define OSG_TERMPLATEPRIMITIVEFUNCTOR 1
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#include <osg/PrimitiveSet>
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#include <osg/Notify>
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namespace osg {
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/** Provides access to the primitives that compose an \c osg::Drawable.
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* <p>Notice that \c TemplatePrimitiveFunctor is a class template, and that it inherits
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* from its template parameter \c T. This template parameter must implement
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* <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3
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* v3, bool treatVertexDataAsTemporary)</tt>,
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* <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, bool
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* treatVertexDataAsTemporary)</tt>, <tt>operator()(const osg::Vec3 v1,
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* const osg::Vec3 v2, const osg::Vec3 v3, bool treatVertexDataAsTemporary)</tt>,
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* and <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3 v3,
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* const osg::Vec3 v4, bool treatVertexDataAsTemporary)</tt> which will be called
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* for the matching primitive when the functor is applied to a \c Drawable.
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* Parameters \c v1, \c v2, \c v3, and \c v4 are the vertices of the primitive.
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* The last parameter, \c treatVertexDataAsTemporary, indicates whether these
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* vertices are coming from a "real" vertex array, or from a temporary vertex array,
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* created by the \c TemplatePrimitiveFunctor from some other geometry representation.
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* @see \c PrimitiveFunctor for general usage hints.
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*/
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template<class T>
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class TemplatePrimitiveFunctor : public PrimitiveFunctor, public T
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{
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public:
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TemplatePrimitiveFunctor()
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{
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_vertexArraySize=0;
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_vertexArrayPtr=0;
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_modeCache=0;
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_treatVertexDataAsTemporary=false;
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}
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virtual ~TemplatePrimitiveFunctor() {}
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void setTreatVertexDataAsTemporary(bool treatVertexDataAsTemporary) { _treatVertexDataAsTemporary=treatVertexDataAsTemporary; }
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bool getTreatVertexDataAsTemporary() const { return _treatVertexDataAsTemporary; }
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virtual void setVertexArray(unsigned int,const Vec2*)
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{
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notify(WARN)<<"Triangle Functor does not support Vec2* vertex arrays"<<std::endl;
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}
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virtual void setVertexArray(unsigned int count,const Vec3* vertices)
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{
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_vertexArraySize = count;
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_vertexArrayPtr = vertices;
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}
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virtual void setVertexArray(unsigned int,const Vec4* )
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{
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notify(WARN)<<"Triangle Functor does not support Vec4* vertex arrays"<<std::endl;
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}
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virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
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{
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if (_vertexArrayPtr==0 || count==0) return;
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switch(mode)
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{
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case(GL_TRIANGLES): {
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const Vec3* vlast = &_vertexArrayPtr[first+count];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=3)
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this->operator()(*(vptr),*(vptr+1),*(vptr+2),_treatVertexDataAsTemporary);
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break;
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}
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case(GL_TRIANGLE_STRIP): {
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=2;i<count;++i,++vptr)
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{
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if ((i%2)) this->operator()(*(vptr),*(vptr+2),*(vptr+1),_treatVertexDataAsTemporary);
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else this->operator()(*(vptr),*(vptr+1),*(vptr+2),_treatVertexDataAsTemporary);
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}
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break;
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}
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case(GL_QUADS): {
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=3;i<count;i+=4,vptr+=4)
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{
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this->operator()(*(vptr),*(vptr+1),*(vptr+2),*(vptr+3),_treatVertexDataAsTemporary);
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}
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break;
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}
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case(GL_QUAD_STRIP): {
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=3;i<count;i+=2,vptr+=2)
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{
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this->operator()(*(vptr),*(vptr+1),*(vptr+3),*(vptr+2),_treatVertexDataAsTemporary);
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN): {
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const Vec3* vfirst = &_vertexArrayPtr[first];
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const Vec3* vptr = vfirst+1;
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for(GLsizei i=2;i<count;++i,++vptr)
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{
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this->operator()(*(vfirst),*(vptr),*(vptr+1),_treatVertexDataAsTemporary);
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}
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break;
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}
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case(GL_POINTS): {
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const Vec3* vlast = &_vertexArrayPtr[first+count];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
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this->operator()(*(vptr),_treatVertexDataAsTemporary);
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break;
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}
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case(GL_LINES): {
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const Vec3* vlast = &_vertexArrayPtr[first+count];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=2)
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this->operator()(*(vptr),*(vptr+1),_treatVertexDataAsTemporary);
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break;
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}
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case(GL_LINE_STRIP): {
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const Vec3* vlast = &_vertexArrayPtr[first+count];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
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this->operator()(*(vptr),*(vptr+1),_treatVertexDataAsTemporary);
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break;
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}
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case(GL_LINE_LOOP): {
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const Vec3* vlast = &_vertexArrayPtr[first+count];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
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this->operator()(*(vptr),*(vptr+1),_treatVertexDataAsTemporary);
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this->operator()(*(vlast-1),_vertexArrayPtr[first],_treatVertexDataAsTemporary);
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break;
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}
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default:
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break;
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}
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}
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template<class IndexType>
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void drawElementsTemplate(GLenum mode,GLsizei count,const IndexType* indices)
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{
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if (indices==0 || count==0) return;
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typedef const IndexType* IndexPointer;
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switch(mode)
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{
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case(GL_TRIANGLES): {
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
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break;
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}
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case(GL_TRIANGLE_STRIP): {
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IndexPointer iptr = indices;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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if ((i%2)) this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],
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_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
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else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
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_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
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}
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break;
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}
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case(GL_QUADS): {
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=4,iptr+=4)
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{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
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_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)],
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_treatVertexDataAsTemporary);
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}
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break;
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}
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case(GL_QUAD_STRIP): {
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=2,iptr+=2)
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{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
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_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)],
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_treatVertexDataAsTemporary);
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN): {
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IndexPointer iptr = indices;
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const Vec3& vfirst = _vertexArrayPtr[*iptr];
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++iptr;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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this->operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
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_treatVertexDataAsTemporary);
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}
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break;
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}
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case(GL_POINTS): {
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
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this->operator()(_vertexArrayPtr[*iptr],_treatVertexDataAsTemporary);
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break;
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}
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case(GL_LINES): {
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=2)
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this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
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_treatVertexDataAsTemporary);
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break;
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}
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case(GL_LINE_STRIP): {
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
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this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
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_treatVertexDataAsTemporary);
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break;
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}
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case(GL_LINE_LOOP): {
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
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this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
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_treatVertexDataAsTemporary);
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break;
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this->operator()(_vertexArrayPtr[*(ilast-1)],_vertexArrayPtr[indices[0]],
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_treatVertexDataAsTemporary);
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}
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default:
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break;
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}
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
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{
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drawElementsTemplate(mode, count, indices);
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices)
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{
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drawElementsTemplate(mode, count, indices);
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices)
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{
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drawElementsTemplate(mode, count, indices);
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}
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/** Note:
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* begin(..),vertex(..) & end() are convenience methods for adapting
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* non vertex array primitives to vertex array based primitives.
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* This is done to simplify the implementation of primtive functor
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* subclasses - users only need override drawArray and drawElements.
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*/
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virtual void begin(GLenum mode)
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{
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_modeCache = mode;
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_vertexCache.clear();
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}
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virtual void vertex(const Vec2& vert) { _vertexCache.push_back(osg::Vec3(vert[0],vert[1],0.0f)); }
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virtual void vertex(const Vec3& vert) { _vertexCache.push_back(vert); }
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virtual void vertex(const Vec4& vert) { _vertexCache.push_back(osg::Vec3(vert[0],vert[1],vert[2])/vert[3]); }
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virtual void vertex(float x,float y) { _vertexCache.push_back(osg::Vec3(x,y,0.0f)); }
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virtual void vertex(float x,float y,float z) { _vertexCache.push_back(osg::Vec3(x,y,z)); }
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virtual void vertex(float x,float y,float z,float w) { _vertexCache.push_back(osg::Vec3(x,y,z)/w); }
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virtual void end()
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{
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if (!_vertexCache.empty())
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{
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setVertexArray(_vertexCache.size(),&_vertexCache.front());
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_treatVertexDataAsTemporary = true;
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drawArrays(_modeCache,0,_vertexCache.size());
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}
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}
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protected:
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unsigned int _vertexArraySize;
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const Vec3* _vertexArrayPtr;
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GLenum _modeCache;
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std::vector<Vec3> _vertexCache;
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bool _treatVertexDataAsTemporary;
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};
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}
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#endif
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