175 lines
6.4 KiB
Plaintext
175 lines
6.4 KiB
Plaintext
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#ifndef OSG_DRAWABLE
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#define OSG_DRAWABLE 1
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#include <osg/BoundingBox>
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#include <osg/StateSet>
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#include <osg/State>
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#include <osg/Types>
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#include <vector>
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#include <map>
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#include <set>
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namespace osg {
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/** Pure virtual base class for drawable Geomtery. Contains no drawing primitives
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directly, these are provided by subclasses such as GeoSet. State attributes
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for a Drawable are maintained in StateSet which the Drawable maintains
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a referenced counted pointer to. Both Drawable's and StateSet's can
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be shared for optimal memory usage and graphics performance.
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*/
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class SG_EXPORT Drawable : public Object
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{
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public:
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Drawable();
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const Drawable*>(obj)!=NULL; }
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virtual const char* className() const { return "Drawable"; }
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/** Set the StateSet attached to the Drawable.
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Previously attached StateSet are automatically unreferenced on
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assignment of a new drawstate.*/
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inline void setStateSet(StateSet *state) { _dstate = state; }
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/** Get the attached StateSet.*/
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inline StateSet* getStateSet() { return _dstate.get();}
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/** Get the attached const StateSet.*/
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inline const StateSet* getStateSet() const { return _dstate.get();}
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/** Set the drawable to it can or cannot be used inconjunction with OpenGL
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* display lists. With set to true, calls to Drawable::setUseDisplayList,
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* whereas when set to false, no display lists can be created and calls
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* to setUseDisplayList are ignored, and a warning is produced. The later
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* is typically used to guard against the switching on of display lists
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* on objects with dynamic internal data such as continuous Level of Detail
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* algorithms.*/
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void setSupportsDisplayList(const bool flag);
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/** Get whether display lists are supportd for this drawable instance.*/
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inline const bool getSupportsDisplayList() const { return _supportsDisplayList; }
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/** When set to true, force the draw method to use OpenGL Display List for rendering.
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If false rendering directly. If the display list has not been already
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compile the next call to draw will automatically create the display list.*/
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void setUseDisplayList(const bool flag);
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/** Return whether OpenGL display lists are being used for rendering.*/
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inline const bool getUseDisplayList() const { return _useDisplayList; }
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/** Force a recompile on next draw() of any OpenGL display list associated with this geoset.*/
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void dirtyDisplayList();
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inline void dirtyBound() { _bbox_computed = false; }
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/** get bounding box of geoset.
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* Note, now made virtual to make it possible to implement user-drawn
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* objects albeit so what crudely, to be improved later.
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*/
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inline const BoundingBox& getBound() const
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{
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if( !_bbox_computed)
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computeBound();
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return _bbox;
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}
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/** draw OpenGL primitives.
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* If the drawable has _useDisplayList set to true then use an OpenGL display
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* list, automatically compiling one if required.
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* Otherwise call drawImmediateMode().
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* Note, draw method should not be overriden in subclasses as it
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* manages the optional display list.
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*/
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inline void draw(State& state)
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{
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if (_useDisplayList)
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{
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// get the contextID (user defined ID of 0 upwards) for the
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// current OpenGL context.
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uint contextID = state.getContextID();
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// fill in array if required.
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while (_globjList.size()<=contextID) _globjList.push_back(0);
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// get the globj for the current contextID.
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uint& globj = _globjList[contextID];
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// call the globj if already set otherwise comple and execute.
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if( globj != 0 )
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{
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glCallList( globj );
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}
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else if (_useDisplayList)
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{
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globj = glGenLists( 1 );
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glNewList( globj, GL_COMPILE_AND_EXECUTE );
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drawImmediateMode(state);
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glEndList();
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}
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}
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else
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{
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// draw object as nature intended..
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drawImmediateMode(state);
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}
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}
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/** Immediately compile this drawable into an OpenGL Display List.
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Note, operation is ignored if _useDisplayList to false.*/
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void compile(State& state);
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/** draw directly ignoring an OpenGL display list which could be attached.
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* This is the internal draw method which does the drawing itself,
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* and is the method to override when deriving from Drawable.
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*/
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virtual void drawImmediateMode(State& state) = 0;
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/** use deleteDisplayList instead of glDeleteList to allow
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* OpenGL display list to cached until they can be deleted
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* by the OpenGL context in which they were created, specified
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* by contextID.*/
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static void deleteDisplayList(uint contextID,uint globj);
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/** flush all the cached display list which need to be deleted
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* in the OpenGL context related to contextID.*/
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static void flushDeletedDisplayLists(uint contextID);
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protected:
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Drawable(const Drawable&):Object() {}
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Drawable& operator = (const Drawable&) { return *this;}
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virtual ~Drawable();
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/** compute the bounding box of the drawable. Method must be
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implementated by subclasses.*/
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virtual const bool computeBound() const = 0;
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ref_ptr<StateSet> _dstate;
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bool _supportsDisplayList;
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bool _useDisplayList;
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typedef std::vector<uint> GLObjectList;
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mutable GLObjectList _globjList;
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mutable BoundingBox _bbox;
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mutable bool _bbox_computed;
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// static cache of deleted display lists which can only
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// by completely deleted once the appropriate OpenGL context
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// is set.
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typedef std::map<uint,std::set<uint> > DeletedDisplayListCache;
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static DeletedDisplayListCache s_deletedDisplayListCache;
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};
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};
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#endif
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