OpenSceneGraph/src/osg/Geometry.cpp

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#include <osg/Geometry>
#include <osg/Notify>
using namespace osg;
Geometry::Geometry()
{
_normalBinding = BIND_OFF;
_colorBinding = BIND_OFF;
}
Geometry::Geometry(const Geometry& geometry,const CopyOp& copyop):
Drawable(geometry,copyop),
_vertexArray(geometry._vertexArray),
_normalBinding(geometry._normalBinding),
_normalArray(geometry._normalArray),
_colorBinding(geometry._colorBinding),
_colorArray(geometry._colorArray),
_texCoordList(geometry._texCoordList)
{
}
Geometry::~Geometry()
{
// no need to delete, all automatically handled by ref_ptr :-)
}
void Geometry::setTexCoordArray(unsigned int unit,Array* array)
{
if (_texCoordList.size()<=unit)
_texCoordList.resize(unit+1,0);
_texCoordList[unit] = array;
dirtyDisplayList();
}
Array* Geometry::getTexCoordArray(unsigned int unit)
{
if (unit<_texCoordList.size()) return _texCoordList[unit].get();
else return 0;
}
const Array* Geometry::getTexCoordArray(unsigned int unit) const
{
if (unit<_texCoordList.size()) return _texCoordList[unit].get();
else return 0;
}
void Geometry::drawImmediateMode(State& state)
{
if (!_vertexArray.valid()) return;
// set up the vertex arrays.
state.setVertexPointer(3,GL_FLOAT,0,_vertexArray->getDataPointer());
// set up texture coordinates.
unsigned int i;
for(i=0;i<_texCoordList.size();++i)
{
Array* array = _texCoordList[i].get();
if (array)
state.setTexCoordPointer(i,array->getDataSize(),array->getDataType(),0,array->getDataPointer());
else
state.disableTexCoordPointer(i);
}
state.disableTexCoordPointersAboveAndIncluding(i);
// set up normals.
Vec3* normalPointer = 0;
if (_normalArray.valid() && !_normalArray->empty()) normalPointer = &(_normalArray->front());
switch (_normalBinding)
{
case(BIND_OFF):
state.disableNormalPointer();
break;
case(BIND_OVERALL):
state.disableNormalPointer();
if (normalPointer) glNormal3fv(reinterpret_cast<const GLfloat*>(normalPointer));
break;
case(BIND_PER_PRIMITIVE):
state.disableNormalPointer();
break;
case(BIND_PER_VERTEX):
if (normalPointer) state.setNormalPointer(GL_FLOAT,0,normalPointer);
else state.disableNormalPointer();
break;
}
// set up colors, complicated by the fact that the color array
// might be bound in 4 different ways, and be represented as 3 different data types -
// Vec3, Vec4 or UByte4 Arrays.
const unsigned char* colorPointer = 0;
unsigned int colorStride = 0;
Array::Type colorType = Array::ArrayType;
if (_colorArray.valid())
{
colorType = _colorArray->getType();
switch(colorType)
{
case(Array::UByte4ArrayType):
{
colorPointer = reinterpret_cast<const unsigned char*>(_colorArray->getDataPointer());
colorStride = 4;
break;
}
case(Array::Vec3ArrayType):
{
colorPointer = reinterpret_cast<const unsigned char*>(_colorArray->getDataPointer());
colorStride = 12;
break;
}
case(Array::Vec4ArrayType):
{
colorPointer = reinterpret_cast<const unsigned char*>(_colorArray->getDataPointer());
colorStride = 16;
break;
}
default:
break;
}
}
switch (_colorBinding)
{
case(BIND_OFF):
state.disableColorPointer();
break;
case(BIND_OVERALL):
state.disableColorPointer();
if (colorPointer)
{
switch(colorType)
{
case(Array::UByte4ArrayType):
glColor4ubv(reinterpret_cast<const GLubyte*>(colorPointer));
break;
case(Array::Vec3ArrayType):
glColor3fv(reinterpret_cast<const GLfloat*>(colorPointer));
break;
case(Array::Vec4ArrayType):
glColor4fv(reinterpret_cast<const GLfloat*>(colorPointer));
break;
default:
break;
}
}
break;
case(BIND_PER_PRIMITIVE):
state.disableColorPointer();
break;
case(BIND_PER_VERTEX):
if (colorPointer) state.setColorPointer(_colorArray->getDataSize(),_colorArray->getDataType(),0,colorPointer);
else state.disableColorPointer();
}
// draw the primitives themselves.
for(PrimitiveList::iterator itr=_primitives.begin();
itr!=_primitives.end();
++itr)
{
if (_normalBinding==BIND_PER_PRIMITIVE)
{
glNormal3fv((const GLfloat *)normalPointer++);
}
if (_colorBinding==BIND_PER_PRIMITIVE)
{
switch(colorType)
{
case(Array::UByte4ArrayType):
glColor4ubv(reinterpret_cast<const GLubyte*>(colorPointer));
break;
case(Array::Vec3ArrayType):
glColor3fv(reinterpret_cast<const GLfloat*>(colorPointer));
break;
case(Array::Vec4ArrayType):
glColor4fv(reinterpret_cast<const GLfloat*>(colorPointer));
break;
default:
break;
}
colorPointer += colorStride;
}
(*itr)->draw();
}
}
void Geometry::accept(AttributeFunctor& af)
{
if (_vertexArray.valid() && !_vertexArray->empty())
{
af.apply(VERTICES,_vertexArray->size(),&(_vertexArray->front()));
}
if (_normalArray.valid() && !_normalArray->empty())
{
af.apply(NORMALS,_normalArray->size(),&(_normalArray->front()));
}
// need to add other attriubtes
}
void Geometry::accept(PrimitiveFunctor& functor)
{
if (!_vertexArray.valid() || _vertexArray->empty()) return;
functor.setVertexArray(_vertexArray->size(),&(_vertexArray->front()));
for(PrimitiveList::iterator itr=_primitives.begin();
itr!=_primitives.end();
++itr)
{
(*itr)->accept(functor);
}
}
// just use the base Drawable's PrimitiveFunctor based implementation.
// const bool Geometry::computeBound() const
// {
// _bbox.init();
//
// const Vec3Array* coords = dynamic_cast<const Vec3Array*>(_vertexArray.get());
// if (coords)
// {
// for(Vec3Array::const_iterator itr=coords->begin();
// itr!=coords->end();
// ++itr)
// {
// _bbox.expandBy(*itr);
// }
// }
// _bbox_computed = true;
//
// return _bbox.valid();
// }
bool Geometry::verifyBindings() const
{
switch(_normalBinding)
{
case(BIND_OFF):
if (_normalArray.valid() && _normalArray->getNumElements()>0) return false;
break;
case(BIND_OVERALL):
if (!_normalArray.valid()) return false;
if (_normalArray->getNumElements()!=1) return false;
break;
case(BIND_PER_PRIMITIVE):
if (!_normalArray.valid()) return false;
if (_normalArray->getNumElements()!=_primitives.size()) return false;
break;
case(BIND_PER_VERTEX):
if (_vertexArray.valid())
{
if (!_normalArray.valid()) return false;
if (_normalArray->getNumElements()!=_vertexArray->getNumElements()) return false;
}
else if (_normalArray.valid() && _normalArray->getNumElements()>0) return false;
break;
}
switch(_colorBinding)
{
case(BIND_OFF):
if (_colorArray.valid() && _colorArray->getNumElements()>0) return false;
break;
case(BIND_OVERALL):
if (!_colorArray.valid()) return false;
if (_colorArray->getNumElements()!=1) return false;
break;
case(BIND_PER_PRIMITIVE):
if (!_colorArray.valid()) return false;
if (_colorArray->getNumElements()!=_primitives.size()) return false;
break;
case(BIND_PER_VERTEX):
if (_vertexArray.valid())
{
if (!_colorArray.valid()) return false;
if (_colorArray->getNumElements()!=_vertexArray->getNumElements()) return false;
}
else if (_colorArray.valid() && _colorArray->getNumElements()>0) return false;
break;
}
for(TexCoordArrayList::const_iterator itr=_texCoordList.begin();
itr!=_texCoordList.end();
++itr)
{
const Array* array = itr->get();
if (_vertexArray.valid())
{
if (array && array->getNumElements()!=_vertexArray->getNumElements()) return false;
}
else if (array && array->getNumElements()>0) return false;
}
return true;
}
void Geometry::computeCorrectBindingsAndArraySizes()
{
if (verifyBindings()) return;
if (!_vertexArray.valid() || _vertexArray->empty())
{
// no vertex array so switch everything off.
_vertexArray = 0;
_colorArray = 0;
_colorBinding = BIND_OFF;
_normalArray = 0;
_normalBinding = BIND_OFF;
_texCoordList.clear();
notify(INFO)<<"Info: remove redundent attribute arrays from empty osg::Geometry"<<std::endl;
return;
}
switch(_normalBinding)
{
case(BIND_OFF):
if (_normalArray.valid()) _normalArray = 0;
break;
case(BIND_OVERALL):
if (!_normalArray.valid())
{
_normalBinding = BIND_OFF;
}
else if (_normalArray->getNumElements()==0)
{
_normalArray = 0;
_normalBinding = BIND_OFF;
}
else if (_normalArray->getNumElements()>1)
{
// trim the array down to 1 element long.
_normalArray->erase(_normalArray->begin()+1,_normalArray->end());
}
break;
case(BIND_PER_PRIMITIVE):
if (!_normalArray.valid())
{
_normalBinding = BIND_OFF;
}
else if (_normalArray->getNumElements()<_primitives.size())
{
_normalArray = 0;
_normalBinding = BIND_OFF;
}
else if (_normalArray->getNumElements()>_primitives.size())
{
// trim the array down to size of the number of primitives.
_normalArray->erase(_normalArray->begin()+_primitives.size(),_normalArray->end());
}
break;
case(BIND_PER_VERTEX):
if (!_normalArray.valid())
{
_normalBinding = BIND_OFF;
}
else if (_normalArray->getNumElements()<_vertexArray->getNumElements())
{
_normalArray = 0;
_normalBinding = BIND_OFF;
}
else if (_normalArray->getNumElements()>_vertexArray->getNumElements())
{
// trim the array down to size of the number of primitives.
_normalArray->erase(_normalArray->begin()+_vertexArray->getNumElements(),_normalArray->end());
}
break;
}
// TODO colours and tex coords.
}