OpenSceneGraph/src/osg/GLBeginEndAdapter.cpp

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#include <osg/GLBeginEndAdapter>
#include <osg/State>
#include <osg/Notify>
#include <osg/io_utils>
using namespace osg;
GLBeginEndAdapter::GLBeginEndAdapter(State* state):
_state(state),
_mode(APPLY_LOCAL_MATRICES_TO_VERTICES),
_normalAssigned(false),
_normal(0.0f,0.0f,1.0f),
_colorAssigned(false),
_color(1.0f,1.0f,1.0f,1.0f)
{
}
void GLBeginEndAdapter::PushMatrix()
{
if (_matrixStack.empty())
{
if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
else _matrixStack.push_back(_state->getModelViewMatrix());
}
else _matrixStack.push_back(_matrixStack.back());
}
void GLBeginEndAdapter::PopMatrix()
{
if (!_matrixStack.empty()) _matrixStack.pop_back();
}
void GLBeginEndAdapter::LoadIdentity()
{
if (_matrixStack.empty()) _matrixStack.push_back(Matrixd::identity());
else _matrixStack.back().makeIdentity();
}
void GLBeginEndAdapter::LoadMatrixd(const GLdouble* m)
{
if (_matrixStack.empty()) _matrixStack.push_back(Matrixd(m));
else _matrixStack.back().set(m);
}
void GLBeginEndAdapter::MultMatrixd(const GLdouble* m)
{
if (_matrixStack.empty())
{
if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
else _matrixStack.push_back(_state->getModelViewMatrix());
}
_matrixStack.back().preMult(Matrixd(m));
}
void GLBeginEndAdapter::Translated(GLdouble x, GLdouble y, GLdouble z)
{
if (_matrixStack.empty())
{
if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
else _matrixStack.push_back(_state->getModelViewMatrix());
}
_matrixStack.back().preMultTranslate(Vec3d(x,y,z));
}
void GLBeginEndAdapter::Scaled(GLdouble x, GLdouble y, GLdouble z)
{
if (_matrixStack.empty())
{
if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
else _matrixStack.push_back(_state->getModelViewMatrix());
}
_matrixStack.back().preMultScale(Vec3d(x,y,z));
}
void GLBeginEndAdapter::Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
{
if (_matrixStack.empty())
{
if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
else _matrixStack.push_back(_state->getModelViewMatrix());
}
_matrixStack.back().preMultRotate(Quat(DegreesToRadians(angle), Vec3d(x,y,z)));
}
void GLBeginEndAdapter::MultiTexCoord4f(GLenum target, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
unsigned int unit = static_cast<unsigned int>(target-GL_TEXTURE0);
if (unit>=_texCoordAssignedList.size()) _texCoordAssignedList.resize(unit+1, false);
if (unit>=_texCoordList.size()) _texCoordList.resize(unit+1, osg::Vec4(0.0f,0.0f,0.0f,0.0f));
_texCoordAssignedList[unit] = true;
_texCoordList[unit].set(x,y,z,w);
}
void GLBeginEndAdapter::VertexAttrib4f(GLuint unit, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
if (unit>=_vertexAttribAssignedList.size()) _vertexAttribAssignedList.resize(unit+1, false);
if (unit>=_vertexAttribList.size()) _vertexAttribList.resize(unit+1, osg::Vec4(0.0f,0.0f,0.0f,0.0f));
_vertexAttribAssignedList[unit] = true;
_vertexAttribList[unit].set(x,y,z,w);
}
void GLBeginEndAdapter::Vertex3f(GLfloat x, GLfloat y, GLfloat z)
{
osg::Vec3 vertex(x,y,z);
if (!_vertices) _vertices = new osg::Vec3Array;
if (_normalAssigned)
{
if (!_normals) _normals = new osg::Vec3Array;
if (_normals->size()<_vertices->size()) _normals->resize(_vertices->size(), _overallNormal);
_normals->push_back(_normal);
}
if (_colorAssigned)
{
if (!_colors) _colors = new osg::Vec4Array;
if (_colors->size()<_vertices->size()) _colors->resize(_vertices->size(), _overallColor);
_colors->push_back(_color);
}
if (!_texCoordAssignedList.empty())
{
for(unsigned int unit=0; unit<_texCoordAssignedList.size(); ++unit)
{
if (_texCoordAssignedList[unit])
{
if (unit>=_texCoordsList.size()) _texCoordsList.resize(unit+1);
if (!_texCoordsList[unit]) _texCoordsList[unit] = new osg::Vec4Array;
if (_texCoordsList[unit]->size()<_vertices->size()) _texCoordsList[unit]->resize(_vertices->size(), osg::Vec4(0.0,0.0f,0.0f,0.0f));
_texCoordsList[unit]->push_back(_texCoordList[unit]);
}
}
}
if (!_vertexAttribAssignedList.empty())
{
for(unsigned int unit=0; unit<_vertexAttribAssignedList.size(); ++unit)
{
if (_vertexAttribAssignedList[unit])
{
if (unit>=_vertexAttribsList.size()) _vertexAttribsList.resize(unit+1);
if (!_vertexAttribsList[unit]) _vertexAttribsList[unit] = new osg::Vec4Array;
if (_vertexAttribsList[unit]->size()<_vertices->size()) _vertexAttribsList[unit]->resize(_vertices->size(), osg::Vec4(0.0,0.0f,0.0f,0.0f));
_vertexAttribsList[unit]->push_back(_vertexAttribList[unit]);
}
}
}
_vertices->push_back(vertex);
}
void GLBeginEndAdapter::Begin(GLenum mode)
{
_overallNormal = _normal;
_overallColor = _color;
// reset geometry
_primitiveMode = mode;
if (_vertices.valid()) _vertices->clear();
_normalAssigned = false;
if (_normals.valid()) _normals->clear();
_colorAssigned = false;
if (_colors.valid()) _colors->clear();
_texCoordAssignedList.clear();
_texCoordList.clear();
for(VertexArrayList::iterator itr = _texCoordsList.begin();
itr != _texCoordsList.end();
++itr)
{
if (itr->valid()) (*itr)->clear();
}
_vertexAttribAssignedList.clear();
_vertexAttribList.clear();
}
void GLBeginEndAdapter::End()
{
if (!_vertices || _vertices->empty()) return;
if (!_matrixStack.empty())
{
const osg::Matrixd& matrix = _matrixStack.back();
if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES)
{
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osg::Matrix inverse;
inverse.invert(matrix);
for(Vec3Array::iterator itr = _vertices->begin();
itr != _vertices->end();
++itr)
{
*itr = *itr * matrix;
}
if (_normalAssigned && _normals.valid())
{
for(Vec3Array::iterator itr = _normals->begin();
itr != _normals->end();
++itr)
{
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*itr = osg::Matrixd::transform3x3(inverse, *itr);
(*itr).normalize();
}
}
else
{
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_overallNormal = osg::Matrixd::transform3x3(inverse, _overallNormal);
_overallNormal.normalize();
}
}
else
{
_state->applyModelViewMatrix(new RefMatrix(matrix));
}
}
_state->lazyDisablingOfVertexAttributes();
if (_colorAssigned)
{
_state->setColorPointer(_colors.get());
}
else
{
_state->Color(_overallColor.r(), _overallColor.g(), _overallColor.b(), _overallColor.a());
}
if (_normalAssigned)
{
_state->setNormalPointer(_normals.get());
}
else
{
_state->Normal(_overallNormal.x(), _overallNormal.y(), _overallNormal.z());
}
for(unsigned int unit=0; unit<_texCoordAssignedList.size(); ++unit)
{
if (_texCoordAssignedList[unit] && _texCoordsList[unit].valid())
{
_state->setTexCoordPointer(unit, _texCoordsList[unit].get());
}
}
for(unsigned int unit=0; unit<_vertexAttribAssignedList.size(); ++unit)
{
if (_vertexAttribAssignedList[unit] && _vertexAttribsList[unit].valid())
{
_state->setVertexAttribPointer(unit, _vertexAttribsList[unit].get(), false);
}
}
_state->setVertexPointer(_vertices.get());
_state->applyDisablingOfVertexAttributes();
if (_primitiveMode==GL_QUADS)
{
_state->drawQuads(0, _vertices->size());
}
else if (_primitiveMode==GL_QUAD_STRIP)
{
// will the winding be wrong? Do we need to swap it?
glDrawArrays(GL_TRIANGLE_STRIP, 0, _vertices->size());
}
else if (_primitiveMode==GL_POLYGON) glDrawArrays(GL_TRIANGLE_FAN, 0, _vertices->size());
else glDrawArrays(_primitiveMode, 0, _vertices->size());
}