OpenSceneGraph/include/osg/TriangleFunctor

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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 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.
*/
#ifndef OSG_TRIANGLEFUNCTOR
#define OSG_TRIANGLEFUNCTOR 1
#include <osg/PrimitiveSet>
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#include <osg/Notify>
namespace osg {
template<class T>
class TriangleFunctor : public PrimitiveFunctor, public T
{
public:
TriangleFunctor()
{
_vertexArraySize=0;
_vertexArrayPtr=0;
_modeCache=0;
_treatVertexDataAsTemporary=false;
}
virtual ~TriangleFunctor() {}
void setTreatVertexDataAsTemporary(bool treatVertexDataAsTemporary) { _treatVertexDataAsTemporary=treatVertexDataAsTemporary; }
bool getTreatVertexDataAsTemporary() const { return _treatVertexDataAsTemporary; }
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virtual void setVertexArray(unsigned int,const Vec2*)
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{
notify(WARN)<<"Triangle Functor does not support Vec2* vertex arrays"<<std::endl;
}
virtual void setVertexArray(unsigned int count,const Vec3* vertices)
{
_vertexArraySize = count;
_vertexArrayPtr = vertices;
}
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virtual void setVertexArray(unsigned int,const Vec4* )
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{
notify(WARN)<<"Triangle Functor does not support Vec4* vertex arrays"<<std::endl;
}
virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
{
if (_vertexArrayPtr==0 && count==0) return;
switch(mode)
{
case(GL_TRIANGLES):
{
const Vec3* vlast = &_vertexArrayPtr[first+count];
for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=3)
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this->operator()(*(vptr),*(vptr+1),*(vptr+2),_treatVertexDataAsTemporary);
break;
}
case(GL_TRIANGLE_STRIP):
{
const Vec3* vptr = &_vertexArrayPtr[first];
for(GLsizei i=2;i<count;++i,++vptr)
{
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if ((i%2)) this->operator()(*(vptr),*(vptr+2),*(vptr+1),_treatVertexDataAsTemporary);
else this->operator()(*(vptr),*(vptr+1),*(vptr+2),_treatVertexDataAsTemporary);
}
break;
}
case(GL_QUADS):
{
const Vec3* vptr = &_vertexArrayPtr[first];
for(GLsizei i=3;i<count;i+=4,vptr+=4)
{
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this->operator()(*(vptr),*(vptr+1),*(vptr+2),_treatVertexDataAsTemporary);
this->operator()(*(vptr),*(vptr+2),*(vptr+3),_treatVertexDataAsTemporary);
}
break;
}
case(GL_QUAD_STRIP):
{
const Vec3* vptr = &_vertexArrayPtr[first];
for(GLsizei i=3;i<count;i+=2,vptr+=2)
{
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this->operator()(*(vptr),*(vptr+1),*(vptr+2),_treatVertexDataAsTemporary);
this->operator()(*(vptr+1),*(vptr+3),*(vptr+2),_treatVertexDataAsTemporary);
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
const Vec3* vfirst = &_vertexArrayPtr[first];
const Vec3* vptr = vfirst+1;
for(GLsizei i=2;i<count;++i,++vptr)
{
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this->operator()(*(vfirst),*(vptr),*(vptr+1),_treatVertexDataAsTemporary);
}
break;
}
case(GL_POINTS):
case(GL_LINES):
case(GL_LINE_STRIP):
case(GL_LINE_LOOP):
default:
// can't be converted into to triangles.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
{
if (indices==0 || count==0) return;
typedef const GLubyte* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
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if ((i%2)) this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
const Vec3& vfirst = _vertexArrayPtr[*iptr];
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
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this->operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_POINTS):
case(GL_LINES):
case(GL_LINE_STRIP):
case(GL_LINE_LOOP):
default:
// can't be converted into to triangles.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices)
{
if (indices==0 || count==0) return;
typedef const GLushort* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
{
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this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
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if ((i%2)) this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
const Vec3& vfirst = _vertexArrayPtr[*iptr];
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
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this->operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_POINTS):
case(GL_LINES):
case(GL_LINE_STRIP):
case(GL_LINE_LOOP):
default:
// can't be converted into to triangles.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices)
{
if (indices==0 || count==0) return;
typedef const GLuint* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
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if ((i%2)) this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
const Vec3& vfirst = _vertexArrayPtr[*iptr];
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
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this->operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_POINTS):
case(GL_LINES):
case(GL_LINE_STRIP):
case(GL_LINE_LOOP):
default:
// can't be converted into to triangles.
break;
}
}
/** Note:
* begin(..),vertex(..) & end() are convenience methods for adapting
* non vertex array primitives to vertex array based primitives.
* This is done to simplify the implementation of primtive functor
* subclasses - users only need override drawArray and drawElements.
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*/
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virtual void begin(GLenum mode)
{
_modeCache = mode;
_vertexCache.clear();
}
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virtual void vertex(const Vec2& vert) { _vertexCache.push_back(osg::Vec3(vert[0],vert[1],0.0f)); }
virtual void vertex(const Vec3& vert) { _vertexCache.push_back(vert); }
virtual void vertex(const Vec4& vert) { _vertexCache.push_back(osg::Vec3(vert[0],vert[1],vert[2])/vert[3]); }
virtual void vertex(float x,float y) { _vertexCache.push_back(osg::Vec3(x,y,0.0f)); }
virtual void vertex(float x,float y,float z) { _vertexCache.push_back(osg::Vec3(x,y,z)); }
virtual void vertex(float x,float y,float z,float w) { _vertexCache.push_back(osg::Vec3(x,y,z)/w); }
virtual void end()
{
if (!_vertexCache.empty())
{
setVertexArray(_vertexCache.size(),&_vertexCache.front());
_treatVertexDataAsTemporary = true;
drawArrays(_modeCache,0,_vertexCache.size());
}
}
protected:
unsigned int _vertexArraySize;
const Vec3* _vertexArrayPtr;
GLenum _modeCache;
std::vector<Vec3> _vertexCache;
bool _treatVertexDataAsTemporary;
};
}
#endif