2008-03-11 21:29:12 +08:00
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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 OSGUTIL_SCENEGRAPHBUILDER
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#define OSGUTIL_SCENEGRAPHBUILDER 1
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/MatrixTransform>
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#include <osg/GLU>
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#include <osgUtil/Export>
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2009-10-08 03:42:32 +08:00
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#ifndef OSG_GLU_AVAILABLE
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// as we have no GLU we'll just define the required enum values
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#define GLU_FALSE 0
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#define GLU_FILL 100012
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#define GLU_SMOOTH 100000
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#define GLU_OUTSIDE 100020
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#define GLU_NONE 100002
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#define GLU_POINT 100010
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#define GLU_LINE 100011
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#define GLU_FILL 100012
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#define GLU_SILHOUETTE 100013
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#endif
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2009-10-08 17:27:54 +08:00
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namespace osgUtil {
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2008-03-14 03:48:16 +08:00
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/** A class for assisting the building ascene graphs that is equivilant to OpenGL 1.0 style calls.
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*/
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class OSGUTIL_EXPORT SceneGraphBuilder
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{
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public:
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SceneGraphBuilder();
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2008-03-13 04:15:28 +08:00
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//
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// OpenGL 1.0 style building methods
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//
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void PushMatrix();
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void PopMatrix();
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void LoadIdentity();
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void LoadMatrixd(const GLdouble* m);
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void MultMatrixd(const GLdouble* m);
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void Translated(GLdouble x, GLdouble y, GLdouble z);
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void Scaled(GLdouble x, GLdouble y, GLdouble z);
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void Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
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void BlendFunc(GLenum srcFactor, GLenum dstFactor);
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void CullFace(GLenum mode);
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void DepthFunc(GLenum mode);
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void FrontFace(GLenum mode);
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void LineStipple(GLint factor, GLushort pattern);
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void LineWidth(GLfloat lineWidth);
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void PointSize(GLfloat pointSize);
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void PolygonMode(GLenum face, GLenum mode);
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void PolygonOffset(GLfloat factor, GLfloat units);
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void PolygonStipple(const GLubyte* mask);
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void ShadeModel(GLenum mode);
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void Enable(GLenum mode);
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void Disable(GLenum mode);
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void Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void Color4fv(GLfloat* c) { Color4f(c[0], c[1], c[2], c[3]); }
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void Vertex3f(GLfloat x, GLfloat y, GLfloat z);
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void Vertex3fv(GLfloat* v) { Vertex3f(v[0], v[1], v[2]); }
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void Normal3f(GLfloat x, GLfloat y, GLfloat z);
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void Normal3fv(GLfloat* n) { Normal3f(n[0], n[1], n[2]); }
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void TexCoord1f(GLfloat x);
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void TexCoord1fv(GLfloat* tc) { TexCoord1f(tc[0]); }
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void TexCoord2f(GLfloat x, GLfloat y);
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void TexCoord2fv(GLfloat* tc) { TexCoord2f(tc[0],tc[1]); }
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void TexCoord3f(GLfloat x, GLfloat y, GLfloat z);
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void TexCoord3fv(GLfloat* tc) { TexCoord3f(tc[0], tc[1], tc[2]); }
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void TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void TexCoord4fv(GLfloat* tc) { TexCoord4f(tc[0], tc[1], tc[2], tc[3]); }
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void Begin(GLenum mode);
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void End();
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//
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// glu style building methods
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//
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void QuadricDrawStyle(GLenum aDrawStyle);
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void QuadricNormals(GLenum aNormals);
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void QuadricOrientation(GLenum aOrientation);
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void QuadricTexture(GLboolean aTexture);
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void Cylinder(GLfloat base,
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GLfloat top,
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GLfloat height,
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GLint slices,
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GLint stacks);
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void Disk(GLfloat inner,
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GLfloat outer,
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GLint slices,
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GLint loops);
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void PartialDisk(GLfloat inner,
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GLfloat outer,
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GLint slices,
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GLint loops,
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GLfloat start,
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GLfloat sweep);
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void Sphere(GLfloat radius,
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GLint slices,
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GLint stacks);
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//
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// methods for obtaining the built scene graph
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//
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osg::Node* getScene();
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osg::Node* takeScene();
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protected:
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typedef std::vector<osg::Matrixd> Matrices;
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void matrixChanged();
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void addAttribute(osg::StateAttribute* attribute);
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void addMode(GLenum mode, bool enabled);
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void addTextureAttribute(unsigned int unit, osg::StateAttribute* attribute);
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void addTextureMode(unsigned int unit, GLenum mode, bool enabled);
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void addShape(osg::Shape* shape);
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void addDrawable(osg::Drawable* drawable);
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void newGeometry();
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void allocateGeometry();
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void completeGeometry();
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void allocateStateSet();
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Matrices _matrixStack;
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osg::ref_ptr<osg::StateSet> _stateset;
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bool _statesetAssigned;
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bool _normalSet;
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osg::Vec3f _normal;
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bool _colorSet;
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osg::Vec4f _color;
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unsigned int _maxNumTexCoordComponents;
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osg::Vec4f _texCoord;
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GLenum _primitiveMode;
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osg::ref_ptr<osg::Vec3Array> _vertices;
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osg::ref_ptr<osg::Vec3Array> _normals;
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osg::ref_ptr<osg::Vec4Array> _colors;
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osg::ref_ptr<osg::Vec4Array> _texCoords;
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struct QuadricState
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{
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QuadricState():
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_drawStyle(GLU_FILL),
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_normals(GLU_SMOOTH),
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_orientation(GLU_OUTSIDE),
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_texture(GLU_FALSE) {}
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GLenum _drawStyle;
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GLenum _normals;
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GLenum _orientation;
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GLboolean _texture;
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};
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QuadricState _quadricState;
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osg::ref_ptr<osg::Geometry> _geometry;
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osg::ref_ptr<osg::Geode> _geode;
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osg::ref_ptr<osg::MatrixTransform> _transform;
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osg::ref_ptr<osg::Group> _group;
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};
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}
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#endif
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