OpenSceneGraph/src/osg/PrimitiveSet.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/PrimitiveSet>
#include <osg/BufferObject>
#include <osg/State>
#include <osg/Notify>
using namespace osg;
unsigned int PrimitiveSet::getNumPrimitives() const
{
switch(_mode)
{
case(POINTS): return getNumIndices();
case(LINES): return getNumIndices()/2;
case(TRIANGLES): return getNumIndices()/3;
case(QUADS): return getNumIndices()/4;
case(LINE_STRIP):
case(LINE_LOOP):
case(TRIANGLE_STRIP):
case(TRIANGLE_FAN):
case(QUAD_STRIP):
case(POLYGON): return 1;
}
return 0;
}
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void DrawArrays::draw(State& state, bool) const
{
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if (_numInstances>=1) state.glDrawArraysInstanced(_mode,_first,_count, _numInstances);
else glDrawArrays(_mode,_first,_count);
}
void DrawArrays::accept(PrimitiveFunctor& functor) const
{
functor.drawArrays(_mode,_first,_count);
}
void DrawArrays::accept(PrimitiveIndexFunctor& functor) const
{
functor.drawArrays(_mode,_first,_count);
}
unsigned int DrawArrayLengths::getNumPrimitives() const
{
switch(_mode)
{
case(POINTS): return getNumIndices();
case(LINES): return getNumIndices()/2;
case(TRIANGLES): return getNumIndices()/3;
case(QUADS): return getNumIndices()/4;
case(LINE_STRIP):
case(LINE_LOOP):
case(TRIANGLE_STRIP):
case(TRIANGLE_FAN):
case(QUAD_STRIP):
case(POLYGON): return size();
}
return 0;
}
void DrawArrayLengths::draw(State&, bool) const
{
GLint first = _first;
for(vector_type::const_iterator itr=begin();
itr!=end();
++itr)
{
glDrawArrays(_mode,first,*itr);
first += *itr;
}
}
void DrawArrayLengths::accept(PrimitiveFunctor& functor) const
{
GLint first = _first;
for(vector_type::const_iterator itr=begin();
itr!=end();
++itr)
{
functor.drawArrays(_mode,first,*itr);
first += *itr;
}
}
void DrawArrayLengths::accept(PrimitiveIndexFunctor& functor) const
{
GLint first = _first;
for(vector_type::const_iterator itr=begin();
itr!=end();
++itr)
{
functor.drawArrays(_mode,first,*itr);
first += *itr;
}
}
unsigned int DrawArrayLengths::getNumIndices() const
{
unsigned int count = 0;
for(vector_type::const_iterator itr=begin();
itr!=end();
++itr)
{
count += *itr;
}
return count;
}
DrawElementsUByte::~DrawElementsUByte()
{
releaseGLObjects();
}
void DrawElementsUByte::draw(State& state, bool useVertexBufferObjects) const
{
if (useVertexBufferObjects)
{
const ElementBufferObject* ebo = getElementBufferObject();
state.bindElementBufferObject(ebo);
if (ebo)
{
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if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_BYTE, getElementBufferObjectOffset(), _numInstances);
else glDrawElements(_mode, size(), GL_UNSIGNED_BYTE, getElementBufferObjectOffset());
}
else
{
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if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_BYTE, &front(), _numInstances);
else glDrawElements(_mode, size(), GL_UNSIGNED_BYTE, &front());
}
}
else
{
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if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_BYTE, &front(), _numInstances);
else glDrawElements(_mode, size(), GL_UNSIGNED_BYTE, &front());
}
}
void DrawElementsUByte::accept(PrimitiveFunctor& functor) const
{
if (!empty()) functor.drawElements(_mode,size(),&front());
}
void DrawElementsUByte::accept(PrimitiveIndexFunctor& functor) const
{
if (!empty()) functor.drawElements(_mode,size(),&front());
}
void DrawElementsUByte::offsetIndices(int offset)
{
for(iterator itr=begin();
itr!=end();
++itr)
{
*itr += offset;
}
}
DrawElementsUShort::~DrawElementsUShort()
{
releaseGLObjects();
}
void DrawElementsUShort::draw(State& state, bool useVertexBufferObjects) const
{
if (useVertexBufferObjects)
{
const ElementBufferObject* ebo = getElementBufferObject();
state.bindElementBufferObject(ebo);
if (ebo)
{
if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_SHORT, getElementBufferObjectOffset(), _numInstances);
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else glDrawElements(_mode, size(), GL_UNSIGNED_SHORT, getElementBufferObjectOffset());
}
else
{
if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_SHORT, &front(), _numInstances);
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else glDrawElements(_mode, size(), GL_UNSIGNED_SHORT, &front());
}
}
else
{
if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_SHORT, &front(), _numInstances);
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else glDrawElements(_mode, size(), GL_UNSIGNED_SHORT, &front());
}
}
void DrawElementsUShort::accept(PrimitiveFunctor& functor) const
{
if (!empty()) functor.drawElements(_mode,size(),&front());
}
void DrawElementsUShort::accept(PrimitiveIndexFunctor& functor) const
{
if (!empty()) functor.drawElements(_mode,size(),&front());
}
void DrawElementsUShort::offsetIndices(int offset)
{
for(iterator itr=begin();
itr!=end();
++itr)
{
*itr += offset;
}
}
DrawElementsUInt::~DrawElementsUInt()
{
releaseGLObjects();
}
void DrawElementsUInt::draw(State& state, bool useVertexBufferObjects) const
{
if (useVertexBufferObjects)
{
const ElementBufferObject* ebo = getElementBufferObject();
state.bindElementBufferObject(ebo);
if (ebo)
{
if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_INT, getElementBufferObjectOffset(), _numInstances);
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else glDrawElements(_mode, size(), GL_UNSIGNED_INT, getElementBufferObjectOffset());
}
else
{
if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_INT, &front(), _numInstances);
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else glDrawElements(_mode, size(), GL_UNSIGNED_INT, &front());
}
}
else
{
if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_INT, &front(), _numInstances);
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else glDrawElements(_mode, size(), GL_UNSIGNED_INT, &front());
}
}
void DrawElementsUInt::accept(PrimitiveFunctor& functor) const
{
if (!empty()) functor.drawElements(_mode,size(),&front());
}
void DrawElementsUInt::accept(PrimitiveIndexFunctor& functor) const
{
if (!empty()) functor.drawElements(_mode,size(),&front());
}
void DrawElementsUInt::offsetIndices(int offset)
{
for(iterator itr=begin();
itr!=end();
++itr)
{
*itr += offset;
}
}