From Pavel Moloshtan, added support for storing primitive sets in VBO's

This commit is contained in:
Robert Osfield 2004-06-29 15:04:38 +00:00
parent 342444d5bb
commit 888d9e2a25
4 changed files with 196 additions and 95 deletions

View File

@ -130,7 +130,7 @@ class PrimitiveSet : public Object
void setMode(GLenum mode) { _mode = mode; }
GLenum getMode() const { return _mode; }
virtual void draw() const = 0;
virtual void draw(State& state, bool useVertexBufferObjects) const = 0;
virtual void accept(Drawable::PrimitiveFunctor& functor) const = 0;
virtual void accept(Drawable::PrimitiveIndexFunctor& functor) const = 0;
@ -204,7 +204,7 @@ class SG_EXPORT DrawArrays : public PrimitiveSet
void setCount(GLsizei count) { _count = count; }
GLsizei getCount() const { return _count; }
virtual void draw() const;
virtual void draw(State& state, bool useVertexBufferObjects) const;
virtual void accept(Drawable::PrimitiveFunctor& functor) const;
virtual void accept(Drawable::PrimitiveIndexFunctor& functor) const;
@ -260,7 +260,7 @@ class SG_EXPORT DrawArrayLengths : public PrimitiveSet, public VectorSizei
void setFirst(GLint first) { _first = first; }
GLint getFirst() const { return _first; }
virtual void draw() const;
virtual void draw(State& state, bool useVertexBufferObjects) const;
virtual void accept(Drawable::PrimitiveFunctor& functor) const;
virtual void accept(Drawable::PrimitiveIndexFunctor& functor) const;
@ -319,7 +319,7 @@ class SG_EXPORT DrawElementsUByte : public PrimitiveSet, public VectorUByte
virtual const char* libraryName() const { return "osg"; }
virtual const char* className() const { return "DrawElementsUByte"; }
virtual void draw() const ;
virtual void draw(State& state, bool useVertexBufferObjects) const ;
virtual void accept(Drawable::PrimitiveFunctor& functor) const;
virtual void accept(Drawable::PrimitiveIndexFunctor& functor) const;
@ -330,6 +330,9 @@ class SG_EXPORT DrawElementsUByte : public PrimitiveSet, public VectorUByte
protected:
typedef osg::buffered_value<GLuint> GLObjectList;
mutable GLObjectList _vboList;
virtual ~DrawElementsUByte() {}
};
@ -364,7 +367,7 @@ class SG_EXPORT DrawElementsUShort : public PrimitiveSet, public VectorUShort
virtual const char* libraryName() const { return "osg"; }
virtual const char* className() const { return "DrawElementsUShort"; }
virtual void draw() const;
virtual void draw(State& state, bool useVertexBufferObjects) const;
virtual void accept(Drawable::PrimitiveFunctor& functor) const;
virtual void accept(Drawable::PrimitiveIndexFunctor& functor) const;
@ -375,6 +378,9 @@ class SG_EXPORT DrawElementsUShort : public PrimitiveSet, public VectorUShort
protected:
typedef osg::buffered_value<GLuint> GLObjectList;
mutable GLObjectList _vboList;
virtual ~DrawElementsUShort() {}
};
@ -408,7 +414,7 @@ class SG_EXPORT DrawElementsUInt : public PrimitiveSet, public VectorUInt
virtual const char* libraryName() const { return "osg"; }
virtual const char* className() const { return "DrawElementsUInt"; }
virtual void draw() const;
virtual void draw(State& state, bool useVertexBufferObjects) const;
virtual void accept(Drawable::PrimitiveFunctor& functor) const;
virtual void accept(Drawable::PrimitiveIndexFunctor& functor) const;
@ -419,6 +425,9 @@ class SG_EXPORT DrawElementsUInt : public PrimitiveSet, public VectorUInt
protected:
typedef osg::buffered_value<GLuint> GLObjectList;
mutable GLObjectList _vboList;
virtual ~DrawElementsUInt() {}
};

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@ -33,11 +33,11 @@ class SG_EXPORT Quat
typedef double value_type;
value_type _v[4]; // a four-vector
value_type _v[4]; // a four-vector
inline Quat() { _v[0]=0.0; _v[1]=0.0; _v[2]=0.0; _v[3]=1.0; }
inline Quat() { _v[0]=0.0; _v[1]=0.0; _v[2]=0.0; _v[3]=1.0; }
inline Quat( value_type x, value_type y, value_type z, value_type w )
inline Quat( value_type x, value_type y, value_type z, value_type w )
{
_v[0]=x;
_v[1]=y;
@ -45,7 +45,7 @@ class SG_EXPORT Quat
_v[3]=w;
}
inline Quat( const Vec4f& v )
inline Quat( const Vec4f& v )
{
_v[0]=v.x();
_v[1]=v.y();
@ -53,7 +53,7 @@ class SG_EXPORT Quat
_v[3]=v.w();
}
inline Quat( const Vec4d& v )
inline Quat( const Vec4d& v )
{
_v[0]=v.x();
_v[1]=v.y();
@ -100,18 +100,18 @@ class SG_EXPORT Quat
}
/* ----------------------------------
Methods to access data members
---------------------------------- */
Methods to access data members
---------------------------------- */
inline Vec4d asVec4() const
{
return Vec4d(_v[0], _v[1], _v[2], _v[3]);
}
inline Vec4d asVec4() const
{
return Vec4d(_v[0], _v[1], _v[2], _v[3]);
}
inline Vec3d asVec3() const
{
return Vec3d(_v[0], _v[1], _v[2]);
}
inline Vec3d asVec3() const
{
return Vec3d(_v[0], _v[1], _v[2]);
}
inline void set(value_type x, value_type y, value_type z, value_type w)
{
@ -159,65 +159,65 @@ class SG_EXPORT Quat
inline value_type z() const { return _v[2]; }
inline value_type w() const { return _v[3]; }
/** return true if the Quat represents a zero rotation, and therefore can be ignored in computations.*/
bool zeroRotation() const { return _v[0]==0.0 && _v[1]==0.0 && _v[2]==0.0 && _v[3]==1.0; }
/** return true if the Quat represents a zero rotation, and therefore can be ignored in computations.*/
bool zeroRotation() const { return _v[0]==0.0 && _v[1]==0.0 && _v[2]==0.0 && _v[3]==1.0; }
/* -------------------------------------------------------------
BASIC ARITHMETIC METHODS
Implemented in terms of Vec4s. Some Vec4 operators, e.g.
operator* are not appropriate for quaternions (as
mathematical objects) so they are implemented differently.
Also define methods for conjugate and the multiplicative inverse.
------------------------------------------------------------- */
/// Multiply by scalar
BASIC ARITHMETIC METHODS
Implemented in terms of Vec4s. Some Vec4 operators, e.g.
operator* are not appropriate for quaternions (as
mathematical objects) so they are implemented differently.
Also define methods for conjugate and the multiplicative inverse.
------------------------------------------------------------- */
/// Multiply by scalar
inline const Quat operator * (value_type rhs) const
{
return Quat(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs, _v[3]*rhs);
}
/// Unary multiply by scalar
/// Unary multiply by scalar
inline Quat& operator *= (value_type rhs)
{
_v[0]*=rhs;
_v[1]*=rhs;
_v[2]*=rhs;
_v[3]*=rhs;
return *this; // enable nesting
return *this; // enable nesting
}
/// Binary multiply
inline const Quat operator*(const Quat& rhs) const
{
return Quat( rhs._v[3]*_v[0] + rhs._v[0]*_v[3] + rhs._v[1]*_v[2] - rhs._v[2]*_v[1],
rhs._v[3]*_v[1] - rhs._v[0]*_v[2] + rhs._v[1]*_v[3] + rhs._v[2]*_v[0],
rhs._v[3]*_v[2] + rhs._v[0]*_v[1] - rhs._v[1]*_v[0] + rhs._v[2]*_v[3],
rhs._v[3]*_v[3] - rhs._v[0]*_v[0] - rhs._v[1]*_v[1] - rhs._v[2]*_v[2] );
}
/// Binary multiply
inline const Quat operator*(const Quat& rhs) const
{
return Quat( rhs._v[3]*_v[0] + rhs._v[0]*_v[3] + rhs._v[1]*_v[2] - rhs._v[2]*_v[1],
rhs._v[3]*_v[1] - rhs._v[0]*_v[2] + rhs._v[1]*_v[3] + rhs._v[2]*_v[0],
rhs._v[3]*_v[2] + rhs._v[0]*_v[1] - rhs._v[1]*_v[0] + rhs._v[2]*_v[3],
rhs._v[3]*_v[3] - rhs._v[0]*_v[0] - rhs._v[1]*_v[1] - rhs._v[2]*_v[2] );
}
/// Unary multiply
inline Quat& operator*=(const Quat& rhs)
{
value_type x = rhs._v[3]*_v[0] + rhs._v[0]*_v[3] + rhs._v[1]*_v[2] - rhs._v[2]*_v[1];
value_type y = rhs._v[3]*_v[1] - rhs._v[0]*_v[2] + rhs._v[1]*_v[3] + rhs._v[2]*_v[0];
value_type z = rhs._v[3]*_v[2] + rhs._v[0]*_v[1] - rhs._v[1]*_v[0] + rhs._v[2]*_v[3];
_v[3] = rhs._v[3]*_v[3] - rhs._v[0]*_v[0] - rhs._v[1]*_v[1] - rhs._v[2]*_v[2];
/// Unary multiply
inline Quat& operator*=(const Quat& rhs)
{
value_type x = rhs._v[3]*_v[0] + rhs._v[0]*_v[3] + rhs._v[1]*_v[2] - rhs._v[2]*_v[1];
value_type y = rhs._v[3]*_v[1] - rhs._v[0]*_v[2] + rhs._v[1]*_v[3] + rhs._v[2]*_v[0];
value_type z = rhs._v[3]*_v[2] + rhs._v[0]*_v[1] - rhs._v[1]*_v[0] + rhs._v[2]*_v[3];
_v[3] = rhs._v[3]*_v[3] - rhs._v[0]*_v[0] - rhs._v[1]*_v[1] - rhs._v[2]*_v[2];
_v[2] = z;
_v[1] = y;
_v[0] = x;
_v[2] = z;
_v[1] = y;
_v[0] = x;
return (*this); // enable nesting
}
return (*this); // enable nesting
}
/// Divide by scalar
/// Divide by scalar
inline Quat operator / (value_type rhs) const
{
value_type div = 1.0/rhs;
return Quat(_v[0]*div, _v[1]*div, _v[2]*div, _v[3]*div);
}
/// Unary divide by scalar
/// Unary divide by scalar
inline Quat& operator /= (value_type rhs)
{
value_type div = 1.0/rhs;
@ -228,41 +228,41 @@ class SG_EXPORT Quat
return *this;
}
/// Binary divide
inline const Quat operator/(const Quat& denom) const
{
return ( (*this) * denom.inverse() );
}
/// Binary divide
inline const Quat operator/(const Quat& denom) const
{
return ( (*this) * denom.inverse() );
}
/// Unary divide
inline Quat& operator/=(const Quat& denom)
{
(*this) = (*this) * denom.inverse();
return (*this); // enable nesting
}
/// Unary divide
inline Quat& operator/=(const Quat& denom)
{
(*this) = (*this) * denom.inverse();
return (*this); // enable nesting
}
/// Binary addition
/// Binary addition
inline const Quat operator + (const Quat& rhs) const
{
return Quat(_v[0]+rhs._v[0], _v[1]+rhs._v[1],
_v[2]+rhs._v[2], _v[3]+rhs._v[3]);
_v[2]+rhs._v[2], _v[3]+rhs._v[3]);
}
/// Unary addition
/// Unary addition
inline Quat& operator += (const Quat& rhs)
{
_v[0] += rhs._v[0];
_v[1] += rhs._v[1];
_v[2] += rhs._v[2];
_v[3] += rhs._v[3];
return *this; // enable nesting
return *this; // enable nesting
}
/// Binary subtraction
inline const Quat operator - (const Quat& rhs) const
{
return Quat(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
_v[2]-rhs._v[2], _v[3]-rhs._v[3] );
_v[2]-rhs._v[2], _v[3]-rhs._v[3] );
}
/// Unary subtraction
@ -272,11 +272,11 @@ class SG_EXPORT Quat
_v[1]-=rhs._v[1];
_v[2]-=rhs._v[2];
_v[3]-=rhs._v[3];
return *this; // enable nesting
return *this; // enable nesting
}
/** Negation operator - returns the negative of the quaternion.
Basically just calls operator - () on the Vec4 */
Basically just calls operator - () on the Vec4 */
inline const Quat operator - () const
{
return Quat (-_v[0], -_v[1], -_v[2], -_v[3]);
@ -307,15 +307,15 @@ class SG_EXPORT Quat
}
/* --------------------------------------------------------
METHODS RELATED TO ROTATIONS
Set a quaternion which will perform a rotation of an
angle around the axis given by the vector (x,y,z).
Should be written to also accept an angle and a Vec3?
METHODS RELATED TO ROTATIONS
Set a quaternion which will perform a rotation of an
angle around the axis given by the vector (x,y,z).
Should be written to also accept an angle and a Vec3?
Define Spherical Linear interpolation method also
Define Spherical Linear interpolation method also
Not inlined - see the Quat.cpp file for implementation
-------------------------------------------------------- */
Not inlined - see the Quat.cpp file for implementation
-------------------------------------------------------- */
void makeRotate( value_type angle,
value_type x, value_type y, value_type z );
void makeRotate ( value_type angle, const Vec3f& vec );
@ -351,24 +351,50 @@ class SG_EXPORT Quat
void getRotate ( value_type & angle, Vec3d& vec ) const;
/** Spherical Linear Interpolation.
As t goes from 0 to 1, the Quat object goes from "from" to "to". */
As t goes from 0 to 1, the Quat object goes from "from" to "to". */
void slerp ( value_type t, const Quat& from, const Quat& to);
/** Rotate a vector by this quaternion.*/
Vec3f operator* (const Vec3f& v) const
{
// nVidia SDK implementation
Vec3f uv, uuv;
Vec3f qvec(_v[0], _v[1], _v[2]);
uv = qvec ^ v;
uuv = qvec ^ uv;
uv *= ( 2.0f * _v[3] );
uuv *= 2.0f;
return v + uv + uuv;
}
/** Rotate a vector by this quaternion.*/
Vec3d operator* (const Vec3d& v) const
{
// nVidia SDK implementation
Vec3d uv, uuv;
Vec3d qvec(_v[0], _v[1], _v[2]);
uv = qvec ^ v;
uuv = qvec ^ uv;
uv *= ( 2.0f * _v[3] );
uuv *= 2.0f;
return v + uv + uuv;
}
friend inline std::ostream& operator << (std::ostream& output, const Quat& vec);
protected:
}; // end of class prototype
}; // end of class prototype
inline std::ostream& operator << (std::ostream& output, const Quat& vec)
{
output << vec._v[0] << " "
<< vec._v[1] << " "
<< vec._v[2] << " "
<< vec._v[3];
return output; // to enable cascading
<< vec._v[1] << " "
<< vec._v[2] << " "
<< vec._v[3];
return output; // to enable cascading
}
} // end of namespace
} // end of namespace
#endif

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@ -1148,7 +1148,7 @@ void Geometry::drawImplementation(State& state) const
}
}
(*itr)->draw();
(*itr)->draw(state, usingVertexBufferObjects);
}

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@ -14,7 +14,7 @@
using namespace osg;
void DrawArrays::draw() const
void DrawArrays::draw(State&, bool) const
{
glDrawArrays(_mode,_first,_count);
}
@ -29,7 +29,7 @@ void DrawArrays::accept(Drawable::PrimitiveIndexFunctor& functor) const
functor.drawArrays(_mode,_first,_count);
}
void DrawArrayLengths::draw() const
void DrawArrayLengths::draw(State&, bool) const
{
GLint first = _first;
for(VectorSizei::const_iterator itr=begin();
@ -77,9 +77,31 @@ unsigned int DrawArrayLengths::getNumIndices() const
return count;
}
void DrawElementsUByte::draw() const
void DrawElementsUByte::draw(State& state, bool useVertexBufferObjects) const
{
glDrawElements(_mode,size(),GL_UNSIGNED_BYTE,&front());
if (useVertexBufferObjects)
{
const Drawable::Extensions* extensions = Drawable::getExtensions(state.getContextID(), true);
GLuint& buffer = _vboList[state.getContextID()];
if (!buffer)
{
extensions->glGenBuffers(1, &buffer);
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, buffer);
extensions->glBufferData(GL_ELEMENT_ARRAY_BUFFER_ARB, size() * sizeof(GL_UNSIGNED_BYTE), &front(), GL_STATIC_DRAW_ARB);
}
else
{
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, buffer);
}
glDrawElements(_mode, size(), GL_UNSIGNED_BYTE, 0);
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
else
{
glDrawElements(_mode, size(), GL_UNSIGNED_BYTE, &front());
}
}
void DrawElementsUByte::accept(Drawable::PrimitiveFunctor& functor) const
@ -103,9 +125,31 @@ void DrawElementsUByte::offsetIndices(int offset)
}
void DrawElementsUShort::draw() const
void DrawElementsUShort::draw(State& state, bool useVertexBufferObjects) const
{
glDrawElements(_mode,size(),GL_UNSIGNED_SHORT,&front());
if (useVertexBufferObjects)
{
const Drawable::Extensions* extensions = Drawable::getExtensions(state.getContextID(), true);
GLuint& buffer = _vboList[state.getContextID()];
if (!buffer)
{
extensions->glGenBuffers(1, &buffer);
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, buffer);
extensions->glBufferData(GL_ELEMENT_ARRAY_BUFFER_ARB, size() * sizeof(GL_UNSIGNED_SHORT), &front(), GL_STATIC_DRAW_ARB);
}
else
{
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, buffer);
}
glDrawElements(_mode, size(), GL_UNSIGNED_SHORT, 0);
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
else
{
glDrawElements(_mode, size(), GL_UNSIGNED_SHORT, &front());
}
}
void DrawElementsUShort::accept(Drawable::PrimitiveFunctor& functor) const
@ -129,9 +173,31 @@ void DrawElementsUShort::offsetIndices(int offset)
}
void DrawElementsUInt::draw() const
void DrawElementsUInt::draw(State& state, bool useVertexBufferObjects) const
{
glDrawElements(_mode,size(),GL_UNSIGNED_INT,&front());
if (useVertexBufferObjects)
{
const Drawable::Extensions* extensions = Drawable::getExtensions(state.getContextID(), true);
GLuint& buffer = _vboList[state.getContextID()];
if (!buffer)
{
extensions->glGenBuffers(1, &buffer);
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, buffer);
extensions->glBufferData(GL_ELEMENT_ARRAY_BUFFER_ARB, size() * sizeof(GL_UNSIGNED_INT), &front(), GL_STATIC_DRAW_ARB);
}
else
{
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, buffer);
}
glDrawElements(_mode, size(), GL_UNSIGNED_INT, 0);
extensions->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
}
else
{
glDrawElements(_mode, size(), GL_UNSIGNED_INT, &front());
}
}
void DrawElementsUInt::accept(Drawable::PrimitiveFunctor& functor) const