Moved TriangleFunctor from Drawable into its own header file.
This commit is contained in:
parent
ddbf2ad8a0
commit
8f81cf2ac6
@ -439,327 +439,6 @@ inline void Drawable::draw(State& state)
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}
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};
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template<class T>
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class TriangleFunctor : public Drawable::PrimitiveFunctor, public T
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{
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public:
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TriangleFunctor()
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{
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_vertexArraySize=0;
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_vertexArrayPtr=0;
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_modeCache=0;
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}
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virtual ~TriangleFunctor() {}
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virtual void setVertexArray(unsigned int count,const Vec3* vertices)
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{
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_vertexArraySize = count;
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_vertexArrayPtr = vertices;
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}
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virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
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{
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if (_vertexArrayPtr==0 && count==0) return;
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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const Vec3* vlast = &_vertexArrayPtr[first+count];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=3)
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operator()(*(vptr),*(vptr+1),*(vptr+2));
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=2;i<count;++i,++vptr)
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{
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if ((i%2)) operator()(*(vptr),*(vptr+2),*(vptr+1));
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else operator()(*(vptr),*(vptr+1),*(vptr+2));
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}
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break;
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}
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case(GL_QUADS):
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{
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=3;i<count;i+=4,vptr+=4)
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{
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operator()(*(vptr),*(vptr+1),*(vptr+2));
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operator()(*(vptr),*(vptr+2),*(vptr+3));
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=3;i<count;i+=2,vptr+=2)
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{
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operator()(*(vptr),*(vptr+1),*(vptr+2));
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operator()(*(vptr+1),*(vptr+3),*(vptr+2));
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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const Vec3* vfirst = &_vertexArrayPtr[first];
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const Vec3* vptr = vfirst+1;
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for(GLsizei i=2;i<count;++i,++vptr)
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{
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operator()(*(vfirst),*(vptr),*(vptr+1));
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}
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break;
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}
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case(GL_POINTS):
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case(GL_LINES):
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case(GL_LINE_STRIP):
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case(GL_LINE_LOOP):
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default:
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// can't be converted into to triangles.
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break;
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}
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
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{
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if (indices==0 || count==0) return;
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typedef const GLubyte* IndexPointer;
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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if ((i%2)) operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)]);
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else operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_QUADS):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=4,iptr+=4)
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{
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operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)]);
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=2,iptr+=2)
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{
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operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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IndexPointer iptr = indices;
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const Vec3& vfirst = _vertexArrayPtr[*iptr];
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++iptr;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)]);
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}
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break;
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}
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case(GL_POINTS):
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case(GL_LINES):
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case(GL_LINE_STRIP):
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case(GL_LINE_LOOP):
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default:
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// can't be converted into to triangles.
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break;
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}
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices)
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{
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if (indices==0 || count==0) return;
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typedef const GLushort* IndexPointer;
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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{
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operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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if ((i%2)) operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)]);
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else operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_QUADS):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=4,iptr+=4)
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{
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operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)]);
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=2,iptr+=2)
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{
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operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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IndexPointer iptr = indices;
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const Vec3& vfirst = _vertexArrayPtr[*iptr];
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++iptr;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)]);
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}
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break;
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}
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case(GL_POINTS):
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case(GL_LINES):
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case(GL_LINE_STRIP):
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case(GL_LINE_LOOP):
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default:
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// can't be converted into to triangles.
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break;
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}
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices)
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{
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if (indices==0 || count==0) return;
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typedef const GLuint* IndexPointer;
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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if ((i%2)) operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)]);
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else operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_QUADS):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=4,iptr+=4)
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{
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operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)]);
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=2,iptr+=2)
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{
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operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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IndexPointer iptr = indices;
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const Vec3& vfirst = _vertexArrayPtr[*iptr];
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++iptr;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)]);
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}
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break;
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}
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case(GL_POINTS):
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case(GL_LINES):
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case(GL_LINE_STRIP):
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case(GL_LINE_LOOP):
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default:
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// can't be converted into to triangles.
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break;
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}
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}
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/** begin(..),vertex(..) & end() are convinience methods for adapting
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* non vertex array primitives to vertex array based primitives.
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* this is done to simplify the implementation of primtive functor
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* subclasses - users only need override drawArray and drawElements.*/
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inline void begin(GLenum mode)
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{
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_modeCache = mode;
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_vertexCache.clear();
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}
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inline void vertex(const Vec3& vert) { _vertexCache.push_back(vert); }
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inline void vertex(float x,float y,float z) { _vertexCache.push_back(osg::Vec3(x,y,z)); }
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inline void end()
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{
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if (!_vertexCache.empty())
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{
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setVertexArray(_vertexCache.size(),&_vertexCache.front());
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drawArrays(_modeCache,0,_vertexCache.size());
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}
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}
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protected:
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unsigned int _vertexArraySize;
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const Vec3* _vertexArrayPtr;
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GLenum _modeCache;
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std::vector<Vec3> _vertexCache;
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};
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}
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336
include/osg/TriangleFunctor
Normal file
336
include/osg/TriangleFunctor
Normal file
@ -0,0 +1,336 @@
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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSG_TRIANGLEFUNCTOR
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#define OSG_TRIANGLEFUNCTOR 1
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#include <osg/Drawable>
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namespace osg {
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template<class T>
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class TriangleFunctor : public Drawable::PrimitiveFunctor, public T
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{
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public:
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TriangleFunctor()
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{
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_vertexArraySize=0;
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_vertexArrayPtr=0;
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_modeCache=0;
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}
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virtual ~TriangleFunctor() {}
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virtual void setVertexArray(unsigned int count,const Vec3* vertices)
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{
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_vertexArraySize = count;
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_vertexArrayPtr = vertices;
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}
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virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
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{
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if (_vertexArrayPtr==0 && count==0) return;
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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const Vec3* vlast = &_vertexArrayPtr[first+count];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=3)
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operator()(*(vptr),*(vptr+1),*(vptr+2));
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=2;i<count;++i,++vptr)
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{
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if ((i%2)) operator()(*(vptr),*(vptr+2),*(vptr+1));
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else operator()(*(vptr),*(vptr+1),*(vptr+2));
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}
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break;
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}
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case(GL_QUADS):
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{
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=3;i<count;i+=4,vptr+=4)
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{
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operator()(*(vptr),*(vptr+1),*(vptr+2));
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operator()(*(vptr),*(vptr+2),*(vptr+3));
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=3;i<count;i+=2,vptr+=2)
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{
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operator()(*(vptr),*(vptr+1),*(vptr+2));
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operator()(*(vptr+1),*(vptr+3),*(vptr+2));
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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const Vec3* vfirst = &_vertexArrayPtr[first];
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const Vec3* vptr = vfirst+1;
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for(GLsizei i=2;i<count;++i,++vptr)
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{
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operator()(*(vfirst),*(vptr),*(vptr+1));
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}
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break;
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}
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case(GL_POINTS):
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case(GL_LINES):
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case(GL_LINE_STRIP):
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case(GL_LINE_LOOP):
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default:
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// can't be converted into to triangles.
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break;
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}
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
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{
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if (indices==0 || count==0) return;
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typedef const GLubyte* IndexPointer;
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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if ((i%2)) operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)]);
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else operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_QUADS):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=4,iptr+=4)
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{
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operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)]);
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=2,iptr+=2)
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{
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operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)]);
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}
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||||
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)
|
||||
{
|
||||
operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)]);
|
||||
}
|
||||
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)
|
||||
{
|
||||
operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case(GL_TRIANGLE_STRIP):
|
||||
{
|
||||
IndexPointer iptr = indices;
|
||||
for(GLsizei i=2;i<count;++i,++iptr)
|
||||
{
|
||||
if ((i%2)) operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)]);
|
||||
else operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case(GL_QUADS):
|
||||
{
|
||||
IndexPointer iptr = indices;
|
||||
for(GLsizei i=3;i<count;i+=4,iptr+=4)
|
||||
{
|
||||
operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
|
||||
operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)]);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case(GL_QUAD_STRIP):
|
||||
{
|
||||
IndexPointer iptr = indices;
|
||||
for(GLsizei i=3;i<count;i+=2,iptr+=2)
|
||||
{
|
||||
operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
|
||||
operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)]);
|
||||
}
|
||||
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)
|
||||
{
|
||||
operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)]);
|
||||
}
|
||||
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)
|
||||
operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
|
||||
break;
|
||||
}
|
||||
case(GL_TRIANGLE_STRIP):
|
||||
{
|
||||
IndexPointer iptr = indices;
|
||||
for(GLsizei i=2;i<count;++i,++iptr)
|
||||
{
|
||||
if ((i%2)) operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)]);
|
||||
else operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case(GL_QUADS):
|
||||
{
|
||||
IndexPointer iptr = indices;
|
||||
for(GLsizei i=3;i<count;i+=4,iptr+=4)
|
||||
{
|
||||
operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
|
||||
operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)]);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case(GL_QUAD_STRIP):
|
||||
{
|
||||
IndexPointer iptr = indices;
|
||||
for(GLsizei i=3;i<count;i+=2,iptr+=2)
|
||||
{
|
||||
operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
|
||||
operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)]);
|
||||
}
|
||||
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)
|
||||
{
|
||||
operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)]);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case(GL_POINTS):
|
||||
case(GL_LINES):
|
||||
case(GL_LINE_STRIP):
|
||||
case(GL_LINE_LOOP):
|
||||
default:
|
||||
// can't be converted into to triangles.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/** begin(..),vertex(..) & end() are convinience 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.*/
|
||||
inline void begin(GLenum mode)
|
||||
{
|
||||
_modeCache = mode;
|
||||
_vertexCache.clear();
|
||||
}
|
||||
|
||||
inline void vertex(const Vec3& vert) { _vertexCache.push_back(vert); }
|
||||
inline void vertex(float x,float y,float z) { _vertexCache.push_back(osg::Vec3(x,y,z)); }
|
||||
inline void end()
|
||||
{
|
||||
if (!_vertexCache.empty())
|
||||
{
|
||||
setVertexArray(_vertexCache.size(),&_vertexCache.front());
|
||||
drawArrays(_modeCache,0,_vertexCache.size());
|
||||
}
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
|
||||
unsigned int _vertexArraySize;
|
||||
const Vec3* _vertexArrayPtr;
|
||||
|
||||
GLenum _modeCache;
|
||||
std::vector<Vec3> _vertexCache;
|
||||
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
|
||||
#endif
|
@ -5,6 +5,7 @@
|
||||
#include <osg/MatrixTransform>
|
||||
#include <osg/Texture2D>
|
||||
#include <osg/PolygonStipple>
|
||||
#include <osg/TriangleFunctor>
|
||||
|
||||
#include <osgDB/ReadFile>
|
||||
#include <osgDB/WriteFile>
|
||||
|
@ -4,6 +4,7 @@
|
||||
#include <osg/LOD>
|
||||
#include <osg/Billboard>
|
||||
#include <osg/Notify>
|
||||
#include <osg/TriangleFunctor>
|
||||
|
||||
#include <float.h>
|
||||
#include <algorithm>
|
||||
|
@ -1,3 +1,5 @@
|
||||
#include <osg/TriangleFunctor>
|
||||
|
||||
#include <osgUtil/SmoothingVisitor>
|
||||
|
||||
#include <stdio.h>
|
||||
|
@ -1,6 +1,6 @@
|
||||
|
||||
#include <osg/Types>
|
||||
#include <osg/Notify>
|
||||
#include <osg/TriangleFunctor>
|
||||
|
||||
#include <osgUtil/TriStripVisitor>
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user