Removed GLBeginEndAdapter as it is no longer needed

This commit is contained in:
Robert Osfield 2016-09-02 17:15:14 +01:00
parent 0f3e61146d
commit e11e45a2e3
5 changed files with 0 additions and 492 deletions

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@ -1,174 +0,0 @@
/* -*-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.
*/
#ifndef OSG_GLBeginEndAdapter
#define OSG_GLBeginEndAdapter 1
#include <osg/ref_ptr>
#include <osg/Array>
#include <osg/Matrixd>
#ifndef GL_TEXTURE0
#define GL_TEXTURE0 0x84C0
#endif
namespace osg {
// forward declare
class State;
/** A class adapting OpenGL 1.0 glBegin()/glEnd() style code to vertex array based code */
class OSG_EXPORT GLBeginEndAdapter
{
public:
GLBeginEndAdapter(State* state=0);
void setState(State* state) { _state = state; }
State* getState() { return _state; }
const State* getState() const { return _state; }
enum MatrixMode
{
APPLY_LOCAL_MATRICES_TO_VERTICES,
APPLY_LOCAL_MATRICES_TO_MODELVIEW
};
void setMatrixMode(MatrixMode mode) { _mode = mode; }
MatrixMode setMatrixMode() const { return _mode; }
void PushMatrix();
void PopMatrix();
void LoadIdentity();
void LoadMatrixd(const GLdouble* m);
void MultMatrixd(const GLdouble* m);
void Translatef(GLfloat x, GLfloat y, GLfloat z) { Translated(x,y,z); }
void Scalef(GLfloat x, GLfloat y, GLfloat z) { Scaled(x,y,z); }
void Rotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { Rotated(angle,x,y,z); }
void Translated(GLdouble x, GLdouble y, GLdouble z);
void Scaled(GLdouble x, GLdouble y, GLdouble z);
void Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
void Vertex3f(GLfloat x, GLfloat y, GLfloat z);
void Vertex3fv(const GLfloat* v) { Vertex3f(v[0], v[1], v[2]); }
void Vertex3dv(GLdouble x, GLdouble y, GLdouble z) { Vertex3f(x,y,z); }
void Vertex3dv(const GLdouble* v) { Vertex3f(v[0], v[1], v[2]); }
void Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
_overallColorAssigned = true;
_colorAssigned = true;
_color.set(red,green,blue,alpha);
}
void Color3fv(const GLfloat* c) { Color4f(c[0], c[1], c[2], 1); }
void Color4fv(const GLfloat* c) { Color4f(c[0], c[1], c[2], c[3]); }
void Color4ubv(const GLubyte* c) { const float div = 1.0f/255.0f; Color4f(float(c[0])*div, float(c[1])*div, float(c[2])*div, float(c[3])*div); }
void Normal3f(GLfloat x, GLfloat y, GLfloat z)
{
_overallNormalAssigned = true;
_normalAssigned = true;
_normal.set(x,y,z);
}
void Normal3fv(const GLfloat* n) { Normal3f(n[0], n[1], n[2]); }
void TexCoord1f(GLfloat x) { MultiTexCoord4f(GL_TEXTURE0, x, 0.0f, 0.0f, 1.0f); }
void TexCoord1fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], 0.0f, 0.0f, 1.0f); }
void TexCoord2f(GLfloat x, GLfloat y) { MultiTexCoord4f(GL_TEXTURE0, x, y, 0.0f, 1.0f); }
void TexCoord2fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], tc[1], 0.0f, 1.0f); }
void TexCoord3f(GLfloat x, GLfloat y, GLfloat z) { MultiTexCoord4f(GL_TEXTURE0, x, y, z, 1.0f); }
void TexCoord3fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], tc[1], tc[2], 1.0f); }
void TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { MultiTexCoord4f(GL_TEXTURE0, x, y, z, w); }
void TexCoord4fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], tc[1], tc[2], tc[3]); }
void MultiTexCoord1f(GLenum target, GLfloat x) { MultiTexCoord4f(target, x, 0.0f, 0.0f, 1.0f); }
void MultiTexCoord1fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0], 0.0f, 0.0f, 1.0f); }
void MultiTexCoord2f(GLenum target, GLfloat x, GLfloat y) { MultiTexCoord4f(target, x, y, 0.0f, 1.0f); }
void MultiTexCoord2fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0],tc[1], 0.0f, 1.0f); }
void MultiTexCoord3f(GLenum target, GLfloat x, GLfloat y, GLfloat z) {MultiTexCoord4f(target, x, y, z, 1.0f); }
void MultiTexCoord3fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0], tc[1], tc[2], 1.0f); }
void MultiTexCoord4f(GLenum target, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void MultiTexCoord4fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0], tc[1], tc[2], tc[3]); }
void VertexAttrib1f(GLuint unit, GLfloat x) { VertexAttrib4f(unit, x, 0.0f, 0.0f, 0.0f); }
void VertexAttrib1fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], 0.0f, 0.0f, 0.0f); }
void VertexAttrib2f(GLuint unit, GLfloat x, GLfloat y) { VertexAttrib4f(unit, x, y, 0.0f, 0.0f); }
void VertexAttrib2fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0],tc[1], 0.0f, 0.0f); }
void VertexAttrib3f(GLuint unit, GLfloat x, GLfloat y, GLfloat z) {VertexAttrib4f(unit, x, y, z, 0.0f); }
void VertexAttrib3fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], tc[1], tc[2], 0.0f); }
void VertexAttrib4f(GLuint unit, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void VertexAttrib4fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], tc[1], tc[2], tc[3]); }
void Begin(GLenum mode);
void End();
void reset();
protected:
State* _state;
MatrixMode _mode;
typedef std::list<Matrixd> MatrixStack;
MatrixStack _matrixStack;
bool _normalAssigned;
osg::Vec3f _normal;
bool _colorAssigned;
osg::Vec4f _color;
bool _overallNormalAssigned;
bool _overallColorAssigned;
osg::Vec3f _overallNormal;
osg::Vec4f _overallColor;
typedef std::vector<bool> AssignedList;
typedef std::vector<osg::Vec4f> VertexList;
AssignedList _texCoordAssignedList;
VertexList _texCoordList;
AssignedList _vertexAttribAssignedList;
VertexList _vertexAttribList;
typedef std::vector< osg::ref_ptr<Vec4Array> > VertexArrayList;
GLenum _primitiveMode;
osg::ref_ptr<osg::Vec3Array> _vertices;
osg::ref_ptr<osg::Vec3Array> _normals;
osg::ref_ptr<osg::Vec4Array> _colors;
VertexArrayList _texCoordsList;
VertexArrayList _vertexAttribsList;
};
}
#endif

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@ -29,7 +29,6 @@
#include <osg/DisplaySettings>
#include <osg/Polytope>
#include <osg/Viewport>
#include <osg/GLBeginEndAdapter>
#include <osg/ArrayDispatchers>
#include <osg/GraphicsCostEstimator>
@ -877,9 +876,6 @@ class OSG_EXPORT State : public Referenced
/** Initialize extension used by osg::State.*/
void initializeExtensionProcs();
/** Get the GL adapter object used to map OpenGL 1.0 glBegin/glEnd usage to vertex arrays.*/
inline GLBeginEndAdapter& getGLBeginEndAdapter() { return _glBeginEndAdapter; }
/** Get the helper class for dispatching osg::Arrays as OpenGL attribute data.*/
inline ArrayDispatchers& getArrayDispatchers() { return _arrayDispatchers; }
@ -1345,7 +1341,6 @@ class OSG_EXPORT State : public Referenced
unsigned int _dynamicObjectCount;
osg::ref_ptr<DynamicObjectRenderingCompletedCallback> _completeDynamicObjectRenderingCallback;
GLBeginEndAdapter _glBeginEndAdapter;
ArrayDispatchers _arrayDispatchers;
osg::ref_ptr<GraphicsCostEstimator> _graphicsCostEstimator;

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@ -83,7 +83,6 @@ SET(TARGET_H
${HEADER_PATH}/GL2Extensions
${HEADER_PATH}/GLDefines
${HEADER_PATH}/GLExtensions
${HEADER_PATH}/GLBeginEndAdapter
${HEADER_PATH}/GLObjects
${HEADER_PATH}/GLU
${HEADER_PATH}/GraphicsCostEstimator
@ -291,7 +290,6 @@ SET(TARGET_SRC
Geode.cpp
Geometry.cpp
GLExtensions.cpp
GLBeginEndAdapter.cpp
GLObjects.cpp
GLStaticLibrary.h
GLStaticLibrary.cpp

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@ -1,310 +0,0 @@
/* -*-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/GLBeginEndAdapter>
#include <osg/State>
#include <osg/Notify>
#include <osg/io_utils>
using namespace osg;
GLBeginEndAdapter::GLBeginEndAdapter(State* state):
_state(state),
_mode(APPLY_LOCAL_MATRICES_TO_VERTICES),
_normalAssigned(false),
_normal(0.0f,0.0f,1.0f),
_colorAssigned(false),
_color(1.0f,1.0f,1.0f,1.0f),
_overallNormalAssigned(false),
_overallColorAssigned(false),
_primitiveMode(0)
{
}
void GLBeginEndAdapter::PushMatrix()
{
if (_matrixStack.empty())
{
if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
else _matrixStack.push_back(_state->getModelViewMatrix());
}
else _matrixStack.push_back(_matrixStack.back());
}
void GLBeginEndAdapter::PopMatrix()
{
if (!_matrixStack.empty()) _matrixStack.pop_back();
}
void GLBeginEndAdapter::LoadIdentity()
{
if (_matrixStack.empty()) _matrixStack.push_back(Matrixd::identity());
else _matrixStack.back().makeIdentity();
}
void GLBeginEndAdapter::LoadMatrixd(const GLdouble* m)
{
if (_matrixStack.empty()) _matrixStack.push_back(Matrixd(m));
else _matrixStack.back().set(m);
}
void GLBeginEndAdapter::MultMatrixd(const GLdouble* m)
{
if (_matrixStack.empty())
{
if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
else _matrixStack.push_back(_state->getModelViewMatrix());
}
_matrixStack.back().preMult(Matrixd(m));
}
void GLBeginEndAdapter::Translated(GLdouble x, GLdouble y, GLdouble z)
{
if (_matrixStack.empty())
{
if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
else _matrixStack.push_back(_state->getModelViewMatrix());
}
_matrixStack.back().preMultTranslate(Vec3d(x,y,z));
}
void GLBeginEndAdapter::Scaled(GLdouble x, GLdouble y, GLdouble z)
{
if (_matrixStack.empty())
{
if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
else _matrixStack.push_back(_state->getModelViewMatrix());
}
_matrixStack.back().preMultScale(Vec3d(x,y,z));
}
void GLBeginEndAdapter::Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
{
if (_matrixStack.empty())
{
if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
else _matrixStack.push_back(_state->getModelViewMatrix());
}
_matrixStack.back().preMultRotate(Quat(DegreesToRadians(angle), Vec3d(x,y,z)));
}
void GLBeginEndAdapter::MultiTexCoord4f(GLenum target, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
unsigned int unit = static_cast<unsigned int>(target-GL_TEXTURE0);
if (unit>=_texCoordAssignedList.size()) _texCoordAssignedList.resize(unit+1, false);
if (unit>=_texCoordList.size()) _texCoordList.resize(unit+1, osg::Vec4(0.0f,0.0f,0.0f,0.0f));
_texCoordAssignedList[unit] = true;
_texCoordList[unit].set(x,y,z,w);
}
void GLBeginEndAdapter::VertexAttrib4f(GLuint unit, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
if (unit>=_vertexAttribAssignedList.size()) _vertexAttribAssignedList.resize(unit+1, false);
if (unit>=_vertexAttribList.size()) _vertexAttribList.resize(unit+1, osg::Vec4(0.0f,0.0f,0.0f,0.0f));
_vertexAttribAssignedList[unit] = true;
_vertexAttribList[unit].set(x,y,z,w);
}
void GLBeginEndAdapter::Vertex3f(GLfloat x, GLfloat y, GLfloat z)
{
osg::Vec3 vertex(x,y,z);
if (!_vertices) _vertices = new osg::Vec3Array;
if (_normalAssigned)
{
if (!_normals) _normals = new osg::Vec3Array;
if (_normals->size()<_vertices->size()) _normals->resize(_vertices->size(), _overallNormal);
_normals->push_back(_normal);
}
if (_colorAssigned)
{
if (!_colors) _colors = new osg::Vec4Array;
if (_colors->size()<_vertices->size()) _colors->resize(_vertices->size(), _overallColor);
_colors->push_back(_color);
}
if (!_texCoordAssignedList.empty())
{
for(unsigned int unit=0; unit<_texCoordAssignedList.size(); ++unit)
{
if (_texCoordAssignedList[unit])
{
if (unit>=_texCoordsList.size()) _texCoordsList.resize(unit+1);
if (!_texCoordsList[unit]) _texCoordsList[unit] = new osg::Vec4Array;
if (_texCoordsList[unit]->size()<_vertices->size()) _texCoordsList[unit]->resize(_vertices->size(), osg::Vec4(0.0,0.0f,0.0f,0.0f));
_texCoordsList[unit]->push_back(_texCoordList[unit]);
}
}
}
if (!_vertexAttribAssignedList.empty())
{
for(unsigned int unit=0; unit<_vertexAttribAssignedList.size(); ++unit)
{
if (_vertexAttribAssignedList[unit])
{
if (unit>=_vertexAttribsList.size()) _vertexAttribsList.resize(unit+1);
if (!_vertexAttribsList[unit]) _vertexAttribsList[unit] = new osg::Vec4Array;
if (_vertexAttribsList[unit]->size()<_vertices->size()) _vertexAttribsList[unit]->resize(_vertices->size(), osg::Vec4(0.0,0.0f,0.0f,0.0f));
_vertexAttribsList[unit]->push_back(_vertexAttribList[unit]);
}
}
}
_vertices->push_back(vertex);
}
void GLBeginEndAdapter::Begin(GLenum mode)
{
_overallNormal = _normal;
_overallColor = _color;
// reset geometry
_primitiveMode = mode;
if (_vertices.valid()) { _vertices->clear(); _vertices->dirty(); }
_normalAssigned = false;
if (_normals.valid()) { _normals->clear(); _normals->dirty(); }
_colorAssigned = false;
if (_colors.valid()) { _colors->clear(); _colors->dirty(); }
_texCoordAssignedList.clear();
_texCoordList.clear();
for(VertexArrayList::iterator itr = _texCoordsList.begin();
itr != _texCoordsList.end();
++itr)
{
if (itr->valid()) { (*itr)->clear(); (*itr)->dirty(); }
}
_vertexAttribAssignedList.clear();
_vertexAttribList.clear();
}
void GLBeginEndAdapter::End()
{
if (!_vertices || _vertices->empty()) return;
if (!_matrixStack.empty())
{
const osg::Matrixd& matrix = _matrixStack.back();
if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES)
{
osg::Matrix inverse;
inverse.invert(matrix);
for(Vec3Array::iterator itr = _vertices->begin();
itr != _vertices->end();
++itr)
{
*itr = *itr * matrix;
}
if (_normalAssigned && _normals.valid())
{
for(Vec3Array::iterator itr = _normals->begin();
itr != _normals->end();
++itr)
{
*itr = osg::Matrixd::transform3x3(inverse, *itr);
(*itr).normalize();
}
}
else
{
_overallNormal = osg::Matrixd::transform3x3(inverse, _overallNormal);
_overallNormal.normalize();
}
}
else
{
_state->applyModelViewMatrix(new RefMatrix(matrix));
}
}
_state->lazyDisablingOfVertexAttributes();
_state->unbindVertexBufferObject();
_state->unbindElementBufferObject();
if (_colorAssigned)
{
_state->setColorPointer(_colors.get());
}
else if (_overallColorAssigned)
{
_state->Color(_overallColor.r(), _overallColor.g(), _overallColor.b(), _overallColor.a());
}
if (_normalAssigned)
{
_state->setNormalPointer(_normals.get());
}
else if (_overallNormalAssigned)
{
_state->Normal(_overallNormal.x(), _overallNormal.y(), _overallNormal.z());
}
for(unsigned int unit=0; unit<_texCoordAssignedList.size(); ++unit)
{
if (_texCoordAssignedList[unit] && _texCoordsList[unit].valid())
{
_state->setTexCoordPointer(unit, _texCoordsList[unit].get());
}
}
for(unsigned int unit=0; unit<_vertexAttribAssignedList.size(); ++unit)
{
if (_vertexAttribAssignedList[unit] && _vertexAttribsList[unit].valid())
{
_state->setVertexAttribPointer(unit, _vertexAttribsList[unit].get());
}
}
_state->setVertexPointer(_vertices.get());
_state->applyDisablingOfVertexAttributes();
if (_primitiveMode==GL_QUADS)
{
_state->drawQuads(0, _vertices->size());
}
else if (_primitiveMode==GL_QUAD_STRIP)
{
// will the winding be wrong? Do we need to swap it?
glDrawArrays(GL_TRIANGLE_STRIP, 0, _vertices->size());
}
else if (_primitiveMode==GL_POLYGON) glDrawArrays(GL_TRIANGLE_FAN, 0, _vertices->size());
else glDrawArrays(_primitiveMode, 0, _vertices->size());
}
void GLBeginEndAdapter::reset()
{
_overallNormalAssigned = false;
_overallColorAssigned = false;
}

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@ -125,7 +125,6 @@ State::State():
_maxTexturePoolSize = 0;
_maxBufferObjectPoolSize = 0;
_glBeginEndAdapter.setState(this);
_arrayDispatchers.setState(this);
_graphicsCostEstimator = new GraphicsCostEstimator;