From Leandro Motta Barros, documentation additions to PrimitiveSet & TriangleFunctor.
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@ -81,28 +81,71 @@ public:
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class State;
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/** A \c PrimitiveFunctor is used (in conjunction with
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* <tt>osg::Drawable::accept (PrimitiveFunctor&)</tt>) to get access to the
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* primitives that compose the things drawn by OSG.
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* <p>If \c osg::Drawable::accept() is called with a \c PrimitiveFunctor
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* parameter, the \c Drawable will "pretend" it is drawing itself, but instead
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* of calling real OpenGL functions, it will call <tt>PrimitiveFunctor</tt>'s
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* member functions that "mimic" the OpenGL calls.
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* <p>Concrete subclasses of \c PrimitiveFunctor must implement these methods
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* so that they performs whatever they want.
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*/
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class PrimitiveFunctor
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{
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public:
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virtual ~PrimitiveFunctor() {}
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/** Sets the array of vertices used to describe the primitives. Somehow
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* mimics the OpenGL \c glVertexPointer() function.
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*/
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virtual void setVertexArray(unsigned int count,const Vec2* vertices) = 0;
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/** Sets the array of vertices used to describe the primitives. Somehow
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* mimics the OpenGL \c glVertexPointer() function.
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*/
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virtual void setVertexArray(unsigned int count,const Vec3* vertices) = 0;
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/** Sets the array of vertices used to describe the primitives. Somehow
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* mimics the OpenGL \c glVertexPointer() function.
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*/
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virtual void setVertexArray(unsigned int count,const Vec4* vertices) = 0;
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/// Mimics the OpenGL \c glDrawArrays() function.
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virtual void drawArrays(GLenum mode,GLint first,GLsizei count) = 0;
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/// Mimics the OpenGL \c glDrawElements() function.
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virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices) = 0;
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/// Mimics the OpenGL \c glDrawElements() function.
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virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices) = 0;
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/// Mimics the OpenGL \c glDrawElements() function.
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virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices) = 0;
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/// Mimics the OpenGL \c glBegin() function.
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virtual void begin(GLenum mode) = 0;
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/// Mimics the OpenGL \c glVertex() "family of functions".
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virtual void vertex(const Vec2& vert) = 0;
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/// Mimics the OpenGL \c glVertex() "family of functions".
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virtual void vertex(const Vec3& vert) = 0;
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/// Mimics the OpenGL \c glVertex() "family of functions".
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virtual void vertex(const Vec4& vert) = 0;
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/// Mimics the OpenGL \c glVertex() "family of functions".
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virtual void vertex(float x,float y) = 0;
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/// Mimics the OpenGL \c glVertex() "family of functions".
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virtual void vertex(float x,float y,float z) = 0;
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/// Mimics the OpenGL \c glVertex() "family of functions".
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virtual void vertex(float x,float y,float z,float w) = 0;
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/// Mimics the OpenGL \c glEnd() function.
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virtual void end() = 0;
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};
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@ -19,6 +19,21 @@
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namespace osg {
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/** Provides access to the triangles that compose an \c osg::Drawable. If the \c
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* Drawable is not composed of triangles, the \c TriangleFunctor will convert
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* the primitives to triangles whenever possible.
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* <p>Notice that \c TriangleFunctor is a class template, and that it inherits
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* from its template parameter \c T. This template parameter must implement
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* <tt>T::operator() (const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3
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* v3, bool treatVertexDataAsTemporary)</tt>, which will be called for every
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* triangle when the functor is applied to a \c Drawable. Parameters \c v1, \c
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* v2, and \c v3 are the triangle vertices. The fourth parameter, \c
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* treatVertexDataAsTemporary, indicates whether these vertices are coming from
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* a "real" vertex array, or from a temporary vertex array, created by the \c
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* TriangleFunctor from some other geometry representation.
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* @see \c PrimitiveFunctor for general usage hints.
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*/
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template<class T>
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class TriangleFunctor : public PrimitiveFunctor, public T
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{
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