/* -*-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 #include #include #include 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; } void DrawArrays::draw(State& state, bool) const { 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) { if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_BYTE, getElementBufferObjectOffset(), _numInstances); else glDrawElements(_mode, size(), GL_UNSIGNED_BYTE, getElementBufferObjectOffset()); } else { if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_BYTE, &front(), _numInstances); else glDrawElements(_mode, size(), GL_UNSIGNED_BYTE, &front()); } } else { 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_BYTE, getElementBufferObjectOffset(), _numInstances); else glDrawElements(_mode, size(), GL_UNSIGNED_SHORT, getElementBufferObjectOffset()); } else { if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_BYTE, &front(), _numInstances); else glDrawElements(_mode, size(), GL_UNSIGNED_SHORT, &front()); } } else { if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_BYTE, &front(), _numInstances); 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_BYTE, getElementBufferObjectOffset(), _numInstances); else glDrawElements(_mode, size(), GL_UNSIGNED_INT, getElementBufferObjectOffset()); } else { if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_BYTE, &front(), _numInstances); else glDrawElements(_mode, size(), GL_UNSIGNED_INT, &front()); } } else { if (_numInstances>=1) state.glDrawElementsInstanced(_mode, size(), GL_UNSIGNED_BYTE, &front(), _numInstances); 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; } }