/* -*-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_TERMPLATEPRIMITIVEFUNCTOR #define OSG_TERMPLATEPRIMITIVEFUNCTOR 1 #include #include namespace osg { /** Provides access to the primitives that compose an \c osg::Drawable. *

Notice that \c TemplatePrimitiveFunctor is a class template, and that it inherits * from its template parameter \c T. This template parameter must implement * operator()(const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3 * v3, bool treatVertexDataAsTemporary), * operator()(const osg::Vec3 v1, const osg::Vec3 v2, bool * treatVertexDataAsTemporary), operator()(const osg::Vec3 v1, * const osg::Vec3 v2, const osg::Vec3 v3, bool treatVertexDataAsTemporary), * and operator()(const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3 v3, * const osg::Vec3 v4, bool treatVertexDataAsTemporary) which will be called * for the matching primitive when the functor is applied to a \c Drawable. * Parameters \c v1, \c v2, \c v3, and \c v4 are the vertices of the primitive. * The last parameter, \c treatVertexDataAsTemporary, indicates whether these * vertices are coming from a "real" vertex array, or from a temporary vertex array, * created by the \c TemplatePrimitiveFunctor from some other geometry representation. * @see \c PrimitiveFunctor for general usage hints. */ template class TemplatePrimitiveFunctor : public PrimitiveFunctor, public T { public: TemplatePrimitiveFunctor() { _vertexArraySize=0; _vertexArrayPtr=0; } virtual ~TemplatePrimitiveFunctor() {} virtual void setVertexArray(unsigned int,const Vec2*) { notify(WARN)<<"Triangle Functor does not support Vec2* vertex arrays"<operator()(*(vptr),*(vptr+1),*(vptr+2),false); break; } case(GL_TRIANGLE_STRIP): { const Vec3* vptr = &_vertexArrayPtr[first]; for(GLsizei i=2;ioperator()(*(vptr),*(vptr+2),*(vptr+1),false); else this->operator()(*(vptr),*(vptr+1),*(vptr+2),false); } break; } case(GL_QUADS): { const Vec3* vptr = &_vertexArrayPtr[first]; for(GLsizei i=3;ioperator()(*(vptr),*(vptr+1),*(vptr+2),*(vptr+3),false); } break; } case(GL_QUAD_STRIP): { const Vec3* vptr = &_vertexArrayPtr[first]; for(GLsizei i=3;ioperator()(*(vptr),*(vptr+1),*(vptr+3),*(vptr+2),false); } break; } case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN case(GL_TRIANGLE_FAN): { const Vec3* vfirst = &_vertexArrayPtr[first]; const Vec3* vptr = vfirst+1; for(GLsizei i=2;ioperator()(*(vfirst),*(vptr),*(vptr+1),false); } break; } case(GL_POINTS): { const Vec3* vlast = &_vertexArrayPtr[first+count]; for(const Vec3* vptr=&_vertexArrayPtr[first];vptroperator()(*(vptr),false); break; } case(GL_LINES): { const Vec3* vlast = &_vertexArrayPtr[first+count-1]; for(const Vec3* vptr=&_vertexArrayPtr[first];vptroperator()(*(vptr),*(vptr+1),false); break; } case(GL_LINE_STRIP): { const Vec3* vlast = &_vertexArrayPtr[first+count-1]; for(const Vec3* vptr=&_vertexArrayPtr[first];vptroperator()(*(vptr),*(vptr+1),false); break; } case(GL_LINE_STRIP_ADJACENCY): { const Vec3* vlast = &_vertexArrayPtr[first+count-2]; for(const Vec3* vptr=&_vertexArrayPtr[first+1];vptroperator()(*(vptr),*(vptr+1),false); break; } case(GL_LINE_LOOP): { const Vec3* vlast = &_vertexArrayPtr[first+count-1]; for(const Vec3* vptr=&_vertexArrayPtr[first];vptroperator()(*(vptr),*(vptr+1),false); this->operator()(*(vlast),_vertexArrayPtr[first],false); break; } default: break; } } template void drawElementsTemplate(GLenum mode,GLsizei count,const IndexType* indices) { if (indices==0 || count==0) return; typedef const IndexType* IndexPointer; switch(mode) { case(GL_TRIANGLES): { IndexPointer ilast = &indices[count]; for(IndexPointer iptr=indices;iptroperator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],false); break; } case(GL_TRIANGLE_STRIP): { IndexPointer iptr = indices; for(GLsizei i=2;ioperator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)], _vertexArrayPtr[*(iptr+1)],false); else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)], _vertexArrayPtr[*(iptr+2)],false); } break; } case(GL_QUADS): { IndexPointer iptr = indices; for(GLsizei i=3;ioperator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)], _vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)], false); } break; } case(GL_QUAD_STRIP): { IndexPointer iptr = indices; for(GLsizei i=3;ioperator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)], _vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)], false); } 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;ioperator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)], false); } break; } case(GL_POINTS): { IndexPointer ilast = &indices[count]; for(IndexPointer iptr=indices;iptroperator()(_vertexArrayPtr[*iptr],false); break; } case(GL_LINES): { IndexPointer ilast = &indices[count-1]; for(IndexPointer iptr=indices;iptroperator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)], false); break; } case(GL_LINE_STRIP): { IndexPointer ilast = &indices[count-1]; for(IndexPointer iptr=indices;iptroperator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)], false); break; } case(GL_LINE_STRIP_ADJACENCY): { IndexPointer ilast = &indices[count-2]; for(IndexPointer iptr=&indices[1];iptroperator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)], false); break; } case(GL_LINE_LOOP): { IndexPointer ilast = &indices[count-1]; for(IndexPointer iptr=indices;iptroperator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)], false); this->operator()(_vertexArrayPtr[*(ilast)],_vertexArrayPtr[indices[0]], false); break; } default: break; } } virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices) { drawElementsTemplate(mode, count, indices); } virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices) { drawElementsTemplate(mode, count, indices); } virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices) { drawElementsTemplate(mode, count, indices); } protected: unsigned int _vertexArraySize; const Vec3* _vertexArrayPtr; }; } #endif