/* -*-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 #include #include #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 Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { _colorAssigned = true; _color.set(red,green,blue,alpha); } void Color4fv(const GLfloat* c) { Color4f(c[0], c[1], c[2], c[3]); } void Normal3f(GLfloat x, GLfloat y, GLfloat z) { _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(); protected: State* _state; MatrixMode _mode; typedef std::list MatrixStack; MatrixStack _matrixStack; bool _normalAssigned; osg::Vec3f _normal; bool _colorAssigned; osg::Vec4f _color; osg::Vec3f _overallNormal; osg::Vec4f _overallColor; typedef std::vector AssignedList; typedef std::vector VertexList; AssignedList _texCoordAssignedList; VertexList _texCoordList; AssignedList _vertexAttribAssignedList; VertexList _vertexAttribList; typedef std::vector< osg::ref_ptr > VertexArrayList; GLenum _primitiveMode; osg::ref_ptr _vertices; osg::ref_ptr _normals; osg::ref_ptr _colors; VertexArrayList _texCoordsList; VertexArrayList _vertexAttribsList; }; } #endif