358 lines
13 KiB
C++
358 lines
13 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_TRIANGLEFUNCTOR
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#define OSG_TRIANGLEFUNCTOR 1
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#include <osg/PrimitiveSet>
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#include <osg/Notify>
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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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public:
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TriangleFunctor()
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{
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_vertexArraySize=0;
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_vertexArrayPtr=0;
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}
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virtual ~TriangleFunctor() {}
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virtual void setVertexArray(unsigned int,const Vec2*)
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{
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notify(WARN)<<"Triangle Functor does not support Vec2* vertex arrays"<<std::endl;
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}
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virtual void setVertexArray(unsigned int count,const Vec3* vertices)
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{
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_vertexArraySize = count;
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_vertexArrayPtr = vertices;
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}
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virtual void setVertexArray(unsigned int,const Vec4* )
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{
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notify(WARN)<<"Triangle Functor does not support Vec4* vertex arrays"<<std::endl;
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}
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virtual void setVertexArray(unsigned int,const Vec2d*)
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{
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notify(WARN)<<"Triangle Functor does not support Vec2d* vertex arrays"<<std::endl;
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}
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virtual void setVertexArray(unsigned int,const Vec3d*)
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{
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notify(WARN)<<"Triangle Functor does not support Vec3d* vertex arrays"<<std::endl;
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}
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virtual void setVertexArray(unsigned int,const Vec4d* )
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{
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notify(WARN)<<"Triangle Functor does not support Vec4d* vertex arrays"<<std::endl;
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}
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virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
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{
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if (_vertexArrayPtr==0 || count==0) return;
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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const Vec3* vlast = &_vertexArrayPtr[first+count];
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for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=3)
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this->operator()(*(vptr),*(vptr+1),*(vptr+2));
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=2;i<count;++i,++vptr)
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{
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if ((i%2)) this->operator()(*(vptr),*(vptr+2),*(vptr+1));
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else this->operator()(*(vptr),*(vptr+1),*(vptr+2));
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}
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break;
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}
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case(GL_QUADS):
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{
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=3;i<count;i+=4,vptr+=4)
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{
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this->operator()(*(vptr),*(vptr+1),*(vptr+2));
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this->operator()(*(vptr),*(vptr+2),*(vptr+3));
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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const Vec3* vptr = &_vertexArrayPtr[first];
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for(GLsizei i=3;i<count;i+=2,vptr+=2)
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{
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this->operator()(*(vptr),*(vptr+1),*(vptr+2));
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this->operator()(*(vptr+1),*(vptr+3),*(vptr+2));
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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const Vec3* vfirst = &_vertexArrayPtr[first];
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const Vec3* vptr = vfirst+1;
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for(GLsizei i=2;i<count;++i,++vptr)
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{
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this->operator()(*(vfirst),*(vptr),*(vptr+1));
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}
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break;
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}
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case(GL_POINTS):
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case(GL_LINES):
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case(GL_LINE_STRIP):
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case(GL_LINE_LOOP):
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default:
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// can't be converted into to triangles.
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break;
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}
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
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{
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if (indices==0 || count==0) return;
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typedef const GLubyte* IndexPointer;
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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if ((i%2)) this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)]);
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else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_QUADS):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=4,iptr+=4)
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{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)]);
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=2,iptr+=2)
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{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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IndexPointer iptr = indices;
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const Vec3& vfirst = _vertexArrayPtr[*iptr];
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++iptr;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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this->operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)]);
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}
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break;
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}
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case(GL_POINTS):
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case(GL_LINES):
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case(GL_LINE_STRIP):
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case(GL_LINE_LOOP):
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default:
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// can't be converted into to triangles.
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break;
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}
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices)
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{
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if (indices==0 || count==0) return;
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typedef const GLushort* IndexPointer;
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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{
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this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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if ((i%2)) this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)]);
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else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_QUADS):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=4,iptr+=4)
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{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)]);
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=2,iptr+=2)
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{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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IndexPointer iptr = indices;
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const Vec3& vfirst = _vertexArrayPtr[*iptr];
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++iptr;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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this->operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)]);
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}
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break;
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}
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case(GL_POINTS):
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case(GL_LINES):
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case(GL_LINE_STRIP):
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case(GL_LINE_LOOP):
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default:
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// can't be converted into to triangles.
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break;
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}
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices)
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{
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if (indices==0 || count==0) return;
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typedef const GLuint* IndexPointer;
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
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this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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if ((i%2)) this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)]);
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else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_QUADS):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=4,iptr+=4)
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{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)]);
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i=3;i<count;i+=2,iptr+=2)
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{
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this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]);
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this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)]);
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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IndexPointer iptr = indices;
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const Vec3& vfirst = _vertexArrayPtr[*iptr];
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++iptr;
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for(GLsizei i=2;i<count;++i,++iptr)
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{
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this->operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)]);
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}
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break;
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}
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case(GL_POINTS):
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case(GL_LINES):
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case(GL_LINE_STRIP):
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case(GL_LINE_LOOP):
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default:
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// can't be converted into to triangles.
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break;
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}
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}
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protected:
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unsigned int _vertexArraySize;
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const Vec3* _vertexArrayPtr;
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};
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}
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#endif
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