OpenSceneGraph/include/osg/Array
Robert Osfield 09bdb10af5 Various fixes to the flt loader, and knock on changes to the osgUtil::Optimizer
to better support removal of seperate osg::Geometry instances where they
share the same state and bindings.
2002-07-18 00:53:03 +00:00

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//C++ header - Open Scene Graph - Copyright (C) 1998-2002 Robert Osfield
//Distributed under the terms of the GNU Library General Public License (LGPL)
//as published by the Free Software Foundation.
#ifndef OSG_ARRAY
#define OSG_ARRAY 1
#include <osg/Object>
#include <osg/GL>
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/UByte4>
#include <vector>
namespace osg {
class ArrayVisitor;
class SG_EXPORT Array : public Object
{
public:
enum Type
{
ArrayType = 0,
ByteArrayType = 1,
ShortArrayType = 2,
IntArrayType = 3,
UByteArrayType = 4,
UShortArrayType = 5,
UIntArrayType = 6,
UByte4ArrayType = 7,
FloatArrayType = 8,
Vec2ArrayType = 9,
Vec3ArrayType = 10,
Vec4ArrayType = 11
};
Array(Type arrayType=ArrayType,GLint dataSize=0,GLenum dataType=0):
_arrayType(arrayType),
_dataSize(dataSize),
_dataType(dataType) {}
Array(const Array& array,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
Object(array,copyop),
_arrayType(array._arrayType),
_dataSize(array._dataSize),
_dataType(array._dataType) {}
virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const Array*>(obj)!=NULL; }
virtual const char* libraryName() const { return "osg"; }
virtual const char* className() const;
virtual void accept(ArrayVisitor&) {}
Type getType() const { return _arrayType; }
GLint getDataSize() const { return _dataSize; }
GLenum getDataType() const { return _dataType; }
virtual const GLvoid* getDataPointer() const = 0;
virtual unsigned int getNumElements() const = 0;
protected:
virtual ~Array() {}
Type _arrayType;
GLint _dataSize;
GLenum _dataType;
};
template<typename T, Array::Type ARRAYTYPE, int DataSize, int DataType>
class TemplateArray : public Array, public std::vector<T>
{
public:
TemplateArray() : Array(ARRAYTYPE,DataSize,DataType) {}
TemplateArray(const TemplateArray& ta,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
Array(ta,copyop),
std::vector<T>(ta) {}
TemplateArray(unsigned int no) :
Array(ARRAYTYPE,DataSize,DataType),
std::vector<T>(no) {}
TemplateArray(unsigned int no,T* ptr) :
Array(ARRAYTYPE,DataSize,DataType),
std::vector<T>(ptr,ptr+no) {}
template <class InputIterator>
TemplateArray(InputIterator first,InputIterator last) :
Array(ARRAYTYPE,DataSize,DataType),
std::vector<T>(first,last) {}
virtual Object* cloneType() const { return osgNew TemplateArray(); }
virtual Object* clone(const CopyOp& copyop) const { return osgNew TemplateArray(*this,copyop); }
virtual void accept(ArrayVisitor& av) { av.apply(*this); }
virtual const GLvoid* getDataPointer() const { if (!empty()) return &front(); else return 0; }
virtual unsigned int getNumElements() const { return size(); }
protected:
virtual ~TemplateArray() {}
};
typedef TemplateArray<GLbyte,Array::ByteArrayType,1,GL_BYTE> ByteArray;
typedef TemplateArray<GLshort,Array::ShortArrayType,1,GL_SHORT> ShortArray;
typedef TemplateArray<GLint,Array::IntArrayType,1,GL_INT> IntArray;
typedef TemplateArray<GLubyte,Array::UByteArrayType,1,GL_UNSIGNED_BYTE> UByteArray;
typedef TemplateArray<GLushort,Array::UShortArrayType,1,GL_UNSIGNED_SHORT> UShortArray;
typedef TemplateArray<GLuint,Array::UIntArrayType,1,GL_UNSIGNED_INT> UIntArray;
typedef TemplateArray<UByte4,Array::UByte4ArrayType,4,GL_UNSIGNED_BYTE> UByte4Array;
typedef TemplateArray<float,Array::FloatArrayType,1,GL_FLOAT> FloatArray;
typedef TemplateArray<Vec2,Array::Vec2ArrayType,2,GL_FLOAT> Vec2Array;
typedef TemplateArray<Vec3,Array::Vec3ArrayType,3,GL_FLOAT> Vec3Array;
typedef TemplateArray<Vec4,Array::Vec4ArrayType,4,GL_FLOAT> Vec4Array;
class ArrayVisitor
{
public:
ArrayVisitor() {}
virtual void apply(Array&) {}
virtual void apply(ByteArray&) {}
virtual void apply(ShortArray&) {}
virtual void apply(IntArray&) {}
virtual void apply(UByteArray&) {}
virtual void apply(UShortArray&) {}
virtual void apply(UIntArray&) {}
virtual void apply(UByte4Array&) {}
virtual void apply(FloatArray&) {}
virtual void apply(Vec2Array&) {}
virtual void apply(Vec3Array&) {}
virtual void apply(Vec4Array&) {}
};
}
#endif