OpenSceneGraph/include/osg/TemplatePrimitiveIndexFunctor

442 lines
14 KiB
C++

/* -*-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_TERMPLATEPRIMITIVEINDEXFUNCTOR
#define OSG_TERMPLATEPRIMITIVEINDEXFUNCTOR 1
#include <osg/PrimitiveSet>
#include <osg/Notify>
namespace osg {
/** Provides access to the primitives that compose an \c osg::Drawable.
* <p>Notice that \c TemplatePrimitiveIndexFunctor is a class template, and that it inherits
* from its template parameter \c T. This template parameter must implement
* <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3
* v3, bool treatVertexDataAsTemporary)</tt>,
* <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, bool
* treatVertexDataAsTemporary)</tt>, <tt>operator()(const osg::Vec3 v1,
* const osg::Vec3 v2, const osg::Vec3 v3, bool treatVertexDataAsTemporary)</tt>,
* and <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3 v3,
* const osg::Vec3 v4, bool treatVertexDataAsTemporary)</tt> 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 TemplatePrimitiveIndexFunctor from some other geometry representation.
* @see \c PrimitiveFunctor for general usage hints.
*/
template<class T>
class TemplatePrimitiveIndexFunctor : public PrimitiveIndexFunctor, public T
{
public:
TemplatePrimitiveIndexFunctor() {}
virtual ~TemplatePrimitiveIndexFunctor() {}
virtual void setVertexArray(unsigned int,const Vec2*) {}
virtual void setVertexArray(unsigned int ,const Vec3*) {}
virtual void setVertexArray(unsigned int,const Vec4*) {}
virtual void setVertexArray(unsigned int,const Vec2d*) {}
virtual void setVertexArray(unsigned int ,const Vec3d*) {}
virtual void setVertexArray(unsigned int,const Vec4d*) {}
virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
{
switch(mode)
{
case(GL_TRIANGLES):
{
unsigned int pos=first;
for(GLsizei i=2;i<count;i+=3,pos+=3)
{
this->operator()(pos,pos+1,pos+2);
}
break;
}
case(GL_TRIANGLE_STRIP):
{
unsigned int pos=first;
for(GLsizei i=2;i<count;++i,++pos)
{
if ((i%2)) this->operator()(pos,pos+2,pos+1);
else this->operator()(pos,pos+1,pos+2);
}
break;
}
case(GL_QUADS):
{
unsigned int pos=first;
for(GLsizei i=3;i<count;i+=4,pos+=4)
{
this->operator()(pos,pos+1,pos+2,pos+3);
}
break;
}
case(GL_QUAD_STRIP):
{
unsigned int pos=first;
for(GLsizei i=3;i<count;i+=2,pos+=2)
{
this->operator()(pos,pos+1,pos+2,pos+3);
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
unsigned int pos=first+1;
for(GLsizei i=2;i<count;++i,++pos)
{
this->operator()(first,pos,pos+1);
}
break;
}
case(GL_POINTS):
{
unsigned int pos=first;
for(GLsizei i=0;i<count;++i,++pos)
{
this->operator()(pos);
}
break;
}
case(GL_LINES):
{
unsigned int pos=first;
for(GLsizei i=1;i<count;i+=2,pos+=2)
{
this->operator()(pos,pos+1);
}
break;
}
case(GL_LINE_STRIP):
{
unsigned int pos=first;
for(GLsizei i=1;i<count;++i,++pos)
{
this->operator()(pos,pos+1);
}
break;
}
case(GL_LINE_LOOP):
{
unsigned int pos=first;
for(GLsizei i=1;i<count;++i,++pos)
{
this->operator()(pos,pos+1);
}
this->operator()(first+count-1,first);
break;
}
default:
// can't be converted into to triangles.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
{
if (indices==0 || count==0) return;
typedef GLubyte Index;
typedef const Index* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
this->operator()(*iptr,*(iptr+1),*(iptr+2));
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
Index first = *iptr;
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(first,*(iptr),*(iptr+1));
}
break;
}
case(GL_POINTS):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;++iptr)
this->operator()(*iptr);
break;
}
case(GL_LINES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=2)
this->operator()(*iptr,*(iptr+1));
break;
}
case(GL_LINE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;++i,++iptr)
{
this->operator()(*(iptr),*(iptr+1));
}
break;
}
case(GL_LINE_LOOP):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;++i,++iptr)
{
this->operator()(*(iptr),*(iptr+1));
}
this->operator()(*(iptr),*(indices));
break;
}
default:
// can't be converted into to triangles.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices)
{
if (indices==0 || count==0) return;
typedef GLushort Index;
typedef const Index* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
this->operator()(*iptr,*(iptr+1),*(iptr+2));
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
Index first = *iptr;
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(first,*(iptr),*(iptr+1));
}
break;
}
case(GL_POINTS):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;++iptr)
this->operator()(*iptr);
break;
}
case(GL_LINES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=2)
this->operator()(*iptr,*(iptr+1));
break;
}
case(GL_LINE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;++i,++iptr)
{
this->operator()(*(iptr),*(iptr+1));
}
break;
}
case(GL_LINE_LOOP):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;++i,++iptr)
{
this->operator()(*(iptr),*(iptr+1));
}
this->operator()(*(iptr),*(indices));
break;
}
default:
// can't be converted into to triangles.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices)
{
if (indices==0 || count==0) return;
typedef GLuint Index;
typedef const Index* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
this->operator()(*iptr,*(iptr+1),*(iptr+2));
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
Index first = *iptr;
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(first,*(iptr),*(iptr+1));
}
break;
}
case(GL_POINTS):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;++iptr)
this->operator()(*iptr);
break;
}
case(GL_LINES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=2)
this->operator()(*iptr,*(iptr+1));
break;
}
case(GL_LINE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;++i,++iptr)
{
this->operator()(*(iptr),*(iptr+1));
}
break;
}
case(GL_LINE_LOOP):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;++i,++iptr)
{
this->operator()(*(iptr),*(iptr+1));
}
this->operator()(*(iptr),*(indices));
break;
}
default:
// can't be converted into to triangles.
break;
}
}
};
}
#endif