c1283c23e8
which was being picked as a warning under Codewarrior.
276 lines
10 KiB
Plaintext
276 lines
10 KiB
Plaintext
//C++ header - Open Scene Graph - Copyright (C) 1998-2001 Robert Osfield
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//Distributed under the terms of the GNU Library General Public License (LGPL)
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//as published by the Free Software Foundation.
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#ifndef OSG_DRAWABLE
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#define OSG_DRAWABLE 1
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#include <osg/BoundingBox>
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#include <osg/StateSet>
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#include <osg/State>
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#include <osg/Types>
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#include <osg/Vec2>
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#include <vector>
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#include <map>
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#include <set>
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namespace osg {
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class Statistics;
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class Vec2;
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class Vec3;
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class Vec4;
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// this is define to alter the way display lists are compiled inside the
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// the draw method, it has been found that the NVidia drivers fail completely
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// to optimize COMPILE_AND_EXECUTE in fact make it go slower than for no display
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// lists, but optimize a seperate COMPILE very well?! Define it as default
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// the use of a sperate COMPILE, then glCallList rather than use COMPILE_AND_EXECUTE.
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#define USE_SEPERATE_COMPILE_AND_EXECUTE
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/** Pure virtual base class for drawable Geometry. Contains no drawing primitives
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directly, these are provided by subclasses such as GeoSet. State attributes
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for a Drawable are maintained in StateSet which the Drawable maintains
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a referenced counted pointer to. Both Drawable's and StateSet's can
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be shared for optimal memory usage and graphics performance.
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Subclasses should provide an instance of getStats(Statistics *st) if the subclass
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contains drawing primitives. This member function should add the primitives it
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draws into the Statistics class; for example add the number of quads, triangles etc
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created. For an example see GeoSet.cpp:
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getStats(osgUtil::Statistics *stat).
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Failure to implement this routine will only result in the stats displayed for
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your drawable being wrong.
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Another example is in the InfinitePlane class- this draws a normal geoset AND
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its own special set of quads, so this case of getPrims calls:
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the normal geoset stats gs->getStats(..), and then adds the number of quads
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rendered directly (it is rendered in a display list, but we do know how many
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quads are in the display list).
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*/
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class SG_EXPORT Drawable : public Object
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{
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public:
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Drawable();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Drawable(const Drawable& drawable,const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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Object(drawable,copyop),
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_dstate(copyop(drawable._dstate.get())),
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_supportsDisplayList(drawable._supportsDisplayList),
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_useDisplayList(drawable._useDisplayList),
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_globjList(drawable._globjList),
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_bbox(drawable._bbox),
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_bbox_computed(drawable._bbox_computed) {}
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const Drawable*>(obj)!=NULL; }
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virtual const char* className() const { return "Drawable"; }
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/** Set the StateSet attached to the Drawable.
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Previously attached StateSet are automatically unreferenced on
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assignment of a new drawstate.*/
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inline void setStateSet(StateSet *state) { _dstate = state; }
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/** Get the attached StateSet.*/
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inline StateSet* getStateSet() { return _dstate.get();}
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/** Get the attached const StateSet.*/
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inline const StateSet* getStateSet() const { return _dstate.get();}
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/** Set the drawable to it can or cannot be used in conjunction with OpenGL
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* display lists. With set to true, calls to Drawable::setUseDisplayList,
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* whereas when set to false, no display lists can be created and calls
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* to setUseDisplayList are ignored, and a warning is produced. The later
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* is typically used to guard against the switching on of display lists
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* on objects with dynamic internal data such as continuous Level of Detail
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* algorithms.*/
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void setSupportsDisplayList(const bool flag);
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/** Get whether display lists are supported for this drawable instance.*/
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inline const bool getSupportsDisplayList() const { return _supportsDisplayList; }
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/** When set to true, force the draw method to use OpenGL Display List for rendering.
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If false rendering directly. If the display list has not been already
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compile the next call to draw will automatically create the display list.*/
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void setUseDisplayList(const bool flag);
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/** Return whether OpenGL display lists are being used for rendering.*/
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inline const bool getUseDisplayList() const { return _useDisplayList; }
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/** Force a recompile on next draw() of any OpenGL display list associated with this geoset.*/
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void dirtyDisplayList();
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/** Dirty the bounding box, forcing a computeBound() on the next call
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* to getBound(). Should be called in the internal geometry of the Drawable
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* is modified.*/
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inline void dirtyBound() { _bbox_computed = false; }
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/** get bounding box of geoset.
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* Note, now made virtual to make it possible to implement user-drawn
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* objects albeit so what crudely, to be improved later.
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*/
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inline const BoundingBox& getBound() const
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{
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if( !_bbox_computed)
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computeBound();
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return _bbox;
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}
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/** draw OpenGL primitives.
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* If the drawable has _useDisplayList set to true then use an OpenGL display
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* list, automatically compiling one if required.
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* Otherwise call drawImmediateMode().
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* Note, draw method should *not* be overridden in subclasses as it
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* manages the optional display list.
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*/
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inline void draw(State& state);
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/** Immediately compile this drawable into an OpenGL Display List.
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Note I, operation is ignored if _useDisplayList to false.
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Note II, compile is not intended to be overridden in subclasses.*/
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void compile(State& state);
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/** draw directly ignoring an OpenGL display list which could be attached.
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* This is the internal draw method which does the drawing itself,
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* and is the method to override when deriving from Drawable.
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*/
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virtual void drawImmediateMode(State& state) = 0;
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/** use deleteDisplayList instead of glDeleteList to allow
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* OpenGL display list to cached until they can be deleted
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* by the OpenGL context in which they were created, specified
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* by contextID.*/
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static void deleteDisplayList(uint contextID,uint globj);
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/** flush all the cached display list which need to be deleted
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* in the OpenGL context related to contextID.*/
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static void flushDeletedDisplayLists(uint contextID);
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/** Collect Stistics count from Drawable.*/
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virtual bool getStats(Statistics&) { return false; }
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typedef uint AttributeBitMask;
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enum AttributeBitMaskValues
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{
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COORDS = 0x1,
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NORMALS = 0x2,
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COLORS = 0x4,
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TEXTURE_COORDS = 0x8,
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TEXTURE_COORDS_0 = TEXTURE_COORDS,
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TEXTURE_COORDS_1 = 0x10,
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TEXTURE_COORDS_2 = 0x20,
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TEXTURE_COORDS_3 = 0x40
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};
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class AttributeFunctor
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{
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public:
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AttributeFunctor(AttributeBitMask abm):_abm(abm) {}
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virtual ~AttributeFunctor() {}
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void setAttributeBitMask(AttributeBitMask abm) { _abm=abm; }
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AttributeBitMask getAttributeBitMask() const { return _abm; }
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virtual bool apply(AttributeBitMask,Vec2*,Vec2*) { return false; }
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virtual bool apply(AttributeBitMask,Vec3*,Vec3*) { return false; }
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virtual bool apply(AttributeBitMask,Vec4*,Vec4*) { return false; }
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protected:
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AttributeBitMask _abm;
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};
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/** return the attributes supported by applyAttrbuteOperation() as an AttributeBitMask.*/
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virtual AttributeBitMask suppportsAttributeOperation() const { return (AttributeBitMask)0; }
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/** return the attributes successully applied in applyAttributeUpdate.*/
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virtual AttributeBitMask applyAttributeOperation(AttributeFunctor&) { return 0; }
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protected:
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Drawable& operator = (const Drawable&) { return *this;}
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virtual ~Drawable();
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/** compute the bounding box of the drawable. Method must be
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implemented by subclasses.*/
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virtual const bool computeBound() const = 0;
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ref_ptr<StateSet> _dstate;
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bool _supportsDisplayList;
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bool _useDisplayList;
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typedef std::vector<uint> GLObjectList;
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mutable GLObjectList _globjList;
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mutable BoundingBox _bbox;
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mutable bool _bbox_computed;
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// static cache of deleted display lists which can only
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// by completely deleted once the appropriate OpenGL context
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// is set.
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typedef std::map<uint,std::set<uint> > DeletedDisplayListCache;
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static DeletedDisplayListCache s_deletedDisplayListCache;
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};
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inline void Drawable::draw(State& state)
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{
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if (_useDisplayList)
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{
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// get the contextID (user defined ID of 0 upwards) for the
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// current OpenGL context.
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uint contextID = state.getContextID();
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// fill in array if required.
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while (_globjList.size()<=contextID) _globjList.push_back(0);
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// get the globj for the current contextID.
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uint& globj = _globjList[contextID];
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// call the globj if already set otherwise compile and execute.
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if( globj != 0 )
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{
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glCallList( globj );
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}
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else if (_useDisplayList)
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{
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#ifdef USE_SEPERATE_COMPILE_AND_EXECUTE
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globj = glGenLists( 1 );
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glNewList( globj, GL_COMPILE );
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drawImmediateMode(state);
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glEndList();
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glCallList( globj);
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#else
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globj = glGenLists( 1 );
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glNewList( globj, GL_COMPILE_AND_EXECUTE );
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drawImmediateMode(state);
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glEndList();
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#endif
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}
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}
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else
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{
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// draw object as nature intended..
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drawImmediateMode(state);
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}
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}
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}
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#endif
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