OpenSceneGraph/include/osg/Geometry
2003-08-09 00:46:48 +00:00

366 lines
16 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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_GEOMETRY
#define OSG_GEOMETRY 1
#include <osg/Drawable>
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Array>
#include <osg/PrimitiveSet>
namespace osg {
class SG_EXPORT Geometry : public Drawable
{
public:
Geometry();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Geometry(const Geometry& geometry,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
virtual Object* cloneType() const { return new Geometry(); }
virtual Object* clone(const CopyOp& copyop) const { return new Geometry(*this,copyop); }
virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const Geometry*>(obj)!=NULL; }
virtual const char* libraryName() const { return "osg"; }
virtual const char* className() const { return "Geometry"; }
virtual Geometry* asGeometry() { return this; }
virtual const Geometry* asGeometry() const { return this; }
enum AttributeBinding
{
BIND_OFF=0,
BIND_OVERALL,
BIND_PER_PRIMITIVE_SET,
BIND_PER_PRIMITIVE,
BIND_PER_VERTEX
};
template<typename T>
struct AttributeData
{
AttributeData():
_normalize(GL_FALSE),
_binding(BIND_OFF),
_offset(0) {}
ref_ptr<T> _array;
ref_ptr<IndexArray> _indices;
AttributeBinding _binding;
// only used in vertex attributes
GLboolean _normalize;
unsigned int _offset;
};
void setVertexArray(Array* array) { _vertexArray = array; dirtyDisplayList(); dirtyBound(); }
Array* getVertexArray() { return _vertexArray.get(); }
const Array* getVertexArray() const { return _vertexArray.get(); }
void setVertexIndices(IndexArray* array) { _vertexIndices = array; computeFastPathsUsed(); dirtyDisplayList(); dirtyBound(); }
IndexArray* getVertexIndices() { return _vertexIndices.get(); }
const IndexArray* getVertexIndices() const { return _vertexIndices.get(); }
void setNormalBinding(AttributeBinding ab) { _normalBinding = ab; dirtyDisplayList(); computeFastPathsUsed(); }
AttributeBinding getNormalBinding() const { return _normalBinding; }
void setNormalArray(Vec3Array* array) { _normalArray = array; if (!_normalArray.valid()) _normalBinding=BIND_OFF; computeFastPathsUsed(); dirtyDisplayList(); }
Vec3Array* getNormalArray() { return _normalArray.get(); }
const Vec3Array* getNormalArray() const { return _normalArray.get(); }
void setNormalIndices(IndexArray* array) { _normalIndices = array; computeFastPathsUsed(); dirtyDisplayList(); }
IndexArray* getNormalIndices() { return _normalIndices.get(); }
const IndexArray* getNormalIndices() const { return _normalIndices.get(); }
void setColorBinding(AttributeBinding ab) { _colorBinding = ab; computeFastPathsUsed();}
AttributeBinding getColorBinding() const { return _colorBinding; }
void setColorArray(Array* array) { _colorArray = array; if (!_colorArray.valid()) _colorBinding=BIND_OFF; computeFastPathsUsed(); dirtyDisplayList(); }
Array* getColorArray() { return _colorArray.get(); }
const Array* getColorArray() const { return _colorArray.get(); }
void setColorIndices(IndexArray* array) { _colorIndices = array; computeFastPathsUsed(); dirtyDisplayList(); }
IndexArray* getColorIndices() { return _colorIndices.get(); }
const IndexArray* getColorIndices() const { return _colorIndices.get(); }
void setSecondaryColorBinding(AttributeBinding ab) { _secondaryColorBinding = ab; computeFastPathsUsed();}
AttributeBinding getSecondaryColorBinding() const { return _secondaryColorBinding; }
void setSecondaryColorArray(Array* array) { _secondaryColorArray = array; if (!_secondaryColorArray.valid()) _secondaryColorBinding=BIND_OFF; computeFastPathsUsed(); dirtyDisplayList(); }
Array* getSecondaryColorArray() { return _secondaryColorArray.get(); }
const Array* getSecondaryColorArray() const { return _secondaryColorArray.get(); }
void setSecondaryColorIndices(IndexArray* array) { _secondaryColorIndices = array; computeFastPathsUsed(); dirtyDisplayList(); }
IndexArray* getSecondaryColorIndices() { return _secondaryColorIndices.get(); }
const IndexArray* getSecondaryColorIndices() const { return _secondaryColorIndices.get(); }
void setFogCoordBinding(AttributeBinding ab) { _fogCoordBinding = ab; computeFastPathsUsed();}
AttributeBinding getFogCoordBinding() const { return _fogCoordBinding; }
void setFogCoordArray(Array* array) { _fogCoordArray = array; if (!_fogCoordArray.valid()) _fogCoordBinding=BIND_OFF; dirtyDisplayList(); }
Array* getFogCoordArray() { return _fogCoordArray.get(); }
const Array* getFogCoordArray() const { return _fogCoordArray.get(); }
void setFogCoordIndices(IndexArray* array) { _fogCoordIndices = array; dirtyDisplayList(); }
IndexArray* getFogCoordIndices() { return _fogCoordIndices.get(); }
const IndexArray* getFogCoordIndices() const { return _fogCoordIndices.get(); }
struct ArrayPair
{
ArrayPair():
offset(0) {}
ArrayPair(const ArrayPair& rhs):
first(rhs.first),
second(rhs.second),
offset(rhs.offset) {}
ArrayPair& operator = (const ArrayPair& rhs)
{
first = rhs.first;
second = rhs.second;
offset = rhs.offset;
return *this;
}
ref_ptr<Array> first;
ref_ptr<IndexArray> second;
mutable unsigned int offset;
};
typedef std::vector< ArrayPair > TexCoordArrayList;
void setTexCoordArray(unsigned int unit,Array*);
Array* getTexCoordArray(unsigned int unit);
const Array* getTexCoordArray(unsigned int unit) const;
void setTexCoordIndices(unsigned int unit,IndexArray*);
IndexArray* getTexCoordIndices(unsigned int unit);
const IndexArray* getTexCoordIndices(unsigned int unit) const;
unsigned int getNumTexCoordArrays() const { return _texCoordList.size(); }
TexCoordArrayList& getTexCoordArrayList() { return _texCoordList; }
const TexCoordArrayList& getTexCoordArrayList() const { return _texCoordList; }
#ifdef COMPILE_POSSIBLE_NEW_ARRAY_METHODS
void setArray(AttributeType type, Array* array);
Array* getArray(AttributeType type);
const Array* getArray(AttributeType type) const;
void setIndices(AttributeType type, IndexArray* indices);
IndexArray* getIndices(AttributeType type);
const IndexArray* getIndices(AttributeType type) const;
void setNormalize(AttributeType type, GLboolean normalize);
GLboolean getNormalize(AttributeType type) const;
void setBinding(AttributeType type,AttributeBinding binding);
AttributeBinding getBinding(AttributeType type) const;
unsigned int getNumArrays() const { return _attributeList.size(); }
AttributeData& getAttributeData(unsigned int type) { return _attributeList[type]; }
const AttributeData& getAttributeData(unsigned int type) const { return _attributeList[type]; }
typedef std::vector<AttributeData> AttributeList;
void setAttributeList(AttributeList& al) { _attributeList = al; }
AttributeList& getAttributeList() { return _attributeList; }
const AttributeList& getAttributeList() const { return _attributeList; }
#endif
typedef std::pair< GLboolean, ArrayPair > VertexAttribNormArrayPair;
typedef std::vector< VertexAttribNormArrayPair > VertexAttribArrayList;
typedef std::vector< AttributeBinding > VertexAttribBindingList;
void setVertexAttribArray(unsigned int index,bool normalize,Array* array,AttributeBinding ab=BIND_OFF);
Array *getVertexAttribArray(unsigned int index);
const Array *getVertexAttribArray(unsigned int index) const;
bool getVertexAttribNormalize(unsigned int index, GLboolean &ret) const;
bool getVertexAttribBinding(unsigned int index, AttributeBinding& ab) const;
void setVertexAttribIndices(unsigned int index,IndexArray* array);
IndexArray* getVertexAttribIndices(unsigned int index);
const IndexArray* getVertexAttribIndices(unsigned int index) const;
unsigned int getNumVertexAttribArrays() const { return _vertexAttribList.size(); }
VertexAttribArrayList& getVertexAttribArrayList() { return _vertexAttribList; }
const VertexAttribArrayList& getVertexAttribArrayList() const { return _vertexAttribList; }
typedef std::vector< ref_ptr<PrimitiveSet> > PrimitiveSetList;
void setPrimitiveSetList(const PrimitiveSetList& primitives) { _primitives = primitives; dirtyDisplayList(); dirtyBound(); }
PrimitiveSetList& getPrimitiveSetList() { return _primitives; }
const PrimitiveSetList& getPrimitiveSetList() const { return _primitives; }
unsigned int getNumPrimitiveSets() const { return _primitives.size(); }
PrimitiveSet* getPrimitiveSet(unsigned int pos) { return _primitives[pos].get(); }
const PrimitiveSet* getPrimitiveSet(unsigned int pos) const { return _primitives[pos].get(); }
/** Add a primitive set to the geometry.*/
bool addPrimitiveSet(PrimitiveSet* primitiveset);
/** Set a primitive set to the specified position in geometry's primitive set list.*/
bool setPrimitiveSet(unsigned int i,PrimitiveSet* primitiveset);
/** Insert a primitive set to the specified position in geometry's primitive set list.*/
bool insertPrimitiveSet(unsigned int i,PrimitiveSet* primitiveset);
/** Remove primitive set(s) from the specified position in geometry's primitive set list.*/
bool removePrimitiveSet(unsigned int i,unsigned int numElementsToRemove=1);
/** Get the index number of a primitive set, return a value between
* 0 and getNumPrimitiveSet()-1 if found, if not found then return getNumPrimitiveSet().
* When checking for a valid find value use if ((value=geoemtry->getPrimitiveSetIndex(primitive))!=geometry.getNumPrimitiveSet()) as*/
unsigned int getPrimitiveSetIndex(const PrimitiveSet* primitiveset) const;
/** Set whether fast paths should be used when supported.*/
void setFastPathHint(bool on) { _fastPathHint = on; }
/** Get whether fast paths should be used when supported.*/
bool getFastPathHint() const { return _fastPathHint; }
/** return true if OpenGL fast paths will be used with drawing this Geometry.
* Fast paths use vertex arrays, and glDrawArrays/glDrawElements. Slow paths
* use glBegin()/glVertex.../glEnd(). Use of per primitive bindings or per vertex indexed
* arrays will drop the rendering path off the fast path.*/
inline bool areFastPathsUsed() const { return _fastPath && _fastPathHint; }
bool computeFastPathsUsed();
bool verifyBindings() const;
void computeCorrectBindingsAndArraySizes();
bool suitableForOptimization() const;
void copyToAndOptimize(Geometry& target);
void computeInternalOptimizedGeometry();
void removeInternalOptimizedGeometry() { _internalOptimizedGeometry = 0; }
void setInternalOptimizedGeometry(osg::Geometry* geometry) { _internalOptimizedGeometry = geometry; }
osg::Geometry* getInternalOptimizedGeometry() { return _internalOptimizedGeometry.get(); }
const osg::Geometry* getInternalOptimizedGeometry() const { return _internalOptimizedGeometry.get(); }
/** draw Geometry directly ignoring an OpenGL display list which could be attached.
* This is the internal draw method which does the drawing itself,
* and is the method to override when deriving from Geometry for user-drawn objects.
*/
virtual void drawImplementation(State& state) const;
/** return true, osg::Geometry does support accept(AttributeFunctor&).*/
virtual bool supports(AttributeFunctor&) const { return true; }
/** accept an AttributeFunctor and call its methods to tell it about the interal attributes that this Drawable has.*/
virtual void accept(AttributeFunctor& af);
/** return true, osg::Geometry does support accept(ConstAttributeFunctor&).*/
virtual bool supports(ConstAttributeFunctor&) const { return true; }
/** accept an ConstAttributeFunctor and call its methods to tell it about the interal attributes that this Drawable has.*/
virtual void accept(ConstAttributeFunctor& af) const;
/** return true, osg::Geometry does support accept(PrimitiveFunctor&) .*/
virtual bool supports(PrimitiveFunctor&) const { return true; }
/** accept a PrimitiveFunctor and call its methods to tell it about the interal primitives that this Drawable has.*/
virtual void accept(PrimitiveFunctor& pf) const;
protected:
Geometry& operator = (const Geometry&) { return *this;}
virtual ~Geometry();
PrimitiveSetList _primitives;
#ifdef COMPILE_POSSIBLE_NEW_ARRAY_METHODS
AttributeList _attributeList;
#endif
ref_ptr<Array> _vertexArray;
ref_ptr<IndexArray> _vertexIndices;
mutable unsigned int _vertexOffset;
mutable AttributeBinding _normalBinding;
ref_ptr<Vec3Array> _normalArray;
ref_ptr<IndexArray> _normalIndices;
mutable unsigned int _normalOffset;
mutable AttributeBinding _colorBinding;
ref_ptr<Array> _colorArray;
ref_ptr<IndexArray> _colorIndices;
mutable unsigned int _colorOffset;
mutable AttributeBinding _secondaryColorBinding;
ref_ptr<Array> _secondaryColorArray;
ref_ptr<IndexArray> _secondaryColorIndices;
mutable unsigned int _secondaryColorOffset;
mutable AttributeBinding _fogCoordBinding;
ref_ptr<Array> _fogCoordArray;
ref_ptr<IndexArray> _fogCoordIndices;
mutable unsigned int _fogCoordOffset;
TexCoordArrayList _texCoordList;
VertexAttribArrayList _vertexAttribList;
mutable VertexAttribBindingList _vertexAttribBindingList;
mutable bool _fastPath;
bool _fastPathHint;
ref_ptr<Geometry> _internalOptimizedGeometry;
};
/** Convenience function to be used for creating quad geometry with texture coords.
* Tex coords go from bottom left (0,0) to top right (1,1).*/
extern SG_EXPORT Geometry* createTexturedQuadGeometry(const Vec3& corner,const Vec3& widthVec,const Vec3& heightVec);
}
#endif