202 lines
7.4 KiB
C++
202 lines
7.4 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_SHAPEDRAWABLE
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#define OSG_SHAPEDRAWABLE 1
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#include <osg/Drawable>
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#include <osg/Vec2>
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#include <osg/Vec3>
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#include <osg/Vec4>
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#include <osg/Array>
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#include <osg/PrimitiveSet>
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namespace osg {
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/** Describe several hints that can be passed to a Tessellator (like the one used
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* by \c ShapeDrawable) as a mean to try to influence the way it works.
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*/
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class TessellationHints : public Object
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{
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public:
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TessellationHints():
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_TessellationMode(USE_SHAPE_DEFAULTS),
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_detailRatio(1.0f),
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_targetNumFaces(100),
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_createFrontFace(true),
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_createBackFace(false),
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_createNormals(true),
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_createTextureCoords(false),
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_createTop(true),
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_createBody(true),
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_createBottom(true) {}
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TessellationHints(const TessellationHints& tess, const CopyOp& copyop=CopyOp::SHALLOW_COPY):
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Object(tess,copyop),
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_TessellationMode(tess._TessellationMode),
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_detailRatio(tess._detailRatio),
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_targetNumFaces(tess._targetNumFaces),
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_createFrontFace(tess._createFrontFace),
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_createBackFace(tess._createBackFace),
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_createNormals(tess._createNormals),
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_createTextureCoords(tess._createTextureCoords),
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_createTop(tess._createTop),
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_createBody(tess._createBody),
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_createBottom(tess._createBottom) {}
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META_Object(osg,TessellationHints);
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enum TessellationMode
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{
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USE_SHAPE_DEFAULTS,
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USE_TARGET_NUM_FACES
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};
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inline void setTessellationMode(TessellationMode mode) { _TessellationMode=mode; }
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inline TessellationMode getTessellationMode() const { return _TessellationMode; }
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inline void setDetailRatio(float ratio) { _detailRatio = ratio; }
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inline float getDetailRatio() const { return _detailRatio; }
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inline void setTargetNumFaces(unsigned int target) { _targetNumFaces=target; }
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inline unsigned int getTargetNumFaces() const { return _targetNumFaces; }
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inline void setCreateFrontFace(bool on) { _createFrontFace=on; }
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inline bool getCreateFrontFace() const { return _createFrontFace; }
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inline void setCreateBackFace(bool on) { _createBackFace=on; }
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inline bool getCreateBackFace() const { return _createBackFace; }
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inline void setCreateNormals(bool on) { _createNormals=on; }
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inline bool getCreateNormals() const { return _createNormals; }
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inline void setCreateTextureCoords(bool on) { _createTextureCoords=on; }
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inline bool getCreateTextureCoords() const { return _createTextureCoords; }
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inline void setCreateTop(bool on) { _createTop=on; }
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inline bool getCreateTop() const { return _createTop; }
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inline void setCreateBody(bool on) { _createBody=on; }
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inline bool getCreateBody() const { return _createBody; }
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inline void setCreateBottom(bool on) { _createBottom=on; }
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inline bool getCreateBottom() const { return _createBottom; }
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protected:
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~TessellationHints() {}
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TessellationMode _TessellationMode;
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float _detailRatio;
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unsigned int _targetNumFaces;
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bool _createFrontFace;
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bool _createBackFace;
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bool _createNormals;
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bool _createTextureCoords;
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bool _createTop;
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bool _createBody;
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bool _createBottom;
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};
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/** Allow the use of <tt>Shape</tt>s as <tt>Drawable</tt>s, so that they can
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* be rendered with reduced effort. The implementation of \c ShapeDrawable is
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* not geared to efficiency; it's better to think of it as a convenience to
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* render <tt>Shape</tt>s easily (perhaps for test or debugging purposes) than
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* as the right way to render basic shapes in some efficiency-critical section
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* of code.
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*/
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class OSG_EXPORT ShapeDrawable : public Drawable
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{
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public:
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ShapeDrawable();
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ShapeDrawable(Shape* shape, TessellationHints* hints=0);
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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ShapeDrawable(const ShapeDrawable& pg,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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virtual Object* cloneType() const { return new ShapeDrawable(); }
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virtual Object* clone(const CopyOp& copyop) const { return new ShapeDrawable(*this,copyop); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const ShapeDrawable*>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "ShapeDrawable"; }
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/** Set the color of the shape.*/
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void setColor(const Vec4& color);
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/** Get the color of the shape.*/
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const Vec4& getColor() const { return _color; }
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void setTessellationHints(TessellationHints* hints);
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TessellationHints* getTessellationHints() { return _tessellationHints.get(); }
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const TessellationHints* getTessellationHints() const { return _tessellationHints.get(); }
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/** Draw ShapeDrawable directly ignoring an OpenGL display list which
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* could be attached. This is the internal draw method which does the
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* drawing itself, and is the method to override when deriving from
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* ShapeDrawable for user-drawn objects.
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*/
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virtual void drawImplementation(RenderInfo& renderInfo) const;
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/* Not all virtual overloads of these methods are overridden in this class, so
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bring the base class implementation in to avoid hiding the non-used ones. */
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using Drawable::supports;
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using Drawable::accept;
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/** Return false, osg::ShapeDrawable does not support accept(AttributeFunctor&).*/
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virtual bool supports(const AttributeFunctor&) const { return false; }
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/** Return true, osg::ShapeDrawable does support accept(Drawable::ConstAttributeFunctor&).*/
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virtual bool supports(const Drawable::ConstAttributeFunctor&) const { return true; }
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/** Accept a Drawable::ConstAttributeFunctor and call its methods to tell it about the internal attributes that this Drawable has.*/
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virtual void accept(Drawable::ConstAttributeFunctor& af) const;
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/** Return true, osg::ShapeDrawable does support accept(PrimitiveFunctor&) .*/
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virtual bool supports(const PrimitiveFunctor&) const { return true; }
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/** Accept a PrimitiveFunctor and call its methods to tell it about the internal primitives that this Drawable has.*/
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virtual void accept(PrimitiveFunctor& pf) const;
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virtual BoundingBox computeBound() const;
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protected:
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ShapeDrawable& operator = (const ShapeDrawable&) { return *this;}
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virtual ~ShapeDrawable();
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Vec4 _color;
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ref_ptr<TessellationHints> _tessellationHints;
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};
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}
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#endif
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