6a56b6e6be
of dispatch osg::Array data as OpenGL attributes.
156 lines
6.3 KiB
C++
156 lines
6.3 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_GLBeginEndAdapter
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#define OSG_GLBeginEndAdapter 1
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#include <osg/ref_ptr>
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#include <osg/Array>
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#include <osg/Matrixd>
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namespace osg {
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// forward declare
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class State;
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/** A class adapting OpenGL 1.0 glBegin()/glEnd() style code to vertex array based code */
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class OSG_EXPORT GLBeginEndAdapter
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{
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public:
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GLBeginEndAdapter(State* state=0);
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void setState(State* state) { _state = state; }
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State* setState() { return _state; }
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const State* setState() const { return _state; }
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enum MatrixMode
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{
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APPLY_LOCAL_MATRICES_TO_VERTICES,
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APPLY_LOCAL_MATRICES_TO_MODELVIEW
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};
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void setMatrixMode(MatrixMode mode) { _mode = mode; }
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MatrixMode setMatrixMode() const { return _mode; }
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void PushMatrix();
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void PopMatrix();
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void LoadIdentity();
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void LoadMatrixd(const GLdouble* m);
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void MultMatrixd(const GLdouble* m);
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void Translated(GLdouble x, GLdouble y, GLdouble z);
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void Scaled(GLdouble x, GLdouble y, GLdouble z);
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void Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
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void Vertex3f(GLfloat x, GLfloat y, GLfloat z);
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void Vertex3fv(const GLfloat* v) { Vertex3f(v[0], v[1], v[2]); }
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void Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
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{
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_normalAssigned = true;
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_color.set(red,green,blue,alpha);
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}
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void Color4fv(const GLfloat* c) { Color4f(c[0], c[1], c[2], c[3]); }
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void Normal3f(GLfloat x, GLfloat y, GLfloat z)
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{
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_normalAssigned = true;
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_normal.set(x,y,z);
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}
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void Normal3fv(const GLfloat* n) { Normal3f(n[0], n[1], n[2]); }
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void TexCoord1f(GLfloat x) { MultiTexCoord4f(0, x, 0.0f, 0.0f, 1.0f); }
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void TexCoord1fv(const GLfloat* tc) { MultiTexCoord4f(0, tc[0], 0.0f, 0.0f, 1.0f); }
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void TexCoord2f(GLfloat x, GLfloat y) { MultiTexCoord4f(0, x, y, 0.0f, 1.0f); }
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void TexCoord2fv(const GLfloat* tc) { MultiTexCoord4f(0, tc[0], tc[1], 0.0f, 1.0f); }
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void TexCoord3f(GLfloat x, GLfloat y, GLfloat z) { MultiTexCoord4f(0, x, y, z, 1.0f); }
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void TexCoord3fv(const GLfloat* tc) { MultiTexCoord4f(0, tc[0], tc[1], tc[2], 1.0f); }
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void TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { MultiTexCoord4f(0, x, y, z, w); }
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void TexCoord4fv(const GLfloat* tc) { MultiTexCoord4f(0, tc[0], tc[1], tc[2], tc[3]); }
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void MultiTexCoord1f(unsigned int unit, GLfloat x) { MultiTexCoord4f(unit, x, 0.0f, 0.0f, 1.0f); }
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void MultiTexCoord1fv(unsigned int unit, const GLfloat* tc) { MultiTexCoord4f(unit, tc[0], 0.0f, 0.0f, 1.0f); }
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void MultiTexCoord2f(unsigned int unit, GLfloat x, GLfloat y) { MultiTexCoord4f(unit, x, y, 0.0f, 1.0f); }
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void MultiTexCoord2fv(unsigned int unit, const GLfloat* tc) { MultiTexCoord4f(unit, tc[0],tc[1], 0.0f, 1.0f); }
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void MultiTexCoord3f(unsigned int unit, GLfloat x, GLfloat y, GLfloat z) {MultiTexCoord4f(unit, x, y, z, 1.0f); }
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void MultiTexCoord3fv(unsigned int unit, const GLfloat* tc) { MultiTexCoord4f(unit, tc[0], tc[1], tc[2], 1.0f); }
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void MultiTexCoord4f(unsigned int unit, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void MultiTexCoord4fv(unsigned int unit, const GLfloat* tc) { MultiTexCoord4f(unit, tc[0], tc[1], tc[2], tc[3]); }
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void VertexAttrib1f(unsigned int unit, GLfloat x) { VertexAttrib4f(unit, x, 0.0f, 0.0f, 0.0f); }
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void VertexAttrib1fv(unsigned int unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], 0.0f, 0.0f, 0.0f); }
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void VertexAttrib2f(unsigned int unit, GLfloat x, GLfloat y) { VertexAttrib4f(unit, x, y, 0.0f, 0.0f); }
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void VertexAttrib2fv(unsigned int unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0],tc[1], 0.0f, 0.0f); }
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void VertexAttrib3f(unsigned int unit, GLfloat x, GLfloat y, GLfloat z) {VertexAttrib4f(unit, x, y, z, 0.0f); }
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void VertexAttrib3fv(unsigned int unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], tc[1], tc[2], 0.0f); }
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void VertexAttrib4f(unsigned int unit, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void VertexAttrib4fv(unsigned int unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], tc[1], tc[2], tc[3]); }
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void Begin(GLenum mode);
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void End();
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protected:
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State* _state;
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MatrixMode _mode;
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typedef std::list<Matrixd> MatrixStack;
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MatrixStack _matrixStack;
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bool _normalAssigned;
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osg::Vec3f _normal;
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bool _colorAssigned;
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osg::Vec4f _color;
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osg::Vec3f _overallNormal;
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osg::Vec4f _overallColor;
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typedef std::vector<bool> AssignedList;
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typedef std::vector<osg::Vec4f> VertexList;
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AssignedList _texCoordAssignedList;
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VertexList _texCoordList;
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AssignedList _vertexAttribAssignedList;
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VertexList _vertexAttribList;
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typedef std::vector< osg::ref_ptr<Vec4Array> > VertexArrayList;
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GLenum _primitiveMode;
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osg::ref_ptr<osg::Vec3Array> _vertices;
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osg::ref_ptr<osg::Vec3Array> _normals;
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osg::ref_ptr<osg::Vec4Array> _colors;
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VertexArrayList _texCoordsList;
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VertexArrayList _vertexAttribsList;
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};
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}
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#endif
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