a6069c3226
Added public accessors to the Drawable::VertexArrayStateList.
706 lines
31 KiB
C++
706 lines
31 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_DRAWABLE
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#define OSG_DRAWABLE 1
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#include <osg/BoundingBox>
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#include <osg/Shape>
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#include <osg/BufferObject>
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#include <osg/PrimitiveSet>
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#include <osg/RenderInfo>
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#include <osg/Group>
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#ifndef GL_NV_occlusion_query
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#define GL_OCCLUSION_TEST_HP 0x8165
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#define GL_OCCLUSION_TEST_RESULT_HP 0x8166
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#define GL_PIXEL_COUNTER_BITS_NV 0x8864
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#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865
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#define GL_PIXEL_COUNT_NV 0x8866
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#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867
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#endif
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#ifndef GL_ARB_occlusion_query
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#define GL_SAMPLES_PASSED_ARB 0x8914
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#define GL_QUERY_COUNTER_BITS_ARB 0x8864
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#define GL_CURRENT_QUERY_ARB 0x8865
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#define GL_QUERY_RESULT_ARB 0x8866
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#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867
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#endif
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#ifndef GL_TIME_ELAPSED
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#define GL_TIME_ELAPSED 0x88BF
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#define GL_TIMESTAMP 0x8E28
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#endif
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#ifndef GL_QUERY_RESULT
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#define GL_QUERY_RESULT 0x8866
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#define GL_QUERY_RESULT_AVAILABLE 0x8867
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#endif
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// #define INLINE_DRAWABLE_DRAW
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namespace osg {
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class Vec2f;
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class Vec3f;
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class Vec4f;
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class Vec4ub;
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class Geometry;
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class NodeVisitor;
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class ArrayDispatchers;
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/** Pure virtual base class for drawable geometry. In OSG, everything that can
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* be rendered is implemented as a class derived from \c Drawable. The
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* \c Drawable class contains no drawing primitives, since these are provided
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* by subclasses such as \c osg::Geometry.
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* <p>Notice that a \c Drawable is not a \c Node, and therefore it cannot be
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* directly added to a scene graph. Instead, <tt>Drawable</tt>s are attached to
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* <tt>Geode</tt>s, which are scene graph nodes.
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* <p>The OpenGL state that must be used when rendering a \c Drawable is
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* represented by a \c StateSet. Since a \c Drawable has a reference
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* (\c osg::ref_ptr) to a \c StateSet, <tt>StateSet</tt>s can be shared between
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* different <tt>Drawable</tt>s. In fact, sharing <tt>StateSet</tt>s is a good
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* way to improve performance, since this allows OSG to reduce the number of
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* expensive changes in the OpenGL state.
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* <p>Finally, <tt>Drawable</tt>s can also be shared between different
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* <tt>Geode</tt>s, so that the same geometry (loaded to memory just once) can
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* be used in different parts of the scene graph.
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*/
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class OSG_EXPORT Drawable : public Node
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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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META_Node(osg, Drawable);
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/** Convert 'this' into a Drawable pointer if Object is a Drawable, otherwise return 0.
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* Equivalent to dynamic_cast<Drawable*>(this).*/
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virtual Drawable* asDrawable() { return this; }
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/** convert 'const this' into a const Drawable pointer if Object is a Drawable, otherwise return 0.
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* Equivalent to dynamic_cast<const Drawable*>(this).*/
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virtual const Drawable* asDrawable() const { return this; }
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/** Compute the DataVariance based on an assessment of callback etc.*/
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virtual void computeDataVariance();
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/** Get the list of matrices that transform this node from local coordinates to world coordinates.
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* The optional Node* haltTraversalAtNode allows the user to prevent traversal beyond a specifed node. */
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MatrixList getWorldMatrices(const osg::Node* haltTraversalAtNode=0) const;
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/** Set the initial bounding volume to use when computing the overall bounding volume.*/
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void setInitialBound(const osg::BoundingBox& bbox) { _initialBound = bbox; dirtyBound(); }
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/** Set the initial bounding volume to use when computing the overall bounding volume.*/
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const BoundingBox& getInitialBound() const { return _initialBound; }
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inline const BoundingSphere& getBound() const
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{
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if(!_boundingSphereComputed) getBoundingBox();
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return _boundingSphere;
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}
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/** Get BoundingBox of Drawable.
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* If the BoundingBox is not up to date then its updated via an internal call to computeBond().
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*/
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inline const BoundingBox& getBoundingBox() const
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{
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if(!_boundingSphereComputed)
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{
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_boundingBox = _initialBound;
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if (_computeBoundCallback.valid())
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_boundingBox.expandBy(_computeBoundCallback->computeBound(*this));
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else
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_boundingBox.expandBy(computeBoundingBox());
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if(_boundingBox.valid()){
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_boundingSphere.set(_boundingBox.center(), _boundingBox.radius());
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} else {
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_boundingSphere.init();
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}
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_boundingSphereComputed = true;
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}
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return _boundingBox;
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}
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/** Compute the bounding sphere around Drawables's geometry.*/
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virtual BoundingSphere computeBound() const;
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/** Compute the bounding box around Drawables's geometry.*/
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virtual BoundingBox computeBoundingBox() const;
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/** Callback to allow users to override the default computation of bounding volume. */
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struct ComputeBoundingBoxCallback : public osg::Object
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{
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ComputeBoundingBoxCallback() {}
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ComputeBoundingBoxCallback(const ComputeBoundingBoxCallback& org,const CopyOp& copyop):
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Object(org, copyop) {}
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META_Object(osg,ComputeBoundingBoxCallback);
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virtual BoundingBox computeBound(const osg::Drawable&) const { return BoundingBox(); }
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};
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/** Set the compute bound callback to override the default computeBound.*/
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void setComputeBoundingBoxCallback(ComputeBoundingBoxCallback* callback) { _computeBoundCallback = callback; }
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/** Get the compute bound callback.*/
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ComputeBoundingBoxCallback* getComputeBoundingBoxCallback() { return _computeBoundCallback.get(); }
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/** Get the const compute bound callback.*/
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const ComputeBoundingBoxCallback* getComputeBoundingBoxCallback() const { return _computeBoundCallback.get(); }
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/** Set the Shape of the \c Drawable. The shape can be used to
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* speed up collision detection or as a guide for procedural
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* geometry generation.
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* @see osg::Shape.
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*/
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virtual void setShape(Shape* shape) { _shape = shape; }
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template<class T> void setShape(const ref_ptr<T>& shape) { setShape(shape.get()); }
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/** Get the Shape of the Drawable.*/
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inline Shape* getShape() { return _shape.get(); }
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/** Get the const Shape of the const Drawable.*/
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inline const Shape* getShape() const { return _shape.get(); }
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/** Set the drawable so that it can or cannot be used in conjunction with OpenGL
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* display lists. When 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 latter
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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(bool flag);
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/** Get whether display lists are supported for this drawable instance.*/
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inline 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 compiled
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already, the next call to draw will automatically create the display list.*/
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void setUseDisplayList(bool flag);
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/** Return whether OpenGL display lists are being used for rendering.*/
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inline bool getUseDisplayList() const { return _useDisplayList; }
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/** Return OpenGL display list for specified contextID. */
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inline GLuint& getDisplayList(unsigned int contextID) const { return _globjList[contextID]; }
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/** When set to true, ignore the setUseDisplayList() settings, and hints to the drawImplementation
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method to use OpenGL vertex buffer objects for rendering.*/
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virtual void setUseVertexBufferObjects(bool flag);
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/** Return whether OpenGL vertex buffer objects should be used when supported by OpenGL driver.*/
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inline bool getUseVertexBufferObjects() const { return _useVertexBufferObjects; }
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/** Set whether to use a local VertexArrayObject for this Drawable.*/
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void setUseVertexArrayObject(bool flag);
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/** Return whether to use a local VertexArrayObject for this Drawable.*/
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bool getUseVertexArrayObject() const { return _useVertexArrayObject; }
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/** Deprecated, use dirtyGLObjects() instead. */
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virtual void dirtyDisplayList();
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/** Force a recompile on next draw() of any OpenGL objects associated with this geoset.*/
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virtual void dirtyGLObjects();
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/** Return the estimated size of GLObjects (display lists/vertex buffer objects) that are associated with this drawable.
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* This size is used a hint for reuse of deleted display lists/vertex buffer objects. */
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virtual unsigned int getGLObjectSizeHint() const { return 0; }
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/** Draw OpenGL primitives.
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* If the \c Drawable has \c _useDisplayList set to \c true, then use
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* an OpenGL display list, automatically compiling one if required.
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* Otherwise, call \c drawImplementation().
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* @note This method should \e not be overridden in subclasses, as it
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* manages the optional display list (notice this is not even
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* \c virtual). Subclasses should override
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* \c drawImplementation() instead.
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*/
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#ifdef INLINE_DRAWABLE_DRAW
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inline void draw(RenderInfo& renderInfo) const;
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#else
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void draw(RenderInfo& renderInfo) const;
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#endif
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inline void drawInner(RenderInfo& renderInfo) const
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{
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if (_drawCallback.valid())
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_drawCallback->drawImplementation(renderInfo,this);
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else
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drawImplementation(renderInfo);
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}
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/** Immediately compile this \c Drawable into an OpenGL Display List/VertexBufferObjects.
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* @note Operation is ignored if \c _useDisplayList is \c false or VertexBufferObjects are not used.
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*/
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virtual void compileGLObjects(RenderInfo& renderInfo) const;
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/** Callback class for overriding the default Drawable::createCreateVertexArrayStateImplementation().*/
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struct CreateVertexArrayStateCallback : public virtual osg::Object
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{
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CreateVertexArrayStateCallback() {}
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CreateVertexArrayStateCallback(const CreateVertexArrayStateCallback& rhs,const CopyOp& copyop):
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Object(rhs, copyop) {}
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META_Object(osg, CreateVertexArrayStateCallback);
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/** do customized createVertexArrayState .*/
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virtual osg::VertexArrayState* createVertexArrayStateImplementation(osg::RenderInfo& renderInfo, const osg::Drawable* drawable) const
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{
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return drawable->createVertexArrayStateImplementation(renderInfo);
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}
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};
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/** Set the callback to override the default Drawable::createCreateVertexArrayStateImplementation().*/
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void setCreateVertexArrayStateCallback(CreateVertexArrayStateCallback* cb) { _createVertexArrayStateCallback = cb; }
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/** Get the callback that overrides the default Drawable::createCreateVertexArrayStateImplementation().*/
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CreateVertexArrayStateCallback* getCreateVertexArrayStateCallback() { return _createVertexArrayStateCallback.get(); }
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/** Get the const callback that overrides the default Drawable::createCreateVertexArrayStateImplementation().*/
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const CreateVertexArrayStateCallback* getCreateVertexArrayStateCallback() const { return _createVertexArrayStateCallback.get(); }
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/** Craeate tje VertexArrayState object used to track vertex array and vertex array object state. This method will be called automatically during rendering setup so users should not call this themselves.*/
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inline VertexArrayState* createVertexArrayState(RenderInfo& renderInfo) const
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{
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if (_createVertexArrayStateCallback.valid()) return _createVertexArrayStateCallback->createVertexArrayStateImplementation(renderInfo, this);
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else return createVertexArrayStateImplementation(renderInfo);
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}
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/** Implementaion of Craeate tje VertexArrayState object.*/
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virtual VertexArrayState* createVertexArrayStateImplementation(RenderInfo& renderInfo) const;
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typedef buffered_object< osg::ref_ptr<VertexArrayState> > VertexArrayStateList;
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void setVertexArrayStateList(VertexArrayStateList& vasl) { _vertexArrayStateList = vasl; }
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VertexArrayStateList& getVertexArrayStateList() { return _vertexArrayStateList; }
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const VertexArrayStateList& getVertexArrayStateList() const { return _vertexArrayStateList; }
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/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
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virtual void setThreadSafeRefUnref(bool threadSafe);
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/** Resize any per context GLObject buffers to specified size. */
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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/** If State is non-zero, this function releases OpenGL objects for
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* the specified graphics context. Otherwise, releases OpenGL objects
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* for all graphics contexts. */
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virtual void releaseGLObjects(State* state=0) const;
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// for backwards compatibility as local implementations are now found in osg namespace within the include/osg/Callback header
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typedef DrawableUpdateCallback UpdateCallback;
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typedef DrawableEventCallback EventCallback;
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typedef DrawableCullCallback CullCallback;
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/** Callback attached to an Drawable which allows the users to customize the drawing of an exist Drawable object.
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* The draw callback is implement as a replacement to the Drawable's own drawImplementation() method, if the
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* the user intends to decorate the existing draw code then simple call the drawable->drawImplementation() from
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* with the callbacks drawImplementation() method. This allows the users to do both pre and post callbacks
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* without fuss and can even disable the inner draw if required.*/
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struct DrawCallback : public virtual osg::Object
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{
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DrawCallback() {}
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DrawCallback(const DrawCallback& org,const CopyOp& copyop):
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Object(org, copyop) {}
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META_Object(osg,DrawCallback);
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/** do customized draw code.*/
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virtual void drawImplementation(osg::RenderInfo& /*renderInfo*/,const osg::Drawable* /*drawable*/) const {}
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};
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/** Set the DrawCallback which allows users to attach customize the drawing of existing Drawable object.*/
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virtual void setDrawCallback(DrawCallback* dc) { _drawCallback=dc; dirtyDisplayList(); }
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/** Get the non const DrawCallback.*/
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DrawCallback* getDrawCallback() { return _drawCallback.get(); }
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/** Get the const DrawCallback.*/
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const DrawCallback* getDrawCallback() const { return _drawCallback.get(); }
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/** drawImplementation(RenderInfo&) is a pure virtual method for the actual implementation of OpenGL drawing calls, such as vertex arrays and primitives, that
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* must be implemented in concrete subclasses of the Drawable base class, examples include osg::Geometry and osg::ShapeDrawable.
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* drawImplementation(RenderInfo&) is called from the draw(RenderInfo&) method, with the draw method handling management of OpenGL display lists,
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* and drawImplementation(RenderInfo&) handling the actual drawing itself.
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* renderInfo : The osg::RenderInfo object that encapsulates the current rendering information including the osg::State OpenGL state for the current graphics context. */
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virtual void drawImplementation(RenderInfo& /*renderInfo*/) const {}
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/** Return a OpenGL display list handle a newly generated or reused from display list cache. */
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static GLuint generateDisplayList(unsigned int contextID, unsigned int sizeHint = 0);
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/** Use deleteDisplayList instead of glDeleteList to allow
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* OpenGL display list to be 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(unsigned int contextID,GLuint globj, unsigned int sizeHint = 0);
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/** Set the minimum number of display lists to retain in the deleted display list cache. */
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static void setMinimumNumberOfDisplayListsToRetainInCache(unsigned int minimum);
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/** Get the minimum number of display lists to retain in the deleted display list cache. */
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static unsigned int getMinimumNumberOfDisplayListsToRetainInCache();
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typedef unsigned int AttributeType;
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enum AttributeTypes
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{
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VERTICES = 0,
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WEIGHTS = 1,
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NORMALS = 2,
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COLORS = 3,
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SECONDARY_COLORS = 4,
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FOG_COORDS = 5,
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ATTRIBUTE_6 = 6,
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ATTRIBUTE_7 = 7,
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TEXTURE_COORDS = 8,
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TEXTURE_COORDS_0 = TEXTURE_COORDS,
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TEXTURE_COORDS_1 = TEXTURE_COORDS_0+1,
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TEXTURE_COORDS_2 = TEXTURE_COORDS_0+2,
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TEXTURE_COORDS_3 = TEXTURE_COORDS_0+3,
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TEXTURE_COORDS_4 = TEXTURE_COORDS_0+4,
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TEXTURE_COORDS_5 = TEXTURE_COORDS_0+5,
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TEXTURE_COORDS_6 = TEXTURE_COORDS_0+6,
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TEXTURE_COORDS_7 = TEXTURE_COORDS_0+7
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// only eight texture coord examples provided here, but underlying code can handle any no of texture units,
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// simply co them as (TEXTURE_COORDS_0+unit).
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};
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class AttributeFunctor
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{
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public:
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virtual ~AttributeFunctor() {}
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virtual void apply(AttributeType,unsigned int,GLbyte*) {}
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virtual void apply(AttributeType,unsigned int,GLshort*) {}
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virtual void apply(AttributeType,unsigned int,GLint*) {}
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virtual void apply(AttributeType,unsigned int,GLubyte*) {}
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virtual void apply(AttributeType,unsigned int,GLushort*) {}
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virtual void apply(AttributeType,unsigned int,GLuint*) {}
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virtual void apply(AttributeType,unsigned int,float*) {}
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virtual void apply(AttributeType,unsigned int,Vec2*) {}
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virtual void apply(AttributeType,unsigned int,Vec3*) {}
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virtual void apply(AttributeType,unsigned int,Vec4*) {}
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virtual void apply(AttributeType,unsigned int,Vec4ub*) {}
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virtual void apply(AttributeType,unsigned int,double*) {}
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virtual void apply(AttributeType,unsigned int,Vec2d*) {}
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virtual void apply(AttributeType,unsigned int,Vec3d*) {}
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virtual void apply(AttributeType,unsigned int,Vec4d*) {}
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};
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/** Return true if the Drawable subclass supports accept(AttributeFunctor&).*/
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virtual bool supports(const AttributeFunctor&) const { return false; }
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/** accept an AttributeFunctor and call its methods to tell it about the internal attributes that this Drawable has.
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* return true if functor handled by drawable,
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* return false on failure of drawable to generate functor calls.*/
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virtual void accept(AttributeFunctor&) {}
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class ConstAttributeFunctor
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{
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public:
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virtual ~ConstAttributeFunctor() {}
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virtual void apply(AttributeType,unsigned int,const GLbyte*) {}
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virtual void apply(AttributeType,unsigned int,const GLshort*) {}
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virtual void apply(AttributeType,unsigned int,const GLint*) {}
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virtual void apply(AttributeType,unsigned int,const GLubyte*) {}
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virtual void apply(AttributeType,unsigned int,const GLushort*) {}
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virtual void apply(AttributeType,unsigned int,const GLuint*) {}
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virtual void apply(AttributeType,unsigned int,const float*) {}
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virtual void apply(AttributeType,unsigned int,const Vec2*) {}
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virtual void apply(AttributeType,unsigned int,const Vec3*) {}
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virtual void apply(AttributeType,unsigned int,const Vec4*) {}
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virtual void apply(AttributeType,unsigned int,const Vec4ub*) {}
|
|
|
|
virtual void apply(AttributeType,unsigned int,const double*) {}
|
|
virtual void apply(AttributeType,unsigned int,const Vec2d*) {}
|
|
virtual void apply(AttributeType,unsigned int,const Vec3d*) {}
|
|
virtual void apply(AttributeType,unsigned int,const Vec4d*) {}
|
|
};
|
|
|
|
/** Return true if the Drawable subclass supports accept(ConstAttributeFunctor&).*/
|
|
virtual bool supports(const ConstAttributeFunctor&) const { return false; }
|
|
|
|
/** Accept an AttributeFunctor and call its methods to tell it about the internal attributes that this Drawable has.
|
|
* return true if functor handled by drawable,
|
|
* return false on failure of drawable to generate functor calls.*/
|
|
virtual void accept(ConstAttributeFunctor&) const {}
|
|
|
|
|
|
|
|
/** Return true if the Drawable subclass supports accept(PrimitiveFunctor&).*/
|
|
virtual bool supports(const PrimitiveFunctor&) const { return false; }
|
|
|
|
/** Accept a PrimitiveFunctor and call its methods to tell it about the internal primitives that this Drawable has.
|
|
* return true if functor handled by drawable, return false on failure of drawable to generate functor calls.
|
|
* Note, PrimtiveFunctor only provides const access of the primitives, as primitives may be procedurally generated
|
|
* so one cannot modify it.*/
|
|
virtual void accept(PrimitiveFunctor&) const {}
|
|
|
|
/** Return true if the Drawable subclass supports accept(PrimitiveIndexFunctor&).*/
|
|
virtual bool supports(const PrimitiveIndexFunctor&) const { return false; }
|
|
|
|
/** Accept a PrimitiveIndexFunctor and call its methods to tell it about the internal primitives that this Drawable has.
|
|
* return true if functor handled by drawable, return false on failure of drawable to generate functor calls.
|
|
* Note, PrimtiveIndexFunctor only provide const access of the primitives, as primitives may be procedurally generated
|
|
* so one cannot modify it.*/
|
|
virtual void accept(PrimitiveIndexFunctor&) const {}
|
|
|
|
protected:
|
|
|
|
Drawable& operator = (const Drawable&) { return *this;}
|
|
|
|
virtual ~Drawable();
|
|
|
|
/** set the bounding box .*/
|
|
void setBound(const BoundingBox& bb) const;
|
|
|
|
friend class Node;
|
|
friend class Geode;
|
|
friend class StateSet;
|
|
|
|
BoundingBox _initialBound;
|
|
ref_ptr<ComputeBoundingBoxCallback> _computeBoundCallback;
|
|
mutable BoundingBox _boundingBox;
|
|
|
|
ref_ptr<Shape> _shape;
|
|
|
|
bool _supportsDisplayList;
|
|
bool _useDisplayList;
|
|
bool _supportsVertexBufferObjects;
|
|
bool _useVertexBufferObjects;
|
|
bool _useVertexArrayObject;
|
|
|
|
typedef osg::buffered_value<GLuint> GLObjectList;
|
|
mutable GLObjectList _globjList;
|
|
|
|
mutable VertexArrayStateList _vertexArrayStateList;
|
|
|
|
ref_ptr<DrawCallback> _drawCallback;
|
|
ref_ptr<CreateVertexArrayStateCallback> _createVertexArrayStateCallback;
|
|
};
|
|
|
|
#ifdef INLINE_DRAWABLE_DRAW
|
|
inline void Drawable::draw(RenderInfo& renderInfo) const
|
|
{
|
|
State& state = *renderInfo.getState();
|
|
bool useVertexArrayObject = state.useVertexArrayObject(_useVertexArrayObject);
|
|
if (useVertexArrayObject)
|
|
{
|
|
unsigned int contextID = renderInfo.getContextID();
|
|
|
|
VertexArrayState* vas = _vertexArrayStateList[contextID].get();
|
|
if (!vas)
|
|
{
|
|
_vertexArrayStateList[contextID] = vas = createVertexArrayState(renderInfo);
|
|
}
|
|
else
|
|
{
|
|
// vas->setRequiresSetArrays(getDataVariance()==osg::Object::DYNAMIC);
|
|
}
|
|
|
|
State::SetCurrentVertexArrayStateProxy setVASProxy(state, vas);
|
|
|
|
vas->bindVertexArrayObject();
|
|
|
|
drawInner(renderInfo);
|
|
|
|
vas->setRequiresSetArrays(getDataVariance()==osg::Object::DYNAMIC);
|
|
|
|
return;
|
|
}
|
|
|
|
// TODO, add check against whether VAO is active and supported
|
|
if (state.getCurrentVertexArrayState()) state.getCurrentVertexArrayState()->bindVertexArrayObject();
|
|
|
|
|
|
#ifdef OSG_GL_DISPLAYLISTS_AVAILABLE
|
|
if (!state.useVertexBufferObject(_supportsVertexBufferObjects && _useVertexBufferObjects) && _useDisplayList)
|
|
{
|
|
// get the contextID (user defined ID of 0 upwards) for the
|
|
// current OpenGL context.
|
|
unsigned int contextID = renderInfo.getContextID();
|
|
|
|
// get the globj for the current contextID.
|
|
GLuint& globj = _globjList[contextID];
|
|
|
|
if( globj == 0 )
|
|
{
|
|
// compile the display list
|
|
globj = generateDisplayList(contextID, getGLObjectSizeHint());
|
|
glNewList( globj, GL_COMPILE );
|
|
|
|
drawInner(renderInfo);
|
|
|
|
glEndList();
|
|
}
|
|
|
|
// call the display list
|
|
glCallList( globj);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
// if state.previousVertexArrayState() is different than currentVertexArrayState bind current
|
|
|
|
// OSG_NOTICE<<"Fallback drawInner()........................"<<std::endl;
|
|
|
|
drawInner(renderInfo);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
class AttributeFunctorArrayVisitor : public ArrayVisitor
|
|
{
|
|
public:
|
|
|
|
AttributeFunctorArrayVisitor(Drawable::AttributeFunctor& af):
|
|
_af(af),
|
|
_type(0) {}
|
|
|
|
virtual ~AttributeFunctorArrayVisitor() {}
|
|
|
|
virtual void apply(ByteArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(ShortArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(IntArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(UByteArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(UShortArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(UIntArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(Vec4ubArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(FloatArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(Vec2Array& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(Vec3Array& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(Vec4Array& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(DoubleArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(Vec2dArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(Vec3dArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(Vec4dArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
|
|
|
|
inline void applyArray(Drawable::AttributeType type,Array* array)
|
|
{
|
|
if (array)
|
|
{
|
|
_type = type;
|
|
array->accept(*this);
|
|
}
|
|
}
|
|
|
|
protected:
|
|
|
|
AttributeFunctorArrayVisitor& operator = (const AttributeFunctorArrayVisitor&) { return *this; }
|
|
Drawable::AttributeFunctor& _af;
|
|
Drawable::AttributeType _type;
|
|
};
|
|
|
|
class ConstAttributeFunctorArrayVisitor : public ConstArrayVisitor
|
|
{
|
|
public:
|
|
|
|
ConstAttributeFunctorArrayVisitor(Drawable::ConstAttributeFunctor& af):
|
|
_af(af),
|
|
_type(0) {}
|
|
|
|
virtual ~ConstAttributeFunctorArrayVisitor() {}
|
|
|
|
virtual void apply(const ByteArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(const ShortArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(const IntArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(const UByteArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(const UShortArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(const UIntArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(const Vec4ubArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(const FloatArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(const Vec2Array& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(const Vec3Array& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(const Vec4Array& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(const DoubleArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(const Vec2dArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(const Vec3dArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
virtual void apply(const Vec4dArray& array) { if (!array.empty()) _af.apply(_type,array.size(),&(array.front())); }
|
|
|
|
|
|
inline void applyArray(Drawable::AttributeType type,const Array* array)
|
|
{
|
|
if (array)
|
|
{
|
|
_type = type;
|
|
array->accept(*this);
|
|
}
|
|
}
|
|
|
|
protected:
|
|
|
|
ConstAttributeFunctorArrayVisitor& operator = (const ConstAttributeFunctorArrayVisitor&) { return *this; }
|
|
|
|
Drawable::ConstAttributeFunctor& _af;
|
|
Drawable::AttributeType _type;
|
|
};
|
|
|
|
}
|
|
|
|
#endif
|