b165fc9b4d
Added support for vertex attribute arrays in .osg and .ive.
447 lines
19 KiB
C++
447 lines
19 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 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_GEOMETRY
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#define OSG_GEOMETRY 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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class SG_EXPORT Geometry : public Drawable
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{
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public:
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Geometry();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Geometry(const Geometry& geometry,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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virtual Object* cloneType() const { return new Geometry(); }
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virtual Object* clone(const CopyOp& copyop) const { return new Geometry(*this,copyop); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const Geometry*>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "Geometry"; }
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virtual Geometry* asGeometry() { return this; }
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virtual const Geometry* asGeometry() const { return this; }
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enum AttributeBinding
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{
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BIND_OFF=0,
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BIND_OVERALL,
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BIND_PER_PRIMITIVE_SET,
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BIND_PER_PRIMITIVE,
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BIND_PER_VERTEX
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};
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// template<typename T>
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// struct AttributeData
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// {
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// AttributeData():
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// binding(BIND_OFF),
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// normalize(GL_FALSE),
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// offset(0) {}
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//
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// AttributeData(T* a, AttributeBinding b, GLboolean n = GL_FALSE):
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// array(a),
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// indices(0),
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// binding(b),
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// normalize(n),
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// offset(0) {}
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//
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// AttributeData(T* a, IndexArray* i, AttributeBinding b, GLboolean n = GL_FALSE):
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// array(a),
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// indices(i),
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// binding(b),
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// normalize(n),
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// offset(0) {}
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//
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// // AttributeData(const AttributeData& rhs, const CopyOp& copyop=CopyOp::SHADLLOW_COPY):
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// // array(dynamic_cast<T*>(copyop(rhs.array)),
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// // indices(dynamic_cast<IndexArray*>(copyop(rhs.indices)),
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// // binding(ths,binding),
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// // normalize(GL_FALSE),
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// // offset(rhs.offset) {}
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//
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// AttributeData& operator = (const AttributeData& rhs)
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// {
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// array = rhs.array;
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// indices = rhs.indices;
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// binding = rhs.binding;
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// normalize = rhs.normalize;
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// offset = rhs.offset;
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// return *this;
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// }
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//
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// ref_ptr<T> array;
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// ref_ptr<IndexArray> indices;
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// AttributeBinding binding;
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// GLboolean normalize;
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// mutable unsigned int offset;
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// };
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// typedef AttributeData<Array> ArrayData;
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struct ArrayData
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{
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ArrayData():
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binding(BIND_OFF),
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normalize(GL_FALSE),
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offset(0) {}
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ArrayData(Array* a, AttributeBinding b, GLboolean n = GL_FALSE):
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array(a),
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indices(0),
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binding(b),
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normalize(n),
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offset(0) {}
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ArrayData(Array* a, IndexArray* i, AttributeBinding b, GLboolean n = GL_FALSE):
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array(a),
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indices(i),
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binding(b),
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normalize(n),
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offset(0) {}
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// ArrayData(const ArrayData& rhs, const CopyOp& copyop=CopyOp::SHADLLOW_COPY):
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// array(dynamic_cast<T*>(copyop(rhs.array)),
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// indices(dynamic_cast<IndexArray*>(copyop(rhs.indices)),
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// binding(ths,binding),
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// normalize(GL_FALSE),
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// offset(rhs.offset) {}
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ArrayData& operator = (const ArrayData& rhs)
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{
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array = rhs.array;
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indices = rhs.indices;
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binding = rhs.binding;
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normalize = rhs.normalize;
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offset = rhs.offset;
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return *this;
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}
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ref_ptr<Array> array;
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ref_ptr<IndexArray> indices;
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AttributeBinding binding;
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GLboolean normalize;
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mutable unsigned int offset;
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};
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struct Vec3ArrayData
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{
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Vec3ArrayData():
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binding(BIND_OFF),
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normalize(GL_FALSE),
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offset(0) {}
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Vec3ArrayData(Vec3Array* a, AttributeBinding b, GLboolean n = GL_FALSE):
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array(a),
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indices(0),
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binding(b),
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normalize(n),
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offset(0) {}
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Vec3ArrayData(Vec3Array* a, IndexArray* i, AttributeBinding b, GLboolean n = GL_FALSE):
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array(a),
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indices(i),
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binding(b),
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normalize(n),
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offset(0) {}
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// Vec3ArrayData(const Vec3ArrayData& rhs, const CopyOp& copyop=CopyOp::SHADLLOW_COPY):
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// array(dynamic_cast<T*>(copyop(rhs.array)),
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// indices(dynamic_cast<IndexArray*>(copyop(rhs.indices)),
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// binding(ths,binding),
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// normalize(GL_FALSE),
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// offset(rhs.offset) {}
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Vec3ArrayData& operator = (const Vec3ArrayData& rhs)
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{
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array = rhs.array;
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indices = rhs.indices;
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binding = rhs.binding;
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normalize = rhs.normalize;
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offset = rhs.offset;
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return *this;
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}
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ref_ptr<Vec3Array> array;
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ref_ptr<IndexArray> indices;
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AttributeBinding binding;
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GLboolean normalize;
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mutable unsigned int offset;
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};
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// typedef AttributeData<Vec3Array> Vec3ArrayData;
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/** static ArrayData which is returned get getTexCoordData(i) const and getVertexAttribData(i) const
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* when i is out of range.*/
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static const ArrayData s_InvalidArrayData;
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typedef std::vector< ArrayData > ArrayList;
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void setVertexArray(Array* array) { _vertexData.array = array; dirtyDisplayList(); dirtyBound(); }
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Array* getVertexArray() { return _vertexData.array.get(); }
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const Array* getVertexArray() const { return _vertexData.array.get(); }
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void setVertexIndices(IndexArray* array) { _vertexData.indices = array; computeFastPathsUsed(); dirtyDisplayList(); dirtyBound(); }
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IndexArray* getVertexIndices() { return _vertexData.indices.get(); }
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const IndexArray* getVertexIndices() const { return _vertexData.indices.get(); }
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void setVertexData(const ArrayData& arrayData) { _vertexData = arrayData; }
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ArrayData& getVertexData() { return _vertexData; }
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const ArrayData& getVertexData() const { return _vertexData; }
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void setNormalBinding(AttributeBinding ab) { _normalData.binding = ab; dirtyDisplayList(); computeFastPathsUsed(); }
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AttributeBinding getNormalBinding() const { return _normalData.binding; }
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void setNormalArray(Vec3Array* array) { _normalData.array = array; if (!_normalData.array.valid()) _normalData.binding=BIND_OFF; computeFastPathsUsed(); dirtyDisplayList(); }
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Vec3Array* getNormalArray() { return _normalData.array.get(); }
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const Vec3Array* getNormalArray() const { return _normalData.array.get(); }
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void setNormalIndices(IndexArray* array) { _normalData.indices = array; computeFastPathsUsed(); dirtyDisplayList(); }
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IndexArray* getNormalIndices() { return _normalData.indices.get(); }
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const IndexArray* getNormalIndices() const { return _normalData.indices.get(); }
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void setNormalData(const Vec3ArrayData& arrayData) { _normalData = arrayData; }
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Vec3ArrayData& getNormalData() { return _normalData; }
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const Vec3ArrayData& getNormalData() const { return _normalData; }
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void setColorBinding(AttributeBinding ab) { _colorData.binding = ab; computeFastPathsUsed();}
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AttributeBinding getColorBinding() const { return _colorData.binding; }
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void setColorArray(Array* array) { _colorData.array = array; if (!_colorData.array.valid()) _colorData.binding=BIND_OFF; computeFastPathsUsed(); dirtyDisplayList(); }
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Array* getColorArray() { return _colorData.array.get(); }
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const Array* getColorArray() const { return _colorData.array.get(); }
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void setColorIndices(IndexArray* array) { _colorData.indices = array; computeFastPathsUsed(); dirtyDisplayList(); }
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IndexArray* getColorIndices() { return _colorData.indices.get(); }
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const IndexArray* getColorIndices() const { return _colorData.indices.get(); }
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void setColorData(const ArrayData& arrayData) { _colorData = arrayData; }
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ArrayData& getColorData() { return _colorData; }
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const ArrayData& getColorData() const { return _colorData; }
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void setSecondaryColorBinding(AttributeBinding ab) { _secondaryColorData.binding = ab; computeFastPathsUsed();}
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AttributeBinding getSecondaryColorBinding() const { return _secondaryColorData.binding; }
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void setSecondaryColorArray(Array* array) { _secondaryColorData.array = array; if (!_secondaryColorData.array.valid()) _secondaryColorData.binding=BIND_OFF; computeFastPathsUsed(); dirtyDisplayList(); }
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Array* getSecondaryColorArray() { return _secondaryColorData.array.get(); }
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const Array* getSecondaryColorArray() const { return _secondaryColorData.array.get(); }
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void setSecondaryColorIndices(IndexArray* array) { _secondaryColorData.indices = array; computeFastPathsUsed(); dirtyDisplayList(); }
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IndexArray* getSecondaryColorIndices() { return _secondaryColorData.indices.get(); }
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const IndexArray* getSecondaryColorIndices() const { return _secondaryColorData.indices.get(); }
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void setSecondaryColorData(const ArrayData& arrayData) { _secondaryColorData = arrayData; }
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ArrayData& getSecondaryColorData() { return _secondaryColorData; }
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const ArrayData& getSecondaryColorData() const { return _secondaryColorData; }
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void setFogCoordBinding(AttributeBinding ab) { _fogCoordData.binding = ab; computeFastPathsUsed();}
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AttributeBinding getFogCoordBinding() const { return _fogCoordData.binding; }
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void setFogCoordArray(Array* array) { _fogCoordData.array = array; if (!_fogCoordData.array.valid()) _fogCoordData.binding=BIND_OFF; dirtyDisplayList(); }
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Array* getFogCoordArray() { return _fogCoordData.array.get(); }
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const Array* getFogCoordArray() const { return _fogCoordData.array.get(); }
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void setFogCoordIndices(IndexArray* array) { _fogCoordData.indices = array; dirtyDisplayList(); }
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IndexArray* getFogCoordIndices() { return _fogCoordData.indices.get(); }
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const IndexArray* getFogCoordIndices() const { return _fogCoordData.indices.get(); }
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void setFogCoordData(const ArrayData& arrayData) { _fogCoordData = arrayData; }
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ArrayData& setFogCoordData() { return _fogCoordData; }
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const ArrayData& setFogCoordData() const { return _fogCoordData; }
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void setTexCoordArray(unsigned int unit,Array*);
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Array* getTexCoordArray(unsigned int unit);
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const Array* getTexCoordArray(unsigned int unit) const;
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void setTexCoordIndices(unsigned int unit,IndexArray*);
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IndexArray* getTexCoordIndices(unsigned int unit);
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const IndexArray* getTexCoordIndices(unsigned int unit) const;
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void setTexCoordData(unsigned int index,const ArrayData& arrayData);
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ArrayData& getTexCoordData(unsigned int index);
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const ArrayData& getTexCoordData(unsigned int index) const;
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unsigned int getNumTexCoordArrays() const { return _texCoordList.size(); }
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ArrayList& getTexCoordArrayList() { return _texCoordList; }
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const ArrayList& getTexCoordArrayList() const { return _texCoordList; }
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void setVertexAttribArray(unsigned int index,Array* array);
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Array *getVertexAttribArray(unsigned int index);
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const Array *getVertexAttribArray(unsigned int index) const;
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void setVertexAttribIndices(unsigned int index,IndexArray* array);
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IndexArray* getVertexAttribIndices(unsigned int index);
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const IndexArray* getVertexAttribIndices(unsigned int index) const;
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void setVertexAttribBinding(unsigned int index,AttributeBinding ab);
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AttributeBinding getVertexAttribBinding(unsigned int index) const;
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void setVertexAttribNormalize(unsigned int index,GLboolean norm);
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GLboolean getVertexAttribNormalize(unsigned int index) const;
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void setVertexAttribData(unsigned int index,const ArrayData& arrayData);
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ArrayData& getVertexAttribData(unsigned int index);
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const ArrayData& getVertexAttribData(unsigned int index) const;
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unsigned int getNumVertexAttribArrays() const { return _vertexAttribList.size(); }
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ArrayList& getVertexAttribArrayList() { return _vertexAttribList; }
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const ArrayList& getVertexAttribArrayList() const { return _vertexAttribList; }
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typedef std::vector< ref_ptr<PrimitiveSet> > PrimitiveSetList;
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void setPrimitiveSetList(const PrimitiveSetList& primitives) { _primitives = primitives; dirtyDisplayList(); dirtyBound(); }
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PrimitiveSetList& getPrimitiveSetList() { return _primitives; }
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const PrimitiveSetList& getPrimitiveSetList() const { return _primitives; }
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unsigned int getNumPrimitiveSets() const { return _primitives.size(); }
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PrimitiveSet* getPrimitiveSet(unsigned int pos) { return _primitives[pos].get(); }
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const PrimitiveSet* getPrimitiveSet(unsigned int pos) const { return _primitives[pos].get(); }
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/** Add a primitive set to the geometry.*/
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bool addPrimitiveSet(PrimitiveSet* primitiveset);
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/** Set a primitive set to the specified position in geometry's primitive set list.*/
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bool setPrimitiveSet(unsigned int i,PrimitiveSet* primitiveset);
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/** Insert a primitive set to the specified position in geometry's primitive set list.*/
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bool insertPrimitiveSet(unsigned int i,PrimitiveSet* primitiveset);
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/** Remove primitive set(s) from the specified position in geometry's primitive set list.*/
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bool removePrimitiveSet(unsigned int i,unsigned int numElementsToRemove=1);
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/** Get the index number of a primitive set, return a value between
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* 0 and getNumPrimitiveSet()-1 if found, if not found then return getNumPrimitiveSet().
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* When checking for a valid find value use if ((value=geoemtry->getPrimitiveSetIndex(primitive))!=geometry.getNumPrimitiveSet()) as*/
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unsigned int getPrimitiveSetIndex(const PrimitiveSet* primitiveset) const;
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/** Set whether fast paths should be used when supported.*/
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void setFastPathHint(bool on) { _fastPathHint = on; }
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/** Get whether fast paths should be used when supported.*/
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bool getFastPathHint() const { return _fastPathHint; }
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/** return true if OpenGL fast paths will be used with drawing this Geometry.
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* Fast paths use vertex arrays, and glDrawArrays/glDrawElements. Slow paths
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* use glBegin()/glVertex.../glEnd(). Use of per primitive bindings or per vertex indexed
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* arrays will drop the rendering path off the fast path.*/
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inline bool areFastPathsUsed() const { return _fastPath && _fastPathHint; }
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bool computeFastPathsUsed();
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bool verifyBindings() const;
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void computeCorrectBindingsAndArraySizes();
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bool suitableForOptimization() const;
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void copyToAndOptimize(Geometry& target);
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void computeInternalOptimizedGeometry();
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void removeInternalOptimizedGeometry() { _internalOptimizedGeometry = 0; }
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void setInternalOptimizedGeometry(osg::Geometry* geometry) { _internalOptimizedGeometry = geometry; }
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osg::Geometry* getInternalOptimizedGeometry() { return _internalOptimizedGeometry.get(); }
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const osg::Geometry* getInternalOptimizedGeometry() const { return _internalOptimizedGeometry.get(); }
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/** draw Geometry 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 Geometry for user-drawn objects.
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*/
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virtual void drawImplementation(State& state) const;
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/** return true, osg::Geometry does support accept(AttributeFunctor&).*/
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virtual bool supports(AttributeFunctor&) const { return true; }
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/** accept an AttributeFunctor and call its methods to tell it about the interal attributes that this Drawable has.*/
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virtual void accept(AttributeFunctor& af);
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/** return true, osg::Geometry does support accept(ConstAttributeFunctor&).*/
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virtual bool supports(ConstAttributeFunctor&) const { return true; }
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/** accept an ConstAttributeFunctor and call its methods to tell it about the interal attributes that this Drawable has.*/
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virtual void accept(ConstAttributeFunctor& af) const;
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/** return true, osg::Geometry does support accept(PrimitiveFunctor&) .*/
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virtual bool supports(PrimitiveFunctor&) const { return true; }
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/** accept a PrimitiveFunctor and call its methods to tell it about the interal primitives that this Drawable has.*/
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virtual void accept(PrimitiveFunctor& pf) const;
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protected:
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Geometry& operator = (const Geometry&) { return *this;}
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virtual ~Geometry();
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PrimitiveSetList _primitives;
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ArrayData _vertexData;
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Vec3ArrayData _normalData;
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ArrayData _colorData;
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ArrayData _secondaryColorData;
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ArrayData _fogCoordData;
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ArrayList _texCoordList;
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ArrayList _vertexAttribList;
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mutable bool _fastPath;
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bool _fastPathHint;
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ref_ptr<Geometry> _internalOptimizedGeometry;
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};
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/** Convenience function to be used for creating quad geometry with texture coords.
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* Tex coords go from bottom left (0,0) to top right (1,1).*/
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extern SG_EXPORT Geometry* createTexturedQuadGeometry(const Vec3& corner,const Vec3& widthVec,const Vec3& heightVec);
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}
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#endif
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