415 lines
17 KiB
C++
415 lines
17 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_GEOSET
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#define OSG_GEOSET 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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namespace osg {
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// forward declare so that we don't need to include the header.
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class Geometry;
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/** Note, osg::GeoSet is now deprecated, please use osg::Geometry instead.
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osg::GeoSet will be kept through to the beta release for
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backwards compatability only.
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Encapsulates OpenGL drawing primitives, geometry and
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optional binding of normal, color and texture coordinates. Used
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for representing the visible objects in the scene. State attributes
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for a GeoSet are maintained in StateSet which the GeoSet maintains
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a referenced counted pointer to. Both GeoSet's and StateSet's can
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be shared for optimal memory usage and graphics performance.
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*/
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class GeoSet : public Drawable
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{
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public:
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enum PrimitiveType {
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NO_TYPE,
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POINTS,
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LINES,
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LINE_STRIP,
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FLAT_LINE_STRIP,
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LINE_LOOP,
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TRIANGLES,
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TRIANGLE_STRIP,
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FLAT_TRIANGLE_STRIP,
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TRIANGLE_FAN,
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FLAT_TRIANGLE_FAN,
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QUADS,
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QUAD_STRIP,
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POLYGON
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};
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enum BindingType {
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BIND_OFF,
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BIND_OVERALL,
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BIND_PERPRIM,
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BIND_PERVERTEX,
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BIND_DEFAULT
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};
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enum InterleaveArrayType {
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IA_OFF,
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IA_V2F,
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IA_V3F,
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IA_C4UB_V2F,
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IA_C4UB_V3F,
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IA_C3F_V3F,
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IA_N3F_V3F,
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IA_C4F_N3F_V3F,
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IA_T2F_V3F,
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IA_T4F_V4F,
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IA_T2F_C4UB_V3F,
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IA_T2F_C3F_V3F,
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IA_T2F_N3F_V3F,
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IA_T2F_C4F_N3F_V3F,
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IA_T4F_C4F_N3F_V4F
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};
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struct IndexPointer
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{
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mutable unsigned int _size;
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bool _is_ushort;
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union _TPtr
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{
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GLushort* _ushort;
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GLuint* _uint;
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} _ptr;
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IndexPointer() { _size=0;_is_ushort=true;_ptr._ushort = (GLushort*)0; }
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inline bool operator == (const IndexPointer& ip) const
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{
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return _size == ip._size &&
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_is_ushort == ip._is_ushort &&
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_ptr._ushort == ip._ptr._ushort;
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}
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inline bool valid() const
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{
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return _ptr._ushort != (GLushort*)0;
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}
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inline bool null() const
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{
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return _ptr._ushort == (GLushort*)0;
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}
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inline void setToNull()
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{
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_size = 0;
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_is_ushort = true;
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_ptr._ushort = (GLushort*)0;
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}
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inline void set(unsigned int size,GLushort* data)
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{
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_size = size;
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_is_ushort = true;
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_ptr._ushort = data;
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}
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void set(unsigned int size,GLuint* data)
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{
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_size = size;
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_is_ushort = false;
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_ptr._uint = data;
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}
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inline unsigned int maxIndex() const
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{
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unsigned int max = 0;
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if (_is_ushort)
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{
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for(unsigned int ai = 0; ai < _size; ai++ )
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if( _ptr._ushort[ai] > max ) max = _ptr._ushort[ai];
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}
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else
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{
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for(unsigned int ai = 0; ai < _size; ai++ )
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if( _ptr._uint[ai] > max ) max = _ptr._uint[ai];
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}
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return max;
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}
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inline GLint operator [] (const GLuint pos) const
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{
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if (_is_ushort) return _ptr._ushort[pos];
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else return _ptr._uint[pos];
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}
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};
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GeoSet();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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GeoSet(const GeoSet& geoset,const CopyOp& copyop=CopyOp::SHALLOW_COPY);
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virtual Object* cloneType() const { return new GeoSet(); }
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virtual Object* clone(const CopyOp& copyop) const { return new GeoSet(*this,copyop); }
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virtual bool isSameKindAs(const Object* obj) const { return dynamic_cast<const GeoSet*>(obj)!=NULL; }
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virtual const char* libraryName() const { return "osg"; }
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virtual const char* className() const { return "GeoSet"; }
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// data access methods.
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inline void setNumPrims( int n ) { _numprims = n; _numcoords=0;}
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inline int getNumPrims() const { return _numprims; }
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void setPrimType( PrimitiveType type );
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inline PrimitiveType getPrimType() const { return _primtype; }
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inline void setPrimLengths( int *lens ) { _primLengths = lens; }
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inline int *getPrimLengths() { return _primLengths; }
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inline int *getPrimLengths() const { return _primLengths; }
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void computeNumVerts() const;
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/** get the number of coords required by the defined primitives. */
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inline int getNumCoords() const
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{ if( _numcoords == 0 ) computeNumVerts(); return _numcoords; }
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/** get a pointer to Vec3 coord array. */
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inline Vec3* getCoords() { return _coords; }
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/** get a const pointer to Vec3 coord array. */
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inline const Vec3* getCoords() const { return _coords; }
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/** get the number of indices required by the defined primitives. */
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inline int getNumCoordIndices() const { return _cindex._size; }
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/** get the coord index array. */
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inline IndexPointer& getCoordIndices() { return _cindex; }
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/** get the const coord index array. */
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inline const IndexPointer& getCoordIndices() const { return _cindex; }
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/** set the coords (i.e the geometry) of the geoset.*/
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void setCoords( Vec3 *cp );
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/** set the coords (i.e the geometry) and ushort indices of the geoset.
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To reduce memory footprint and bandwidth for small datasets it is
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recommended the ushort indices are used instead of unit indices.*/
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void setCoords( Vec3 *cp, GLushort *ci );
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/** set the coords (i.e the geometry) and unsigned int indices of the geoset.
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Unless your data set exceeds 65536 indices prefer ushort indices
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over unsigned int indices, only use this unit indices version if necessary.*/
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void setCoords( Vec3 *cp, GLuint *ci );
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/** set the coords (i.e the geometry) and indices of the geoset.*/
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void setCoords( Vec3 *cp, IndexPointer& ip );
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/** get the number of normals required by the defined primitives and normals binding.*/
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inline int getNumNormals() const { return _numnormals; }
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/** get a pointer to Vec3 normal array. */
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inline Vec3* getNormals() { return _normals; }
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/** get a const pointer to Vec3 normal array. */
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inline const Vec3* getNormals() const { return _normals; }
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/** get the number of normal indices required by the defined primitives and normals binding.*/
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inline int getNumNormalIndices() const { return _nindex._size; }
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/** get the normal index array. */
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inline IndexPointer& getNormalIndices() { return _nindex; }
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/** get the const normal index array. */
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inline const IndexPointer& getNormalIndices() const { return _nindex; }
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/** set the normals of the geoset.*/
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void setNormals( Vec3 *np );
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/** set the normals and normal indices of the geoset.*/
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void setNormals( Vec3 *np, GLushort *ni );
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/** set the normals and normal indices of the geoset.*/
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void setNormals( Vec3 *np, GLuint *ni );
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/** set the normals and normal indices of the geoset.*/
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void setNormals( Vec3 *np, IndexPointer& ip );
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/** set the normals binding to the vertices/primitives/overall.*/
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void setNormalBinding( BindingType binding );
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inline BindingType getNormalBinding() const { return _normal_binding; }
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/** get the number of colors required by the defined primitives and color binding.*/
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inline int getNumColors() const { return _numcolors; }
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/** get a pointer to Vec4 color array. */
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inline Vec4* getColors() { return _colors; }
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/** get a pointer to Vec4 color array. */
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inline const Vec4* getColors() const { return _colors; }
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/** get the number of colors indices required by the defined primitives and color binding.*/
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inline int getNumColorIndices() const { return _colindex._size; }
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/** get the color index array. */
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inline IndexPointer& getColorIndices() { return _colindex; }
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/** get the const color index array. */
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inline const IndexPointer& getColorIndices() const { return _colindex; }
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/** set the colors of the geoset.*/
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void setColors( Vec4 *cp );
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/** set the colors and color indices of the geoset.*/
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void setColors( Vec4 *cp, GLushort *li );
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/** set the colors and color indices of the geoset.*/
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void setColors( Vec4 *cp, GLuint *li );
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/** set the colors and color indices of the geoset.*/
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void setColors( Vec4 *cp, IndexPointer& ip );
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/** set the color binding to the vertices/primitives/overall.*/
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void setColorBinding( BindingType binding );
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inline BindingType getColorBinding() const { return _color_binding; }
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/** get the number of texture coords required by the defined primitives and textures binding.*/
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inline int getNumTextureCoords() const { return _numtcoords; }
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/** get a pointer to Vec4 color array. */
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inline Vec2* getTextureCoords() { return _tcoords; }
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/** get a pointer to Vec4 color array. */
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inline const Vec2* getTextureCoords() const { return _tcoords; }
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/** get the number of texture coord indices required by the defined primitives and texture binding.*/
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inline int getNumTextureIndices() const { return _tindex._size; }
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/** get the texture index array. */
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inline IndexPointer& getTextureIndices() { return _tindex; }
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/** get the texture index array. */
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inline const IndexPointer& getTextureIndices() const { return _tindex; }
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/** set the texture coords of the geoset.*/
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void setTextureCoords( Vec2 *tc );
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/** set the texture coords and texture coord indices of the geoset.*/
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void setTextureCoords( Vec2 *tc, GLushort *ti );
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/** set the texture coords and texture coord indices of the geoset.*/
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void setTextureCoords( Vec2 *tc, GLuint *ti );
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/** set the texture coords and texture indices of the geoset.*/
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void setTextureCoords( Vec2 *tc, IndexPointer& ip );
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/** set the texture coord binding to the vertices/primitives/overall.*/
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void setTextureBinding( BindingType binding );
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inline BindingType getTextureBinding() const { return _texture_binding; }
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/** get the number of texture coords required by the defined primitives and textures binding.*/
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inline int getNumInterleavedCoords() const { return _numcoords; }
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/** get a pointer to interleaved float array. */
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inline void* getInterleavedArray() { return _iarray; }
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/** get a const pointer to interleaved float array. */
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inline const void* getInterleavedArray() const { return _iarray; }
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/** get the number of texture coord indices required by the defined primitives and texture binding.*/
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inline int getNumInterleavedIndices() const { return _iaindex._size; }
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/** get the texture index array. */
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inline IndexPointer& getInterleavedIndices() { return _iaindex; }
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/** get the interleaved index array. */
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inline const IndexPointer& getInterleavedIndices() const { return _iaindex; }
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/** get the interleaved array storage format. */
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inline InterleaveArrayType getInterleavedFormat() const { return _iaformat; }
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/** set the interleaved arrays of the geoset.*/
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void setInterleavedArray( InterleaveArrayType format, float *ia );
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void setInterleavedArray( InterleaveArrayType format, float *ia, GLushort *iai );
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void setInterleavedArray( InterleaveArrayType format, float *ia, GLuint *iai );
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void setInterleavedArray( InterleaveArrayType format, float *ia, IndexPointer& iai );
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/** draw geoset 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 GeoSet for user-drawn objects.
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*/
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virtual void drawImplementation(State&) const {}
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bool check() const;
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/** function object which is used to handling the clean up of attribute arrays
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* associated with GeoSet's. A default is provided which assumes that all
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* momory attached to the GeoSet is owned by this GeoSet and can be deleted
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* using delete []. If this is not the cause derive your own AttributeDeleteFunctor
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* a specify your own memory deletion operation.*/
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struct AttributeDeleteFunctor : public osg::Referenced
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{
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// see GeoSet.cpp for implemention.
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virtual void operator() (GeoSet* gset);
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};
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/** set an alternative AttributeDeleteFunction to handle attribute arrays attached to this Geoset.*/
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void setAttributeDeleteFunctor(AttributeDeleteFunctor* adf) { _adf = adf; }
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/** get the current AttributeDeleteFunction to handle attribute arrays attached to this Geoset.*/
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AttributeDeleteFunctor* getAttributeDeleteFunctor() { return _adf.get(); }
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/** get the current AttributeDeleteFunction to handle attribute arrays attached to this Geoset.*/
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const AttributeDeleteFunctor* getAttributeDeleteFunctor() const { return _adf.get(); }
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/** return true, osg::GeoSet 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::GeoSet 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::GeoSet does support accept(PrimitiveFunctor&) .*/
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virtual bool supports(PrimitiveFunctor&) const { return true; }
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/** accept a PrimtiveFunctor and call its methods to tell it about the interal primtives that this Drawable has.*/
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virtual void accept(PrimitiveFunctor& pf) const;
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/** convinience function for converting GeoSet's to equivilant Geometry nodes.*/
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Geometry* convertToGeometry();
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protected:
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GeoSet& operator = (const GeoSet&) { return *this;}
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virtual ~GeoSet();
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virtual bool computeBound() const;
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ref_ptr<AttributeDeleteFunctor> _adf;
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int _numprims;
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PrimitiveType _primtype;
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int _needprimlen;
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unsigned int _oglprimtype;
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int *_primLengths;
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mutable unsigned char _primlength;
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unsigned char _flat_shaded_skip;
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mutable int _numcoords;
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Vec3 *_coords;
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mutable IndexPointer _cindex;
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BindingType _normal_binding;
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mutable int _numnormals;
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Vec3 *_normals;
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IndexPointer _nindex;
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BindingType _color_binding;
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mutable int _numcolors;
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Vec4 *_colors;
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IndexPointer _colindex;
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BindingType _texture_binding;
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mutable int _numtcoords;
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Vec2 *_tcoords;
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IndexPointer _tindex;
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void *_iarray;
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IndexPointer _iaindex;
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InterleaveArrayType _iaformat;
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unsigned int _ogliaformat;
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int _fast_path;
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};
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}
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#endif
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