1ad924d0ca
Added an extra pass into the Optimizer's merging of geometry primitives so it convertex 3 and 4 vertex polygons into triangles and quads respectively.
113 lines
2.1 KiB
C++
113 lines
2.1 KiB
C++
#include <osg/Primitive>
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using namespace osg;
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void DrawArrays::draw() const
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{
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glDrawArrays(_mode,_first,_count);
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}
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void DrawArrays::accept(Drawable::PrimitiveFunctor& functor)
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{
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functor.drawArrays(_mode,_first,_count);
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}
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void DrawArrayLengths::draw() const
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{
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GLint first = _first;
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for(VectorSizei::const_iterator itr=begin();
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itr!=end();
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++itr)
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{
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glDrawArrays(_mode,first,*itr);
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first += *itr;
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}
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}
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void DrawArrayLengths::accept(Drawable::PrimitiveFunctor& functor)
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{
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GLint first = _first;
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for(VectorSizei::iterator itr=begin();
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itr!=end();
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++itr)
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{
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functor.drawArrays(_mode,first,*itr);
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first += *itr;
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}
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}
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unsigned int DrawArrayLengths::getNumIndices()
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{
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unsigned int count = 0;
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for(VectorSizei::iterator itr=begin();
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itr!=end();
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++itr)
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{
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count += *itr;
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}
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return count;
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}
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void DrawElementsUByte::draw() const
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{
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glDrawElements(_mode,size(),GL_UNSIGNED_BYTE,&front());
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}
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void DrawElementsUByte::accept(Drawable::PrimitiveFunctor& functor)
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{
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if (!empty()) functor.drawElements(_mode,size(),&front());
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}
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void DrawElementsUByte::offsetIndices(int offset)
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{
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for(iterator itr=begin();
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itr!=end();
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++itr)
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{
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*itr += offset;
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}
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}
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void DrawElementsUShort::draw() const
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{
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glDrawElements(_mode,size(),GL_UNSIGNED_SHORT,&front());
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}
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void DrawElementsUShort::accept(Drawable::PrimitiveFunctor& functor)
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{
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if (!empty()) functor.drawElements(_mode,size(),&front());
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}
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void DrawElementsUShort::offsetIndices(int offset)
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{
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for(iterator itr=begin();
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itr!=end();
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++itr)
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{
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*itr += offset;
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}
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}
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void DrawElementsUInt::draw() const
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{
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glDrawElements(_mode,size(),GL_UNSIGNED_INT,&front());
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}
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void DrawElementsUInt::accept(Drawable::PrimitiveFunctor& functor)
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{
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if (!empty()) functor.drawElements(_mode,size(),&front());
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}
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void DrawElementsUInt::offsetIndices(int offset)
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{
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for(iterator itr=begin();
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itr!=end();
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++itr)
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{
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*itr += offset;
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}
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}
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