DYT/Tool/OpenSceneGraph-3.6.5/include/osgEarth/LineFunctor

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2024-12-24 23:49:36 +00:00
/* -*-c++-*- */
/* osgEarth - Geospatial SDK for OpenSceneGraph
* Copyright 2020 Pelican Mapping
* http://osgearth.org
*
* osgEarth is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>
*/
#ifndef OSGEARTH_LINEFUNCTOR
#define OSGEARTH_LINEFUNCTOR 1
#include <osgEarth/Common>
#include <osg/PrimitiveSet>
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
namespace osgEarth { namespace Util
{
/**
* This is basically the same thing as osg::TriangleFunctor, but for lines.
*/
template<class T>
class LineFunctor : public osg::PrimitiveFunctor, public T
{
public:
LineFunctor()
{
_vertexArraySize=0;
_vertexArrayPtr=0;
_modeCache=0;
_treatVertexDataAsTemporary=false;
}
virtual ~LineFunctor() {}
void setTreatVertexDataAsTemporary(bool treatVertexDataAsTemporary) { _treatVertexDataAsTemporary=treatVertexDataAsTemporary; }
bool getTreatVertexDataAsTemporary() const { return _treatVertexDataAsTemporary; }
virtual void setVertexArray(unsigned int count,const osg::Vec3* vertices)
{
_vertexArraySize = count;
_vertexArrayPtr = vertices;
}
virtual void setVertexArray(unsigned int,const osg::Vec2*) { }
virtual void setVertexArray(unsigned int,const osg::Vec4*) { }
virtual void setVertexArray(unsigned int,const osg::Vec2d*) { }
virtual void setVertexArray(unsigned int,const osg::Vec3d*) { }
virtual void setVertexArray(unsigned int,const osg::Vec4d*) { }
virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
{
if (_vertexArrayPtr==0 || count==0) return;
switch(mode)
{
case(GL_LINES):
{
const osg::Vec3* vlast = &_vertexArrayPtr[first+count];
for(const osg::Vec3* vptr = &_vertexArrayPtr[first]; vptr<vlast; vptr+=2)
this->operator()( *(vptr), *(vptr+1), _treatVertexDataAsTemporary );
}
break;
case(GL_LINE_STRIP):
{
const osg::Vec3* vlast = &_vertexArrayPtr[first+count-1];
for(const osg::Vec3* vptr = &_vertexArrayPtr[first]; vptr<vlast; vptr++)
this->operator()( *(vptr), *(vptr+1), _treatVertexDataAsTemporary );
}
break;
case(GL_LINE_LOOP):
{
const osg::Vec3* vlast = &_vertexArrayPtr[first+count-1];
const osg::Vec3* vptr;
for(vptr = &_vertexArrayPtr[first]; vptr<vlast; vptr++)
this->operator()( *(vptr), *(vptr+1), _treatVertexDataAsTemporary );
if ( count >= 2 )
this->operator()( *vptr, _vertexArrayPtr[first], _treatVertexDataAsTemporary );
}
break;
case(GL_TRIANGLES):
{
const osg::Vec3* vlast = &_vertexArrayPtr[first+count];
for(const osg::Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=3)
{
this->operator()(*(vptr),*(vptr+1),_treatVertexDataAsTemporary);
this->operator()(*(vptr+1),*(vptr+2),_treatVertexDataAsTemporary);
this->operator()(*(vptr+2),*(vptr),_treatVertexDataAsTemporary);
}
break;
}
case(GL_TRIANGLE_STRIP):
{
const osg::Vec3* vptr = &_vertexArrayPtr[first];
for(GLsizei i=2;i<count;++i,++vptr)
{
if ((i%2)) {
this->operator()(*(vptr),*(vptr+2),_treatVertexDataAsTemporary);
this->operator()(*(vptr+2),*(vptr+1),_treatVertexDataAsTemporary);
this->operator()(*(vptr+1),*(vptr),_treatVertexDataAsTemporary);
}
else {
this->operator()(*(vptr),*(vptr+1),_treatVertexDataAsTemporary);
this->operator()(*(vptr+1),*(vptr+2),_treatVertexDataAsTemporary);
this->operator()(*(vptr+2),*(vptr),_treatVertexDataAsTemporary);
}
}
break;
}
case(GL_QUADS):
{
const osg::Vec3* vptr = &_vertexArrayPtr[first];
for(GLsizei i=3;i<count;i+=4,vptr+=4)
{
this->operator()(*(vptr),*(vptr+1),_treatVertexDataAsTemporary);
this->operator()(*(vptr+1),*(vptr+2),_treatVertexDataAsTemporary);
this->operator()(*(vptr+2),*(vptr),_treatVertexDataAsTemporary);
this->operator()(*(vptr),*(vptr+2),_treatVertexDataAsTemporary);
this->operator()(*(vptr+2),*(vptr+3),_treatVertexDataAsTemporary);
this->operator()(*(vptr+3),*(vptr),_treatVertexDataAsTemporary);
}
break;
}
case(GL_QUAD_STRIP):
{
const osg::Vec3* vptr = &_vertexArrayPtr[first];
for(GLsizei i=3;i<count;i+=2,vptr+=2)
{
this->operator()(*(vptr),*(vptr+1),_treatVertexDataAsTemporary);
this->operator()(*(vptr+1),*(vptr+2),_treatVertexDataAsTemporary);
this->operator()(*(vptr+2),*(vptr),_treatVertexDataAsTemporary);
this->operator()(*(vptr+1),*(vptr+3),_treatVertexDataAsTemporary);
this->operator()(*(vptr+3),*(vptr+2),_treatVertexDataAsTemporary);
this->operator()(*(vptr+2),*(vptr+1),_treatVertexDataAsTemporary);
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
const osg::Vec3* vfirst = &_vertexArrayPtr[first];
const osg::Vec3* vptr = vfirst+1;
for(GLsizei i=2;i<count;++i,++vptr)
{
this->operator()(*(vfirst),*(vptr),_treatVertexDataAsTemporary);
this->operator()(*(vptr),*(vptr+1),_treatVertexDataAsTemporary);
this->operator()(*(vptr+1),*(vfirst),_treatVertexDataAsTemporary);
}
break;
}
#if 0
case(GL_TRIANGLES):
case(GL_TRIANGLE_STRIP):
case(GL_QUADS):
case(GL_QUAD_STRIP):
case(GL_POLYGON):
case(GL_TRIANGLE_FAN):
#endif
case(GL_POINTS):
default:
// can't be converted into to line segments.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indicies)
{
if (indicies==0 || count==0) return;
typedef const GLubyte* IndexPointer;
switch(mode)
{
case(GL_LINES):
{
IndexPointer ilast = &indicies[count];
for(IndexPointer iptr=indicies; iptr<ilast; iptr+=2)
this->operator()( _vertexArrayPtr[*iptr], _vertexArrayPtr[*(iptr+1)], _treatVertexDataAsTemporary );
}
break;
case(GL_LINE_STRIP):
{
IndexPointer ilast = &indicies[count-1];
for(IndexPointer iptr=indicies; iptr<ilast; iptr++)
this->operator()( _vertexArrayPtr[*iptr], _vertexArrayPtr[*(iptr+1)], _treatVertexDataAsTemporary );
}
break;
case(GL_LINE_LOOP):
{
IndexPointer ilast = &indicies[count-1];
IndexPointer iptr;
for(iptr=indicies; iptr<ilast; iptr++)
this->operator()( _vertexArrayPtr[*iptr], _vertexArrayPtr[*(iptr+1)], _treatVertexDataAsTemporary );
if (count >= 2)
this->operator()( _vertexArrayPtr[*iptr], _vertexArrayPtr[indicies[0]], _treatVertexDataAsTemporary );
}
break;
case(GL_TRIANGLES):
{
IndexPointer ilast = &indicies[count];
for(IndexPointer iptr=indicies;iptr<ilast;iptr+=3) {
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indicies;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) {
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
}
else {
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
}
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indicies;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indicies;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indicies;
const osg::Vec3& vfirst = _vertexArrayPtr[*iptr];
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(vfirst,_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],vfirst,_treatVertexDataAsTemporary);
}
break;
}
case(GL_POINTS):
default:
// can't be converted into to lines.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indicies)
{
if (indicies==0 || count==0) return;
typedef const GLushort* IndexPointer;
switch(mode)
{
case(GL_LINES):
{
IndexPointer ilast = &indicies[count];
for(IndexPointer iptr=indicies; iptr<ilast; iptr+=2)
this->operator()( _vertexArrayPtr[*iptr], _vertexArrayPtr[*(iptr+1)], _treatVertexDataAsTemporary );
}
break;
case(GL_LINE_STRIP):
{
IndexPointer ilast = &indicies[count-1];
for(IndexPointer iptr=indicies; iptr<ilast; iptr++)
this->operator()( _vertexArrayPtr[*iptr], _vertexArrayPtr[*(iptr+1)], _treatVertexDataAsTemporary );
}
break;
case(GL_LINE_LOOP):
{
IndexPointer ilast = &indicies[count-1];
IndexPointer iptr;
for(iptr=indicies; iptr<ilast; iptr++)
this->operator()( _vertexArrayPtr[*iptr], _vertexArrayPtr[*(iptr+1)], _treatVertexDataAsTemporary );
if (count >= 2)
this->operator()( _vertexArrayPtr[*iptr], _vertexArrayPtr[indicies[0]], _treatVertexDataAsTemporary );
}
break;
case(GL_TRIANGLES):
{
IndexPointer ilast = &indicies[count];
for(IndexPointer iptr=indicies;iptr<ilast;iptr+=3) {
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indicies;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) {
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
}
else {
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
}
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indicies;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indicies;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indicies;
const osg::Vec3& vfirst = _vertexArrayPtr[*iptr];
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(vfirst,_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],vfirst,_treatVertexDataAsTemporary);
}
break;
}
case(GL_POINTS):
default:
// can't be converted into to lines.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indicies)
{
if (indicies==0 || count==0) return;
typedef const GLuint* IndexPointer;
switch(mode)
{
case(GL_LINES):
{
IndexPointer ilast = &indicies[count];
for(IndexPointer iptr=indicies; iptr<ilast; iptr+=2)
this->operator()( _vertexArrayPtr[*iptr], _vertexArrayPtr[*(iptr+1)], _treatVertexDataAsTemporary );
}
break;
case(GL_LINE_STRIP):
{
IndexPointer ilast = &indicies[count-1];
for(IndexPointer iptr=indicies; iptr<ilast; iptr++)
this->operator()( _vertexArrayPtr[*iptr], _vertexArrayPtr[*(iptr+1)], _treatVertexDataAsTemporary );
}
break;
case(GL_LINE_LOOP):
{
IndexPointer ilast = &indicies[count-1];
IndexPointer iptr;
for(iptr=indicies; iptr<ilast; iptr++)
this->operator()( _vertexArrayPtr[*iptr], _vertexArrayPtr[*(iptr+1)], _treatVertexDataAsTemporary );
if (count >= 2)
this->operator()( _vertexArrayPtr[*iptr], _vertexArrayPtr[indicies[0]], _treatVertexDataAsTemporary );
}
break;
case(GL_TRIANGLES):
{
IndexPointer ilast = &indicies[count];
for(IndexPointer iptr=indicies;iptr<ilast;iptr+=3) {
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indicies;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) {
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
}
else {
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
}
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indicies;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indicies;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indicies;
const osg::Vec3& vfirst = _vertexArrayPtr[*iptr];
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(vfirst,_vertexArrayPtr[*(iptr)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_treatVertexDataAsTemporary);
this->operator()(_vertexArrayPtr[*(iptr+1)],vfirst,_treatVertexDataAsTemporary);
}
break;
}
case(GL_POINTS):
default:
// can't be converted into to lines.
break;
}
}
/** Note:
* begin(..),vertex(..) & end() are convenience methods for adapting
* non vertex array primitives to vertex array based primitives.
* This is done to simplify the implementation of primitive functor
* subclasses - users only need override drawArray and drawElements.
*/
virtual void begin(GLenum mode)
{
_modeCache = mode;
_vertexCache.clear();
}
virtual void vertex(const osg::Vec2& vert) { _vertexCache.push_back(osg::Vec3(vert[0],vert[1],0.0f)); }
virtual void vertex(const osg::Vec3& vert) { _vertexCache.push_back(vert); }
virtual void vertex(const osg::Vec4& vert) { _vertexCache.push_back(osg::Vec3(vert[0],vert[1],vert[2])/vert[3]); }
virtual void vertex(float x,float y) { _vertexCache.push_back(osg::Vec3(x,y,0.0f)); }
virtual void vertex(float x,float y,float z) { _vertexCache.push_back(osg::Vec3(x,y,z)); }
virtual void vertex(float x,float y,float z,float w) { _vertexCache.push_back(osg::Vec3(x,y,z)/w); }
virtual void end()
{
if (!_vertexCache.empty())
{
setVertexArray(_vertexCache.size(),&_vertexCache.front());
_treatVertexDataAsTemporary = true;
drawArrays(_modeCache,0,_vertexCache.size());
}
}
protected:
unsigned int _vertexArraySize;
const osg::Vec3* _vertexArrayPtr;
GLenum _modeCache;
std::vector<osg::Vec3> _vertexCache;
bool _treatVertexDataAsTemporary;
};
template<typename T>
class SimpleIndexFunctor : public osg::PrimitiveIndexFunctor, public T
{
public:
virtual void setVertexArray(unsigned int,const osg::Vec2*) { }
virtual void setVertexArray(unsigned int ,const osg::Vec3* ) { }
virtual void setVertexArray(unsigned int,const osg::Vec4* ) { }
virtual void setVertexArray(unsigned int,const osg::Vec2d*) { }
virtual void setVertexArray(unsigned int ,const osg::Vec3d* ) { }
virtual void setVertexArray(unsigned int,const osg::Vec4d* ) { }
virtual void begin(GLenum mode)
{
_modeCache = mode;
_indexCache.clear();
}
virtual void vertex(unsigned int vert)
{
_indexCache.push_back(vert);
}
virtual void end()
{
if (!_indexCache.empty())
{
drawElements(_modeCache,_indexCache.size(),&_indexCache.front());
}
}
// simulate triangles
void operator()(GLuint i0, GLuint i1, GLuint i2)
{
T::operator()(i0);
T::operator()(i1);
T::operator()(i2);
}
void operator()(GLushort i0, GLushort i1, GLushort i2)
{
T::operator()(i0);
T::operator()(i1);
T::operator()(i2);
}
void operator()(GLubyte i0, GLubyte i1, GLubyte i2)
{
T::operator()(i0);
T::operator()(i1);
T::operator()(i2);
}
// simulate lines
void operator()(GLuint i0, GLuint i1)
{
T::operator()(i0);
T::operator()(i1);
}
void operator()(GLushort i0, GLushort i1)
{
T::operator()(i0);
T::operator()(i1);
}
void operator()(GLubyte i0, GLubyte i1)
{
T::operator()(i0);
T::operator()(i1);
}
virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
{
switch(mode)
{
case(GL_TRIANGLES):
{
unsigned int pos=first;
for(GLsizei i=2;i<count;i+=3,pos+=3)
{
this->operator()(pos,pos+1,pos+2);
}
break;
}
case(GL_TRIANGLE_STRIP):
{
unsigned int pos=first;
for(GLsizei i=2;i<count;++i,++pos)
{
if ((i%2)) this->operator()(pos,pos+2,pos+1);
else this->operator()(pos,pos+1,pos+2);
}
break;
}
case(GL_QUADS):
{
unsigned int pos=first;
for(GLsizei i=3;i<count;i+=4,pos+=4)
{
this->operator()(pos,pos+1,pos+2);
this->operator()(pos,pos+2,pos+3);
}
break;
}
case(GL_QUAD_STRIP):
{
unsigned int pos=first;
for(GLsizei i=3;i<count;i+=2,pos+=2)
{
this->operator()(pos,pos+1,pos+2);
this->operator()(pos+1,pos+3,pos+2);
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
unsigned int pos=first+1;
for(GLsizei i=2;i<count;++i,++pos)
{
this->operator()(first,pos,pos+1);
}
break;
}
case(GL_LINES):
{
unsigned pos=first;
for(GLsizei i=1;i<count;i+=2,pos+=2)
{
//this->operator()(pos,pos+1);
this->operator()(pos,pos+1);
}
break;
}
case(GL_LINE_STRIP):
{
unsigned pos=first;
for(GLsizei i=1;i<count;i+=1,pos+=1)
{
this->operator()(pos,pos+1);
}
break;
}
case(GL_LINE_LOOP):
{
unsigned pos=first;
for(GLsizei i=1; i<count; i+=1, pos+=1)
{
this->operator()(pos,pos+1);
}
if (count > 0 )
{
this->operator()(pos,first);
}
break;
}
case(GL_POINTS):
default:
// can't be converted into to triangles.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
{
if (indices==0 || count==0) return;
typedef GLubyte Index;
typedef const Index* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
this->operator()(*iptr,*(iptr+1),*(iptr+2));
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr+1),*(iptr+3),*(iptr+2));
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
Index first = *iptr;
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(first,*(iptr),*(iptr+1));
}
break;
}
case(GL_LINES):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=2,iptr+=2)
{
this->operator()(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
this->operator()(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_LOOP):
{
IndexPointer iptr = indices;
Index first = *iptr;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
this->operator()(*iptr,*(iptr+1));
}
this->operator()(*iptr,first);
break;
}
case(GL_POINTS):
default:
// can't be converted into to triangles.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices)
{
if (indices==0 || count==0) return;
typedef GLushort Index;
typedef const Index* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
this->operator()(*iptr,*(iptr+1),*(iptr+2));
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr+1),*(iptr+3),*(iptr+2));
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
Index first = *iptr;
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(first,*(iptr),*(iptr+1));
}
break;
}
case(GL_LINES):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=2,iptr+=2)
{
this->operator()(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
this->operator()(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_LOOP):
{
IndexPointer iptr = indices;
Index first = *iptr;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
this->operator()(*iptr,*(iptr+1));
}
this->operator()(*iptr,first);
break;
}
case(GL_POINTS):
default:
// can't be converted into to triangles.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices)
{
if (indices==0 || count==0) return;
typedef GLuint Index;
typedef const Index* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
this->operator()(*iptr,*(iptr+1),*(iptr+2));
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr+1),*(iptr+3),*(iptr+2));
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
Index first = *iptr;
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(first,*(iptr),*(iptr+1));
}
break;
}
case(GL_LINES):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=2,iptr+=2)
{
this->operator()(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_STRIP):
case(GL_POINTS):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
this->operator()(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_LOOP):
{
IndexPointer iptr = indices;
Index first = *iptr;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
this->operator()(*iptr,*(iptr+1));
}
this->operator()(*iptr,first);
break;
}
default:
// can't be converted into to triangles.
break;
}
}
GLenum _modeCache;
std::vector<GLuint> _indexCache;
};
template<typename T>
class LineIndexFunctor : public osg::PrimitiveIndexFunctor, public T
{
public:
virtual void setVertexArray(unsigned int,const osg::Vec2*)
{
}
virtual void setVertexArray(unsigned int ,const osg::Vec3* )
{
}
virtual void setVertexArray(unsigned int,const osg::Vec4* )
{
}
virtual void setVertexArray(unsigned int,const osg::Vec2d*)
{
}
virtual void setVertexArray(unsigned int ,const osg::Vec3d* )
{
}
virtual void setVertexArray(unsigned int,const osg::Vec4d* )
{
}
virtual void begin(GLenum mode)
{
_modeCache = mode;
_indexCache.clear();
}
virtual void vertex(unsigned int vert)
{
_indexCache.push_back(vert);
}
virtual void end()
{
if (!_indexCache.empty())
{
drawElements(_modeCache,_indexCache.size(),&_indexCache.front());
}
}
// simulate triangles
void operator()(GLuint i0, GLuint i1, GLuint i2)
{
T::line(i0,i1);
T::line(i1,i2);
T::line(i2,i1);
}
void operator()(GLushort i0, GLushort i1, GLushort i2)
{
T::line(i0,i1);
T::line(i1,i2);
T::line(i2,i1);
}
void operator()(GLubyte i0, GLubyte i1, GLubyte i2)
{
T::line(i0,i1);
T::line(i1,i2);
T::line(i2,i1);
}
virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
{
switch(mode)
{
case(GL_TRIANGLES):
{
unsigned int pos=first;
for(GLsizei i=2;i<count;i+=3,pos+=3)
{
this->operator()(pos,pos+1,pos+2);
}
break;
}
case(GL_TRIANGLE_STRIP):
{
unsigned int pos=first;
for(GLsizei i=2;i<count;++i,++pos)
{
if ((i%2)) this->operator()(pos,pos+2,pos+1);
else this->operator()(pos,pos+1,pos+2);
}
break;
}
case(GL_QUADS):
{
unsigned int pos=first;
for(GLsizei i=3;i<count;i+=4,pos+=4)
{
this->operator()(pos,pos+1,pos+2);
this->operator()(pos,pos+2,pos+3);
}
break;
}
case(GL_QUAD_STRIP):
{
unsigned int pos=first;
for(GLsizei i=3;i<count;i+=2,pos+=2)
{
this->operator()(pos,pos+1,pos+2);
this->operator()(pos+1,pos+3,pos+2);
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
unsigned int pos=first+1;
for(GLsizei i=2;i<count;++i,++pos)
{
this->operator()(first,pos,pos+1);
}
break;
}
case(GL_LINES):
{
unsigned pos=first;
for(GLsizei i=1;i<count;i+=2,pos+=2)
{
//this->operator()(pos,pos+1);
T::line(pos,pos+1);
}
break;
}
case(GL_LINE_STRIP):
{
unsigned pos=first;
for(GLsizei i=1;i<count;i+=1,pos+=1)
{
T::line(pos,pos+1);
}
break;
}
case(GL_LINE_LOOP):
{
unsigned pos=first;
for(GLsizei i=1; i<count; i+=1, pos+=1)
{
T::line(pos,pos+1);
}
if (count > 0 )
{
T::line(pos,first);
}
break;
}
case(GL_POINTS):
default:
// can't be converted into to triangles.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
{
if (indices==0 || count==0) return;
typedef GLubyte Index;
typedef const Index* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
this->operator()(*iptr,*(iptr+1),*(iptr+2));
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr+1),*(iptr+3),*(iptr+2));
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
Index first = *iptr;
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(first,*(iptr),*(iptr+1));
}
break;
}
case(GL_LINES):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=2,iptr+=2)
{
T::line(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
T::line(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_LOOP):
{
IndexPointer iptr = indices;
Index first = *iptr;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
T::line(*iptr,*(iptr+1));
}
T::line(*iptr,first);
break;
}
case(GL_POINTS):
default:
// can't be converted into to triangles.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices)
{
if (indices==0 || count==0) return;
typedef GLushort Index;
typedef const Index* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
this->operator()(*iptr,*(iptr+1),*(iptr+2));
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr+1),*(iptr+3),*(iptr+2));
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
Index first = *iptr;
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(first,*(iptr),*(iptr+1));
}
break;
}
case(GL_LINES):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=2,iptr+=2)
{
T::line(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
T::line(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_LOOP):
{
IndexPointer iptr = indices;
Index first = *iptr;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
T::line(*iptr,*(iptr+1));
}
T::line(*iptr,first);
break;
}
case(GL_POINTS):
default:
// can't be converted into to triangles.
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices)
{
if (indices==0 || count==0) return;
typedef GLuint Index;
typedef const Index* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
this->operator()(*iptr,*(iptr+1),*(iptr+2));
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr+1),*(iptr+3),*(iptr+2));
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
Index first = *iptr;
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(first,*(iptr),*(iptr+1));
}
break;
}
case(GL_LINES):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=2,iptr+=2)
{
T::line(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_STRIP):
case(GL_POINTS):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
T::line(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_LOOP):
{
IndexPointer iptr = indices;
Index first = *iptr;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
T::line(*iptr,*(iptr+1));
}
T::line(*iptr,first);
break;
}
default:
// can't be converted into to triangles.
break;
}
}
GLenum _modeCache;
std::vector<GLuint> _indexCache;
};
template<typename T>
class PointIndexFunctor : public osg::PrimitiveIndexFunctor, public T
{
public:
virtual void setVertexArray(unsigned int,const osg::Vec2*)
{
}
virtual void setVertexArray(unsigned int ,const osg::Vec3* )
{
}
virtual void setVertexArray(unsigned int,const osg::Vec4* )
{
}
virtual void setVertexArray(unsigned int,const osg::Vec2d*)
{
}
virtual void setVertexArray(unsigned int ,const osg::Vec3d* )
{
}
virtual void setVertexArray(unsigned int,const osg::Vec4d* )
{
}
virtual void begin(GLenum mode)
{
_modeCache = mode;
_indexCache.clear();
}
virtual void vertex(unsigned int vert)
{
_indexCache.push_back(vert);
}
virtual void end()
{
if (!_indexCache.empty())
{
drawElements(_modeCache,_indexCache.size(),&_indexCache.front());
}
}
// simulate triangles
void operator()(GLuint i0, GLuint i1, GLuint i2)
{
T::point(i0);
T::point(i1);
T::point(i2);
}
void operator()(GLushort i0, GLushort i1, GLushort i2)
{
T::point(i0);
T::point(i1);
T::point(i2);
}
void operator()(GLubyte i0, GLubyte i1, GLubyte i2)
{
T::point(i0);
T::point(i1);
T::point(i2);
}
// simulate lines
void operator()(GLuint i0, GLuint i1)
{
T::point(i0);
T::point(i1);
}
void operator()(GLushort i0, GLushort i1)
{
T::point(i0);
T::point(i1);
}
void operator()(GLubyte i0, GLubyte i1)
{
T::point(i0);
T::point(i1);
}
virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
{
switch(mode)
{
case(GL_TRIANGLES):
{
unsigned int pos=first;
for(GLsizei i=2;i<count;i+=3,pos+=3)
{
this->operator()(pos,pos+1,pos+2);
}
break;
}
case(GL_TRIANGLE_STRIP):
{
unsigned int pos=first;
for(GLsizei i=2;i<count;++i,++pos)
{
if ((i%2)) this->operator()(pos,pos+2,pos+1);
else this->operator()(pos,pos+1,pos+2);
}
break;
}
case(GL_QUADS):
{
unsigned int pos=first;
for(GLsizei i=3;i<count;i+=4,pos+=4)
{
this->operator()(pos,pos+1,pos+2);
this->operator()(pos,pos+2,pos+3);
}
break;
}
case(GL_QUAD_STRIP):
{
unsigned int pos=first;
for(GLsizei i=3;i<count;i+=2,pos+=2)
{
this->operator()(pos,pos+1,pos+2);
this->operator()(pos+1,pos+3,pos+2);
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
unsigned int pos=first+1;
for(GLsizei i=2;i<count;++i,++pos)
{
this->operator()(first,pos,pos+1);
}
break;
}
case(GL_LINES):
{
unsigned pos=first;
for(GLsizei i=1;i<count;i+=2,pos+=2)
{
this->operator()(pos,pos+1);
}
break;
}
case(GL_LINE_STRIP):
{
unsigned pos=first;
for(GLsizei i=1;i<count;i+=1,pos+=1)
{
this->operator()(pos,pos+1);
}
break;
}
case(GL_LINE_LOOP):
{
unsigned pos=first;
for(GLsizei i=1; i<count; i+=1, pos+=1)
{
this->operator()(pos,pos+1);
}
if (count > 0 )
{
this->operator()(pos,first);
}
break;
}
case(GL_POINTS):
default:
T::point(first);
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
{
if (indices==0 || count==0) return;
typedef GLubyte Index;
typedef const Index* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
this->operator()(*iptr,*(iptr+1),*(iptr+2));
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr+1),*(iptr+3),*(iptr+2));
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
Index first = *iptr;
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(first,*(iptr),*(iptr+1));
}
break;
}
case(GL_LINES):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=2,iptr+=2)
{
this->operator()(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
this->operator()(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_LOOP):
{
IndexPointer iptr = indices;
Index first = *iptr;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
this->operator()(*iptr,*(iptr+1));
}
this->operator()(*iptr,first);
break;
}
case(GL_POINTS):
default:
// can't be converted into to triangles.
IndexPointer iptr = indices;
T::point(*iptr);
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices)
{
if (indices==0 || count==0) return;
typedef GLushort Index;
typedef const Index* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
this->operator()(*iptr,*(iptr+1),*(iptr+2));
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr+1),*(iptr+3),*(iptr+2));
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
Index first = *iptr;
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(first,*(iptr),*(iptr+1));
}
break;
}
case(GL_LINES):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=2,iptr+=2)
{
this->operator()(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
this->operator()(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_LOOP):
{
IndexPointer iptr = indices;
Index first = *iptr;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
this->operator()(*iptr,*(iptr+1));
}
this->operator()(*iptr,first);
break;
}
case(GL_POINTS):
default:
IndexPointer iptr = indices;
T::point(*iptr);
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices)
{
if (indices==0 || count==0) return;
typedef GLuint Index;
typedef const Index* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES):
{
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
this->operator()(*iptr,*(iptr+1),*(iptr+2));
break;
}
case(GL_TRIANGLE_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) this->operator()(*(iptr),*(iptr+2),*(iptr+1));
else this->operator()(*(iptr),*(iptr+1),*(iptr+2));
}
break;
}
case(GL_QUADS):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr),*(iptr+2),*(iptr+3));
}
break;
}
case(GL_QUAD_STRIP):
{
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(*(iptr),*(iptr+1),*(iptr+2));
this->operator()(*(iptr+1),*(iptr+3),*(iptr+2));
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN):
{
IndexPointer iptr = indices;
Index first = *iptr;
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(first,*(iptr),*(iptr+1));
}
break;
}
case(GL_LINES):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=2,iptr+=2)
{
this->operator()(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_STRIP):
case(GL_POINTS):
{
IndexPointer iptr = indices;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
this->operator()(*iptr,*(iptr+1));
}
break;
}
case(GL_LINE_LOOP):
{
IndexPointer iptr = indices;
Index first = *iptr;
for(GLsizei i=1;i<count;i+=1,++iptr)
{
this->operator()(*iptr,*(iptr+1));
}
this->operator()(*iptr,first);
break;
}
default:
IndexPointer iptr = indices;
T::point(*iptr);
break;
}
}
GLenum _modeCache;
std::vector<GLuint> _indexCache;
};
} } // namespace osgEarth
#endif // OSGEARTH_LINEFUNCTOR