/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library 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 * OpenSceneGraph Public License for more details. */ #ifndef OSG_TERMPLATEPRIMITIVEINDEXFUNCTOR #define OSG_TERMPLATEPRIMITIVEINDEXFUNCTOR 1 #include <osg/PrimitiveSet> #include <osg/Notify> namespace osg { /** Provides access to the primitives that compose an \c osg::Drawable. * <p>Notice that \c TemplatePrimitiveIndexFunctor is a class template, and that it inherits * from its template parameter \c T. This template parameter must implement * <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3 * v3, bool treatVertexDataAsTemporary)</tt>, * <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, bool * treatVertexDataAsTemporary)</tt>, <tt>operator()(const osg::Vec3 v1, * const osg::Vec3 v2, const osg::Vec3 v3, bool treatVertexDataAsTemporary)</tt>, * and <tt>operator()(const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3 v3, * const osg::Vec3 v4, bool treatVertexDataAsTemporary)</tt> which will be called * for the matching primitive when the functor is applied to a \c Drawable. * Parameters \c v1, \c v2, \c v3, and \c v4 are the vertices of the primitive. * The last parameter, \c treatVertexDataAsTemporary, indicates whether these * vertices are coming from a "real" vertex array, or from a temporary vertex array, * created by the \c TemplatePrimitiveIndexFunctor from some other geometry representation. * @see \c PrimitiveFunctor for general usage hints. */ template<class T> class TemplatePrimitiveIndexFunctor : public PrimitiveIndexFunctor, public T { public: TemplatePrimitiveIndexFunctor() {} virtual ~TemplatePrimitiveIndexFunctor() {} virtual void setVertexArray(unsigned int,const Vec2*) {} virtual void setVertexArray(unsigned int ,const Vec3*) {} virtual void setVertexArray(unsigned int,const Vec4*) {} virtual void setVertexArray(unsigned int,const Vec2d*) {} virtual void setVertexArray(unsigned int ,const Vec3d*) {} virtual void setVertexArray(unsigned int,const Vec4d*) {} 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,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,pos+3); } 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_POINTS): { unsigned int pos=first; for(GLsizei i=0;i<count;++i,++pos) { this->operator()(pos); } break; } case(GL_LINES): { unsigned int pos=first; for(GLsizei i=1;i<count;i+=2,pos+=2) { this->operator()(pos,pos+1); } break; } case(GL_LINE_STRIP): { unsigned int pos=first; for(GLsizei i=1;i<count;++i,++pos) { this->operator()(pos,pos+1); } break; } case(GL_LINE_LOOP): { unsigned int pos=first; for(GLsizei i=1;i<count;++i,++pos) { this->operator()(pos,pos+1); } this->operator()(first+count-1,first); break; } 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),*(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),*(iptr+3)); } 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_POINTS): { IndexPointer ilast = &indices[count]; for(IndexPointer iptr=indices;iptr<ilast;++iptr) this->operator()(*iptr); break; } case(GL_LINES): { IndexPointer ilast = &indices[count]; for(IndexPointer iptr=indices;iptr<ilast;iptr+=2) this->operator()(*iptr,*(iptr+1)); break; } case(GL_LINE_STRIP): { IndexPointer iptr = indices; for(GLsizei i=1;i<count;++i,++iptr) { this->operator()(*(iptr),*(iptr+1)); } break; } case(GL_LINE_LOOP): { IndexPointer iptr = indices; for(GLsizei i=1;i<count;++i,++iptr) { this->operator()(*(iptr),*(iptr+1)); } this->operator()(*(iptr),*(indices)); break; } 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),*(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),*(iptr+3)); } 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_POINTS): { IndexPointer ilast = &indices[count]; for(IndexPointer iptr=indices;iptr<ilast;++iptr) this->operator()(*iptr); break; } case(GL_LINES): { IndexPointer ilast = &indices[count]; for(IndexPointer iptr=indices;iptr<ilast;iptr+=2) this->operator()(*iptr,*(iptr+1)); break; } case(GL_LINE_STRIP): { IndexPointer iptr = indices; for(GLsizei i=1;i<count;++i,++iptr) { this->operator()(*(iptr),*(iptr+1)); } break; } case(GL_LINE_LOOP): { IndexPointer iptr = indices; for(GLsizei i=1;i<count;++i,++iptr) { this->operator()(*(iptr),*(iptr+1)); } this->operator()(*(iptr),*(indices)); break; } 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),*(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),*(iptr+3)); } 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_POINTS): { IndexPointer ilast = &indices[count]; for(IndexPointer iptr=indices;iptr<ilast;++iptr) this->operator()(*iptr); break; } case(GL_LINES): { IndexPointer ilast = &indices[count]; for(IndexPointer iptr=indices;iptr<ilast;iptr+=2) this->operator()(*iptr,*(iptr+1)); break; } case(GL_LINE_STRIP): { IndexPointer iptr = indices; for(GLsizei i=1;i<count;++i,++iptr) { this->operator()(*(iptr),*(iptr+1)); } break; } case(GL_LINE_LOOP): { IndexPointer iptr = indices; for(GLsizei i=1;i<count;++i,++iptr) { this->operator()(*(iptr),*(iptr+1)); } this->operator()(*(iptr),*(indices)); break; } default: // can't be converted into to triangles. break; } } }; } #endif