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164 lines
6.7 KiB
164 lines
6.7 KiB
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 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_GLBeginEndAdapter |
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#define OSG_GLBeginEndAdapter 1 |
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#include <osg/ref_ptr> |
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#include <osg/Array> |
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#include <osg/Matrixd> |
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#ifndef GL_TEXTURE0 |
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#define GL_TEXTURE0 0x84C0 |
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#endif |
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namespace osg { |
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// forward declare |
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class State; |
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/** A class adapting OpenGL 1.0 glBegin()/glEnd() style code to vertex array based code */ |
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class OSG_EXPORT GLBeginEndAdapter |
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{ |
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public: |
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GLBeginEndAdapter(State* state=0); |
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void setState(State* state) { _state = state; } |
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State* getState() { return _state; } |
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const State* getState() const { return _state; } |
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enum MatrixMode |
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{ |
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APPLY_LOCAL_MATRICES_TO_VERTICES, |
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APPLY_LOCAL_MATRICES_TO_MODELVIEW |
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}; |
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void setMatrixMode(MatrixMode mode) { _mode = mode; } |
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MatrixMode setMatrixMode() const { return _mode; } |
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void PushMatrix(); |
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void PopMatrix(); |
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void LoadIdentity(); |
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void LoadMatrixd(const GLdouble* m); |
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void MultMatrixd(const GLdouble* m); |
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void Translatef(GLfloat x, GLfloat y, GLfloat z) { Translated(x,y,z); } |
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void Scalef(GLfloat x, GLfloat y, GLfloat z) { Scaled(x,y,z); } |
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void Rotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { Rotated(angle,x,y,z); } |
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void Translated(GLdouble x, GLdouble y, GLdouble z); |
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void Scaled(GLdouble x, GLdouble y, GLdouble z); |
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void Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z); |
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void Vertex3f(GLfloat x, GLfloat y, GLfloat z); |
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void Vertex3fv(const GLfloat* v) { Vertex3f(v[0], v[1], v[2]); } |
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void Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) |
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{ |
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_colorAssigned = true; |
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_color.set(red,green,blue,alpha); |
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} |
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void Color4fv(const GLfloat* c) { Color4f(c[0], c[1], c[2], c[3]); } |
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void Color4ubv(const GLubyte* c) { const float div = 1.0f/255.0f; Color4f(float(c[0])*div, float(c[1])*div, float(c[2])*div, float(c[3])*div); } |
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void Normal3f(GLfloat x, GLfloat y, GLfloat z) |
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{ |
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_normalAssigned = true; |
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_normal.set(x,y,z); |
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} |
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void Normal3fv(const GLfloat* n) { Normal3f(n[0], n[1], n[2]); } |
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void TexCoord1f(GLfloat x) { MultiTexCoord4f(GL_TEXTURE0, x, 0.0f, 0.0f, 1.0f); } |
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void TexCoord1fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], 0.0f, 0.0f, 1.0f); } |
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void TexCoord2f(GLfloat x, GLfloat y) { MultiTexCoord4f(GL_TEXTURE0, x, y, 0.0f, 1.0f); } |
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void TexCoord2fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], tc[1], 0.0f, 1.0f); } |
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void TexCoord3f(GLfloat x, GLfloat y, GLfloat z) { MultiTexCoord4f(GL_TEXTURE0, x, y, z, 1.0f); } |
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void TexCoord3fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], tc[1], tc[2], 1.0f); } |
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void TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { MultiTexCoord4f(GL_TEXTURE0, x, y, z, w); } |
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void TexCoord4fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], tc[1], tc[2], tc[3]); } |
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void MultiTexCoord1f(GLenum target, GLfloat x) { MultiTexCoord4f(target, x, 0.0f, 0.0f, 1.0f); } |
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void MultiTexCoord1fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0], 0.0f, 0.0f, 1.0f); } |
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void MultiTexCoord2f(GLenum target, GLfloat x, GLfloat y) { MultiTexCoord4f(target, x, y, 0.0f, 1.0f); } |
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void MultiTexCoord2fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0],tc[1], 0.0f, 1.0f); } |
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void MultiTexCoord3f(GLenum target, GLfloat x, GLfloat y, GLfloat z) {MultiTexCoord4f(target, x, y, z, 1.0f); } |
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void MultiTexCoord3fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0], tc[1], tc[2], 1.0f); } |
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void MultiTexCoord4f(GLenum target, GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
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void MultiTexCoord4fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0], tc[1], tc[2], tc[3]); } |
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void VertexAttrib1f(GLuint unit, GLfloat x) { VertexAttrib4f(unit, x, 0.0f, 0.0f, 0.0f); } |
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void VertexAttrib1fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], 0.0f, 0.0f, 0.0f); } |
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void VertexAttrib2f(GLuint unit, GLfloat x, GLfloat y) { VertexAttrib4f(unit, x, y, 0.0f, 0.0f); } |
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void VertexAttrib2fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0],tc[1], 0.0f, 0.0f); } |
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void VertexAttrib3f(GLuint unit, GLfloat x, GLfloat y, GLfloat z) {VertexAttrib4f(unit, x, y, z, 0.0f); } |
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void VertexAttrib3fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], tc[1], tc[2], 0.0f); } |
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void VertexAttrib4f(GLuint unit, GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
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void VertexAttrib4fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], tc[1], tc[2], tc[3]); } |
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void Begin(GLenum mode); |
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void End(); |
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protected: |
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State* _state; |
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MatrixMode _mode; |
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typedef std::list<Matrixd> MatrixStack; |
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MatrixStack _matrixStack; |
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bool _normalAssigned; |
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osg::Vec3f _normal; |
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bool _colorAssigned; |
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osg::Vec4f _color; |
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osg::Vec3f _overallNormal; |
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osg::Vec4f _overallColor; |
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typedef std::vector<bool> AssignedList; |
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typedef std::vector<osg::Vec4f> VertexList; |
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AssignedList _texCoordAssignedList; |
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VertexList _texCoordList; |
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AssignedList _vertexAttribAssignedList; |
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VertexList _vertexAttribList; |
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typedef std::vector< osg::ref_ptr<Vec4Array> > VertexArrayList; |
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GLenum _primitiveMode; |
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osg::ref_ptr<osg::Vec3Array> _vertices; |
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osg::ref_ptr<osg::Vec3Array> _normals; |
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osg::ref_ptr<osg::Vec4Array> _colors; |
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VertexArrayList _texCoordsList; |
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VertexArrayList _vertexAttribsList; |
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}; |
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} |
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#endif
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