Removed gl and glu prefixes from SceneGraphBuilder methods to avoid problems under Solaris
This commit is contained in:
@@ -46,20 +46,20 @@ SceneGraphBuilder::SceneGraphBuilder():
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//
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// OpenGL 1.0 building methods
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//
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void SceneGraphBuilder::glPushMatrix()
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void SceneGraphBuilder::PushMatrix()
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{
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if (_matrixStack.empty()) _matrixStack.push_back(osg::Matrixd());
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else _matrixStack.push_back(_matrixStack.back());
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}
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void SceneGraphBuilder::glPopMatrix()
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void SceneGraphBuilder::PopMatrix()
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{
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if (!_matrixStack.empty()) _matrixStack.pop_back();
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matrixChanged();
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}
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void SceneGraphBuilder::glLoadIdentity()
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void SceneGraphBuilder::LoadIdentity()
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{
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if (_matrixStack.empty()) _matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().makeIdentity();
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@@ -67,7 +67,7 @@ void SceneGraphBuilder::glLoadIdentity()
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matrixChanged();
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}
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void SceneGraphBuilder::glLoadMatrixd(const GLdouble* m)
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void SceneGraphBuilder::LoadMatrixd(const GLdouble* m)
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{
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if (_matrixStack.empty()) _matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().set(m);
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@@ -75,7 +75,7 @@ void SceneGraphBuilder::glLoadMatrixd(const GLdouble* m)
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matrixChanged();
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}
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void SceneGraphBuilder::glMultMatrixd(const GLdouble* m)
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void SceneGraphBuilder::MultMatrixd(const GLdouble* m)
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{
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if (_matrixStack.empty()) _matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().preMult(osg::Matrixd(m));
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@@ -83,7 +83,7 @@ void SceneGraphBuilder::glMultMatrixd(const GLdouble* m)
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matrixChanged();
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}
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void SceneGraphBuilder::glTranslated(GLdouble x, GLdouble y, GLdouble z)
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void SceneGraphBuilder::Translated(GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty()) _matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().preMult(osg::Matrixd::translate(x,y,z));
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@@ -91,7 +91,7 @@ void SceneGraphBuilder::glTranslated(GLdouble x, GLdouble y, GLdouble z)
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matrixChanged();
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}
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void SceneGraphBuilder::glScaled(GLdouble x, GLdouble y, GLdouble z)
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void SceneGraphBuilder::Scaled(GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty()) _matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().preMult(osg::Matrixd::scale(x,y,z));
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@@ -99,7 +99,7 @@ void SceneGraphBuilder::glScaled(GLdouble x, GLdouble y, GLdouble z)
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matrixChanged();
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}
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void SceneGraphBuilder::glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
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void SceneGraphBuilder::Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty()) _matrixStack.push_back(osg::Matrixd());
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_matrixStack.back().preMult(osg::Matrixd::rotate(osg::inDegrees(angle),x,y,z));
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@@ -107,107 +107,107 @@ void SceneGraphBuilder::glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdoub
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matrixChanged();
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}
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void SceneGraphBuilder::glBlendFunc(GLenum srcFactor, GLenum dstFactor)
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void SceneGraphBuilder::BlendFunc(GLenum srcFactor, GLenum dstFactor)
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{
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addAttribute(new osg::BlendFunc(srcFactor, dstFactor));
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}
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void SceneGraphBuilder::glCullFace(GLenum mode)
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void SceneGraphBuilder::CullFace(GLenum mode)
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{
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addAttribute(new osg::CullFace(osg::CullFace::Mode(mode)));
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}
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void SceneGraphBuilder::glDepthFunc(GLenum mode)
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void SceneGraphBuilder::DepthFunc(GLenum mode)
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{
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addAttribute(new osg::Depth(osg::Depth::Function(mode)));
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}
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void SceneGraphBuilder::glFrontFace(GLenum mode)
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void SceneGraphBuilder::FrontFace(GLenum mode)
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{
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addAttribute(new osg::FrontFace(osg::FrontFace::Mode(mode)));
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}
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void SceneGraphBuilder::glLineStipple(GLint factor, GLushort pattern)
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void SceneGraphBuilder::LineStipple(GLint factor, GLushort pattern)
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{
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addAttribute(new osg::LineStipple(factor, pattern));
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}
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void SceneGraphBuilder::glLineWidth(GLfloat lineWidth)
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void SceneGraphBuilder::LineWidth(GLfloat lineWidth)
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{
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addAttribute(new osg::LineWidth(lineWidth));
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}
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void SceneGraphBuilder::glPointSize(GLfloat pointSize)
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void SceneGraphBuilder::PointSize(GLfloat pointSize)
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{
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addAttribute(new osg::Point(pointSize));
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}
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void SceneGraphBuilder::glPolygonMode(GLenum face, GLenum mode)
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void SceneGraphBuilder::PolygonMode(GLenum face, GLenum mode)
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{
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addAttribute(new osg::PolygonMode(osg::PolygonMode::Face(face),osg::PolygonMode::Mode(mode)));
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}
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void SceneGraphBuilder::glPolygonOffset(GLfloat factor, GLfloat units)
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void SceneGraphBuilder::PolygonOffset(GLfloat factor, GLfloat units)
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{
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addAttribute(new osg::PolygonOffset(factor,units));
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}
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void SceneGraphBuilder::glPolygonStipple(const GLubyte* mask)
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void SceneGraphBuilder::PolygonStipple(const GLubyte* mask)
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{
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addAttribute(new osg::PolygonStipple(mask));
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}
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void SceneGraphBuilder::glShadeModel(GLenum mode)
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void SceneGraphBuilder::ShadeModel(GLenum mode)
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{
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addAttribute(new osg::ShadeModel(osg::ShadeModel::Mode(mode)));
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}
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void SceneGraphBuilder::glEnable(GLenum mode)
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void SceneGraphBuilder::Enable(GLenum mode)
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{
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addMode(mode, true);
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}
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void SceneGraphBuilder::glDisable(GLenum mode)
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void SceneGraphBuilder::Disable(GLenum mode)
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{
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addMode(mode, false);
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}
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void SceneGraphBuilder::glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
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void SceneGraphBuilder::Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
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{
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_normalSet = true;
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_color.set(red,green,blue,alpha);
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}
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void SceneGraphBuilder::glNormal3f(GLfloat x, GLfloat y, GLfloat z)
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void SceneGraphBuilder::Normal3f(GLfloat x, GLfloat y, GLfloat z)
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{
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_normalSet = true;
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_normal.set(x,y,z);
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}
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void SceneGraphBuilder::glTexCoord1f(GLfloat x)
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void SceneGraphBuilder::TexCoord1f(GLfloat x)
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{
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_maxNumTexCoordComponents = 1;
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_texCoord.set(x,0.0f,0.0f,1.0f);
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}
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void SceneGraphBuilder::glTexCoord2f(GLfloat x, GLfloat y)
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void SceneGraphBuilder::TexCoord2f(GLfloat x, GLfloat y)
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{
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_maxNumTexCoordComponents = 2;
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_texCoord.set(x,y,0.0f,1.0f);
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}
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void SceneGraphBuilder::glTexCoord3f(GLfloat x, GLfloat y, GLfloat z)
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void SceneGraphBuilder::TexCoord3f(GLfloat x, GLfloat y, GLfloat z)
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{
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_maxNumTexCoordComponents = 3;
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_texCoord.set(x,y,z,1.0);
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}
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void SceneGraphBuilder::glTexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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void SceneGraphBuilder::TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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_maxNumTexCoordComponents = 4;
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_texCoord.set(x,y,z,w);
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}
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void SceneGraphBuilder::glVertex3f(GLfloat x, GLfloat y, GLfloat z)
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void SceneGraphBuilder::Vertex3f(GLfloat x, GLfloat y, GLfloat z)
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{
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osg::Vec3 vertex(x,y,z);
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@@ -219,7 +219,7 @@ void SceneGraphBuilder::glVertex3f(GLfloat x, GLfloat y, GLfloat z)
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if (_texCoords.valid()) _texCoords->push_back(_texCoord);
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}
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void SceneGraphBuilder::glBegin(GLenum mode)
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void SceneGraphBuilder::Begin(GLenum mode)
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{
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// reset geometry
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_primitiveMode = mode;
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@@ -236,7 +236,7 @@ void SceneGraphBuilder::glBegin(GLenum mode)
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}
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void SceneGraphBuilder::glEnd()
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void SceneGraphBuilder::End()
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{
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allocateGeometry();
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@@ -316,114 +316,114 @@ void SceneGraphBuilder::glEnd()
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//
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// GLU style building methods
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//
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void SceneGraphBuilder::gluQuadricDrawStyle(GLenum aDrawStyle)
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void SceneGraphBuilder::QuadricDrawStyle(GLenum aDrawStyle)
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{
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_quadricState._drawStyle = aDrawStyle;
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}
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void SceneGraphBuilder::gluQuadricNormals(GLenum aNormals)
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void SceneGraphBuilder::QuadricNormals(GLenum aNormals)
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{
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_quadricState._normals = aNormals;
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}
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void SceneGraphBuilder::gluQuadricOrientation(GLenum aOrientation)
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void SceneGraphBuilder::QuadricOrientation(GLenum aOrientation)
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{
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_quadricState._orientation = aOrientation;
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}
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void SceneGraphBuilder::gluQuadricTexture(GLboolean aTexture)
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void SceneGraphBuilder::QuadricTexture(GLboolean aTexture)
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{
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_quadricState._texture = aTexture;
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}
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void SceneGraphBuilder::gluCylinder(GLfloat aBase,
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void SceneGraphBuilder::Cylinder(GLfloat aBase,
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GLfloat aTop,
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GLfloat aHeight,
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GLint aSlices,
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GLint aStacks)
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{
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osg::notify(osg::NOTICE)<<"SceneGraphBuilder::gluCylinder("<<aBase<<", "<<aTop<<", "<<aHeight<<", "<<aSlices<<", "<<aStacks<<") not implemented yet"<<std::endl;
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osg::notify(osg::NOTICE)<<"SceneGraphBuilder::Cylinder("<<aBase<<", "<<aTop<<", "<<aHeight<<", "<<aSlices<<", "<<aStacks<<") not implemented yet"<<std::endl;
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}
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void SceneGraphBuilder::gluDisk(GLfloat aInner,
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GLfloat aOuter,
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GLint aSlices,
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GLint aLoops)
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void SceneGraphBuilder::Disk(GLfloat inner,
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GLfloat outer,
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GLint slices,
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GLint /*loops*/)
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{
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double angle = 0.0;
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double delta = 2.0*osg::PI/double(aSlices-1);
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double delta = 2.0*osg::PI/double(slices-1);
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if (_quadricState._normals!=GLU_NONE) glNormal3f(0.0f,0.0f,1.0f);
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if (_quadricState._normals!=GLU_NONE) Normal3f(0.0f,0.0f,1.0f);
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switch(_quadricState._drawStyle)
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{
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case(GLU_POINT):
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{
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glBegin(GL_POINTS);
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if (_quadricState._texture) glTexCoord2f(0.5f,0.5f);
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glVertex3f(0.0f, 0.0f, 0.0f);
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for(GLint i=0; i<aSlices; ++i, angle += delta)
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Begin(GL_POINTS);
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if (_quadricState._texture) TexCoord2f(0.5f,0.5f);
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Vertex3f(0.0f, 0.0f, 0.0f);
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for(GLint i=0; i<slices; ++i, angle += delta)
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{
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if (_quadricState._texture) glTexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
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glVertex3f(aOuter*GLfloat(sin(angle)), aOuter*GLfloat(cos(angle)), 0.0f);
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if (_quadricState._texture) TexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
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Vertex3f(outer*GLfloat(sin(angle)), outer*GLfloat(cos(angle)), 0.0f);
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}
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glEnd();
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End();
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break;
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}
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case(GLU_LINE):
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{
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glBegin(GL_LINE_LOOP);
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for(GLint i=0; i<aSlices; ++i, angle += delta)
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Begin(GL_LINE_LOOP);
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for(GLint i=0; i<slices; ++i, angle += delta)
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{
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if (_quadricState._texture) glTexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
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glVertex3f(aOuter*GLfloat(sin(angle)), aOuter*GLfloat(cos(angle)), 0.0f);
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if (_quadricState._texture) TexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
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Vertex3f(outer*GLfloat(sin(angle)), outer*GLfloat(cos(angle)), 0.0f);
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}
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glEnd();
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End();
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break;
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}
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case(GLU_FILL):
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{
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glBegin(GL_TRIANGLE_FAN);
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if (_quadricState._texture) glTexCoord2f(0.5f,0.5f);
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glVertex3f(0.0f, 0.0f, 0.0f);
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for(GLint i=0; i<aSlices; ++i, angle += delta)
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Begin(GL_TRIANGLE_FAN);
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if (_quadricState._texture) TexCoord2f(0.5f,0.5f);
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Vertex3f(0.0f, 0.0f, 0.0f);
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for(GLint i=0; i<slices; ++i, angle += delta)
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{
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if (_quadricState._texture) glTexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
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glVertex3f(aOuter*GLfloat(sin(angle)), aOuter*GLfloat(cos(angle)), 0.0f);
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if (_quadricState._texture) TexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
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Vertex3f(outer*GLfloat(sin(angle)), outer*GLfloat(cos(angle)), 0.0f);
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}
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glEnd();
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End();
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break;
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}
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case(GLU_SILHOUETTE):
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{
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glBegin(GL_LINE_LOOP);
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for(GLint i=0; i<aSlices; ++i, angle += delta)
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Begin(GL_LINE_LOOP);
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for(GLint i=0; i<slices; ++i, angle += delta)
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{
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if (_quadricState._texture) glTexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
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glVertex3f(aOuter*GLfloat(sin(angle)), aOuter*GLfloat(cos(angle)), 0.0f);
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if (_quadricState._texture) TexCoord2f(GLfloat(sin(angle)*0.5+0.5), GLfloat(cos(angle)*0.5+0.5));
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Vertex3f(outer*GLfloat(sin(angle)), outer*GLfloat(cos(angle)), 0.0f);
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}
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glEnd();
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End();
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break;
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}
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}
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}
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void SceneGraphBuilder::gluPartialDisk(GLfloat aInner,
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GLfloat aOuter,
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GLint aSlices,
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GLint aLoops,
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GLfloat aStart,
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GLfloat aSweep)
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void SceneGraphBuilder::PartialDisk(GLfloat inner,
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GLfloat outer,
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GLint slices,
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GLint loops,
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GLfloat start,
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GLfloat sweep)
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{
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osg::notify(osg::NOTICE)<<"SceneGraphBuilder::gluPartialDisk("<<aInner<<", "<<aOuter<<", "<<aSlices<<", "<<aLoops<<", "<<aStart<<", "<<aSweep<<") not implemented yet."<<std::endl;
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osg::notify(osg::NOTICE)<<"SceneGraphBuilder::PartialDisk("<<inner<<", "<<outer<<", "<<slices<<", "<<loops<<", "<<start<<", "<<sweep<<") not implemented yet."<<std::endl;
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osg::notify(osg::NOTICE)<<" quadric("<<_quadricState._drawStyle<<", "<<_quadricState._normals<<", "<<_quadricState._orientation<<", "<<_quadricState._texture<<std::endl;
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}
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void SceneGraphBuilder::gluSphere(GLfloat aRadius,
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GLint aSlices,
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GLint aStacks)
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void SceneGraphBuilder::Sphere(GLfloat radius,
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GLint /*slices*/,
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GLint /*stacks*/)
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{
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addShape(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f), aRadius));
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addShape(new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f), radius));
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}
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