From Marc Helbling, "please find enclosed a submission that should improve the VertexAccessOrderVisitor (pre-transform) optimizer:
* it sorts primitives to keep "more complex" primitives first; maybe you'll prefer to have this as an option (but usually it should make more sense to pre-transform triangles before e.g. lines) * currently, the visitor rely on TriangleIndexFunctor and does not take care of points and lines (see https://github.com/openscenegraph/osg/blob/master/include/osg/TriangleIndexFunctor#L124-130). This can lead to issues e.g. if you store the wireframe lines along with some triangles: the triangles will be reindexed but not the line. I've therefore added osg/include/TriangleLinePointIndexFunctor to index triangles, lines and points and derived VertexReorder from this class. * to avoid issues, shared arrays are duplicated. However, in some cases (e.g. an UV channel shared in the geometry only) this is not required. I'm adding a SharedArrayOptimizer to optimize this: it looks for duplicated UVs before the array duplication and deduplicate arrays after. " git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14603 16af8721-9629-0410-8352-f15c8da7e697
This commit is contained in:
257
include/osg/TriangleLinePointIndexFunctor
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257
include/osg/TriangleLinePointIndexFunctor
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/* -*-c++-*- OpenSceneGraph - Copyright (C) Sketchfab
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*
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* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commercial and non commercial
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* applications, as long as this copyright notice is maintained.
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*
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* This application 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.
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*
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*/
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#ifndef TRIANGLE_LINE_POINT_INDEX_FUNCTOR
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#define TRIANGLE_LINE_POINT_INDEX_FUNCTOR
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#include <osg/PrimitiveSet>
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#include <osg/Array>
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template<class T>
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class TriangleLinePointIndexFunctor : public osg::PrimitiveIndexFunctor, public T
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{
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public:
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virtual void setVertexArray(unsigned int,const osg::Vec2*)
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{}
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virtual void setVertexArray(unsigned int ,const osg::Vec3* )
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{}
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virtual void setVertexArray(unsigned int,const osg::Vec4* )
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{}
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virtual void setVertexArray(unsigned int,const osg::Vec2d*)
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{}
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virtual void setVertexArray(unsigned int ,const osg::Vec3d* )
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{}
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virtual void setVertexArray(unsigned int,const osg::Vec4d* )
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{}
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virtual void begin(GLenum mode) {
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_modeCache = mode;
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_indexCache.clear();
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}
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virtual void vertex(unsigned int vert) {
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_indexCache.push_back(vert);
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}
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virtual void end() {
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if (!_indexCache.empty()) {
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drawElements(_modeCache,_indexCache.size(),&_indexCache.front());
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}
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}
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virtual void drawArrays(GLenum mode, GLint first, GLsizei count) {
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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unsigned int pos=first;
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for(GLsizei i = 2 ; i < count ; i += 3, pos += 3) {
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this->operator()(pos, pos + 1, pos + 2);
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}
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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unsigned int pos = first;
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for(GLsizei i = 2 ; i < count ; ++ i, ++ pos) {
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if ((i%2)) this->operator()(pos, pos + 2, pos + 1);
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else this->operator()(pos, pos + 1, pos + 2);
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}
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break;
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}
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case(GL_QUADS):
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{
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unsigned int pos = first;
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for(GLsizei i = 3 ; i < count ; i += 4, pos += 4) {
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this->operator()(pos,pos + 1, pos + 2);
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this->operator()(pos,pos + 2, pos + 3);
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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unsigned int pos = first;
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for(GLsizei i = 3 ; i < count ; i += 2, pos += 2) {
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this->operator()(pos, pos + 1,pos + 2);
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this->operator()(pos + 1,pos + 3,pos + 2);
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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unsigned int pos = first + 1;
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for(GLsizei i = 2 ; i < count ; ++ i, ++ pos) {
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this->operator()(first, pos, pos + 1);
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}
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break;
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}
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case(GL_LINES):
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{
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unsigned int pos = first;
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for(GLsizei i = 0 ; i < count ; i += 2, pos += 2) {
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this->operator()(pos, pos + 1);
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}
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break;
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}
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case(GL_LINE_STRIP):
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{
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unsigned int pos = first;
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for(GLsizei i = 0 ; i < count - 1 ; i += 1, pos += 1) {
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this->operator()(pos, pos + 1);
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}
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break;
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}
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case(GL_LINE_LOOP):
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{
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unsigned int pos = first;
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for(GLsizei i = 0 ; i < count - 1 ; i += 1, pos += 1) {
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this->operator()(pos, pos + 1);
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}
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this->operator()(pos, first);
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break;
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}
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case(GL_POINTS):
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{
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unsigned int pos=first;
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for(GLsizei i = 0 ; i < count ; ++ i) {
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this->operator()(pos + i);
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}
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break;
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}
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default:
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break;
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}
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}
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template<typename I>
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void drawElements(GLenum mode, GLsizei count, const I* indices)
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{
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typedef I Index;
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typedef const I* IndexPointer;
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if (indices == 0 || count == 0) {
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return;
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}
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switch(mode)
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{
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case(GL_TRIANGLES):
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr = indices ; iptr < ilast ; iptr += 3) {
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this->operator()(*iptr, *(iptr + 1), *(iptr + 2));
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}
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break;
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}
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case(GL_TRIANGLE_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i = 2 ; i < count ; ++ i, ++ iptr) {
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if ((i%2)) this->operator()(*(iptr), *(iptr + 2), *(iptr + 1));
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else this->operator()(*(iptr), *(iptr + 1), *(iptr + 2));
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}
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break;
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}
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case(GL_QUADS):
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{
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IndexPointer iptr = indices;
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for(GLsizei i = 3 ; i < count ; i += 4, iptr += 4) {
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this->operator()(*(iptr), *(iptr + 1), *(iptr + 2));
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this->operator()(*(iptr), *(iptr + 2), *(iptr + 3));
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}
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break;
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}
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case(GL_QUAD_STRIP):
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{
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IndexPointer iptr = indices;
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for(GLsizei i = 3 ; i < count ; i += 2, iptr += 2) {
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this->operator()(*(iptr), *(iptr + 1), *(iptr + 2));
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this->operator()(*(iptr + 1), *(iptr + 3), *(iptr + 2));
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}
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break;
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}
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case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
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case(GL_TRIANGLE_FAN):
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{
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IndexPointer iptr = indices;
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Index first = *iptr;
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++iptr;
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for(GLsizei i = 2 ; i < count ; ++ i, ++ iptr) {
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this->operator()(first, *(iptr), *(iptr + 1));
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}
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break;
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}
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case(GL_LINES):
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{
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const I* iptr = indices;
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for(GLsizei i = 0 ; i < count ; i += 2, iptr += 2) {
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this->operator()(*iptr, *(iptr + 1));
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}
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break;
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}
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case(GL_LINE_STRIP):
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{
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const I* iptr = indices;
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for(GLsizei i = 0 ; i < count - 1 ; i += 1, iptr += 1) {
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this->operator()(*iptr, *(iptr + 1));
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}
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break;
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}
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case(GL_LINE_LOOP):
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{
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const I* iptr = indices;
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I first = *iptr;
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for(GLsizei i = 0 ; i < count - 1 ; i += 1, iptr += 1) {
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this->operator()(*iptr, *(iptr + 1));
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}
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this->operator()(*iptr, first);
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break;
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}
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case GL_POINTS:
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{
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IndexPointer ilast = &indices[count];
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for(IndexPointer iptr = indices ; iptr < ilast ; iptr += 1) {
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this->operator()(*iptr);
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}
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break;
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}
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default:
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break;
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}
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}
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virtual void drawElements(GLenum mode, GLsizei count, const GLubyte* indices) {
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drawElements<GLubyte>(mode, count, indices);
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices) {
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drawElements<GLushort>(mode, count, indices);
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}
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virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices) {
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drawElements<GLuint>(mode, count, indices);
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}
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GLenum _modeCache;
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std::vector<GLuint> _indexCache;
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std::vector<unsigned int> _remap;
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};
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#endif
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@@ -89,6 +89,20 @@ protected:
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// attributes in the order they are used.
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class OSGUTIL_EXPORT VertexAccessOrderVisitor : public GeometryCollector
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{
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struct OrderByPrimitiveMode
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{
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inline bool operator() (const osg::ref_ptr<osg::PrimitiveSet>& prim1, const osg::ref_ptr<osg::PrimitiveSet>& prim2)
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{
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if(prim1 && prim2) {
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return prim1->getMode() >= prim2->getMode();
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}
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else if(prim1) {
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return true;
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}
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return false;
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}
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} order_by_primitive_mode;
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public:
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VertexAccessOrderVisitor(Optimizer* optimizer = 0)
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: GeometryCollector(optimizer, Optimizer::VERTEX_PRETRANSFORM)
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