Added default implementations of new SceneGraphBuilder class
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165
src/osgUtil/SceneGraphBuilder.cpp
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165
src/osgUtil/SceneGraphBuilder.cpp
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/* -*-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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#include <osgUtil/SceneGraphBuilder>
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#include <osg/Timer>
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#include <osg/GLExtensions>
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#include <osg/GLObjects>
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#include <osg/Notify>
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#include <osg/Texture>
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#include <osg/AlphaFunc>
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#include <osg/TexEnv>
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#include <osg/ColorMatrix>
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#include <osg/LightModel>
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#include <osg/CollectOccludersVisitor>
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#include <osg/GLU>
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using namespace osgUtil;
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SceneGraphBuilder::SceneGraphBuilder():
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_normal(0.0f,0.0f,1.0f),
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_color(1.0f,1.0f,1.0f,1.0f),
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_texCoord(0.f,0.0f,0.0f,0.0f)
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{
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}
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void SceneGraphBuilder::glPushMatrix()
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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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{
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if (!_matrixStack.empty()) _matrixStack.pop_back();
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}
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void SceneGraphBuilder::glLoadIdentity()
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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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}
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void SceneGraphBuilder::glLoadMatrixd(const GLdouble* m)
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{
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}
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void SceneGraphBuilder::glMultMatrixd(const GLdouble* m)
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{
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}
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void SceneGraphBuilder::glTranslated(GLdouble x, GLdouble y, GLdouble z)
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{
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}
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void SceneGraphBuilder::glScaled(GLdouble x, GLdouble y, GLdouble z)
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{
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}
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void SceneGraphBuilder::glRotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
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{
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}
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void SceneGraphBuilder::glBlendFunc(GLenum srcFactor, GLenum dstFactor)
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{
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}
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void SceneGraphBuilder::glCullFace(GLenum mode)
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{
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}
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void SceneGraphBuilder::glDepthFunc(GLenum mode)
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{
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}
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void SceneGraphBuilder::glFrontFace(GLenum mode)
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{
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}
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void SceneGraphBuilder::glLineStipple(GLint factor, GLushort pattern)
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{
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}
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void SceneGraphBuilder::glLineWidth(GLfloat lineWidth)
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{
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}
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void SceneGraphBuilder::glPointSize(GLfloat pointSize)
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{
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}
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void SceneGraphBuilder::glPolygonMode(GLenum face, GLenum mode)
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{
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}
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void SceneGraphBuilder::glPolygonOffset(GLfloat factor, GLfloat units)
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{
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}
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void SceneGraphBuilder::glPolygonStipple(GLubyte* mask)
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{
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}
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void SceneGraphBuilder::glShadeModel(GLenum mode)
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{
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}
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void SceneGraphBuilder::glEnable(GLenum mode)
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{
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}
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void SceneGraphBuilder::glDisable(GLenum mode)
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{
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}
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void SceneGraphBuilder::glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
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{
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}
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void SceneGraphBuilder::glVertex3f(GLfloat x, GLfloat y, GLfloat z)
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{
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}
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void SceneGraphBuilder::glNormal3f(GLfloat x, GLfloat y, GLfloat z)
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{
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}
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void SceneGraphBuilder::glTexCoord1f(GLfloat x)
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{
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}
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void SceneGraphBuilder::glTexCoord2f(GLfloat x, GLfloat y)
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{
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}
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void SceneGraphBuilder::glTexCoord3f(GLfloat x, GLfloat y, GLfloat z)
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{
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}
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void SceneGraphBuilder::glTexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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}
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void SceneGraphBuilder::glBegin(GLenum mode)
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{
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}
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void SceneGraphBuilder::glEnd()
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{
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}
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osg::Node* SceneGraphBuilder::getScene()
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{
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}
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osg::Node* SceneGraphBuilder::takeScene()
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{
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}
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