Improved indentation, making it consistent with the rest of the OSG headers

This commit is contained in:
Robert Osfield
2017-04-27 19:04:26 +01:00
parent 9ce657f413
commit bc0a402dac
2 changed files with 244 additions and 262 deletions

View File

@@ -20,271 +20,271 @@
namespace osg {
/** Provides access to the primitives that compose an \c osg::Drawable.
* <p>Notice that \c TemplatePrimitiveFunctor 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 TemplatePrimitiveFunctor from some other geometry representation.
* @see \c PrimitiveFunctor for general usage hints.
*/
template<class T>
class TemplatePrimitiveFunctor : public PrimitiveFunctor, public T
/** Provides access to the primitives that compose an \c osg::Drawable.
* <p>Notice that \c TemplatePrimitiveFunctor 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 TemplatePrimitiveFunctor from some other geometry representation.
* @see \c PrimitiveFunctor for general usage hints.
*/
template<class T>
class TemplatePrimitiveFunctor : public PrimitiveFunctor, public T
{
public:
TemplatePrimitiveFunctor()
{
public:
_vertexArraySize=0;
_vertexArrayPtr=0;
}
TemplatePrimitiveFunctor()
{
_vertexArraySize=0;
_vertexArrayPtr=0;
}
virtual ~TemplatePrimitiveFunctor() {}
virtual ~TemplatePrimitiveFunctor() {}
virtual void setVertexArray(unsigned int,const Vec2*)
{
notify(WARN)<<"Triangle Functor does not support Vec2* vertex arrays"<<std::endl;
}
virtual void setVertexArray(unsigned int,const Vec2*)
{
notify(WARN)<<"Triangle Functor does not support Vec2* vertex arrays"<<std::endl;
}
virtual void setVertexArray(unsigned int count,const Vec3* vertices)
{
_vertexArraySize = count;
_vertexArrayPtr = vertices;
}
virtual void setVertexArray(unsigned int count,const Vec3* vertices)
{
_vertexArraySize = count;
_vertexArrayPtr = vertices;
}
virtual void setVertexArray(unsigned int,const Vec4* )
{
notify(WARN)<<"Triangle Functor does not support Vec4* vertex arrays"<<std::endl;
}
virtual void setVertexArray(unsigned int,const Vec4* )
{
notify(WARN)<<"Triangle Functor does not support Vec4* vertex arrays"<<std::endl;
}
virtual void setVertexArray(unsigned int,const Vec2d*)
{
notify(WARN)<<"Triangle Functor does not support Vec2d* vertex arrays"<<std::endl;
}
virtual void setVertexArray(unsigned int,const Vec2d*)
{
notify(WARN)<<"Triangle Functor does not support Vec2d* vertex arrays"<<std::endl;
}
virtual void setVertexArray(unsigned int,const Vec3d*)
{
notify(WARN)<<"Triangle Functor does not support Vec3d* vertex arrays"<<std::endl;
}
virtual void setVertexArray(unsigned int,const Vec3d*)
{
notify(WARN)<<"Triangle Functor does not support Vec3d* vertex arrays"<<std::endl;
}
virtual void setVertexArray(unsigned int,const Vec4d* )
{
notify(WARN)<<"Triangle Functor does not support Vec4d* vertex arrays"<<std::endl;
}
virtual void setVertexArray(unsigned int,const Vec4d* )
{
notify(WARN)<<"Triangle Functor does not support Vec4d* vertex arrays"<<std::endl;
}
virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
{
if (_vertexArrayPtr==0 || count==0) return;
virtual void drawArrays(GLenum mode,GLint first,GLsizei count)
{
if (_vertexArrayPtr==0 || count==0) return;
switch(mode)
switch(mode)
{
case(GL_TRIANGLES): {
const Vec3* vlast = &_vertexArrayPtr[first+count];
for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=3)
this->operator()(*(vptr),*(vptr+1),*(vptr+2),false);
break;
}
case(GL_TRIANGLE_STRIP): {
const Vec3* vptr = &_vertexArrayPtr[first];
for(GLsizei i=2;i<count;++i,++vptr)
{
case(GL_TRIANGLES): {
const Vec3* vlast = &_vertexArrayPtr[first+count];
for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=3)
this->operator()(*(vptr),*(vptr+1),*(vptr+2),false);
break;
if ((i%2)) this->operator()(*(vptr),*(vptr+2),*(vptr+1),false);
else this->operator()(*(vptr),*(vptr+1),*(vptr+2),false);
}
case(GL_TRIANGLE_STRIP): {
const Vec3* vptr = &_vertexArrayPtr[first];
for(GLsizei i=2;i<count;++i,++vptr)
{
if ((i%2)) this->operator()(*(vptr),*(vptr+2),*(vptr+1),false);
else this->operator()(*(vptr),*(vptr+1),*(vptr+2),false);
}
break;
}
case(GL_QUADS): {
const Vec3* vptr = &_vertexArrayPtr[first];
for(GLsizei i=3;i<count;i+=4,vptr+=4)
{
this->operator()(*(vptr),*(vptr+1),*(vptr+2),*(vptr+3),false);
}
break;
}
case(GL_QUAD_STRIP): {
const Vec3* vptr = &_vertexArrayPtr[first];
for(GLsizei i=3;i<count;i+=2,vptr+=2)
{
this->operator()(*(vptr),*(vptr+1),*(vptr+3),*(vptr+2),false);
}
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN): {
const Vec3* vfirst = &_vertexArrayPtr[first];
const Vec3* vptr = vfirst+1;
for(GLsizei i=2;i<count;++i,++vptr)
{
this->operator()(*(vfirst),*(vptr),*(vptr+1),false);
}
break;
}
case(GL_POINTS): {
const Vec3* vlast = &_vertexArrayPtr[first+count];
for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
this->operator()(*(vptr),false);
break;
}
case(GL_LINES): {
const Vec3* vlast = &_vertexArrayPtr[first+count-1];
for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=2)
this->operator()(*(vptr),*(vptr+1),false);
break;
}
case(GL_LINE_STRIP): {
const Vec3* vlast = &_vertexArrayPtr[first+count-1];
for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
this->operator()(*(vptr),*(vptr+1),false);
break;
}
case(GL_LINE_STRIP_ADJACENCY): {
const Vec3* vlast = &_vertexArrayPtr[first+count-2];
for(const Vec3* vptr=&_vertexArrayPtr[first+1];vptr<vlast;vptr+=1)
this->operator()(*(vptr),*(vptr+1),false);
break;
}
case(GL_LINE_LOOP): {
const Vec3* vlast = &_vertexArrayPtr[first+count-1];
for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
this->operator()(*(vptr),*(vptr+1),false);
this->operator()(*(vlast),_vertexArrayPtr[first],false);
break;
}
default:
break;
}
}
template<class IndexType>
void drawElementsTemplate(GLenum mode,GLsizei count,const IndexType* indices)
{
if (indices==0 || count==0) return;
typedef const IndexType* IndexPointer;
switch(mode)
break;
}
case(GL_QUADS): {
const Vec3* vptr = &_vertexArrayPtr[first];
for(GLsizei i=3;i<count;i+=4,vptr+=4)
{
case(GL_TRIANGLES): {
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],false);
break;
this->operator()(*(vptr),*(vptr+1),*(vptr+2),*(vptr+3),false);
}
case(GL_TRIANGLE_STRIP): {
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],
_vertexArrayPtr[*(iptr+1)],false);
else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
_vertexArrayPtr[*(iptr+2)],false);
}
break;
break;
}
case(GL_QUAD_STRIP): {
const Vec3* vptr = &_vertexArrayPtr[first];
for(GLsizei i=3;i<count;i+=2,vptr+=2)
{
this->operator()(*(vptr),*(vptr+1),*(vptr+3),*(vptr+2),false);
}
case(GL_QUADS): {
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)],
false);
}
break;
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN): {
const Vec3* vfirst = &_vertexArrayPtr[first];
const Vec3* vptr = vfirst+1;
for(GLsizei i=2;i<count;++i,++vptr)
{
this->operator()(*(vfirst),*(vptr),*(vptr+1),false);
}
case(GL_QUAD_STRIP): {
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)],
false);
}
break;
break;
}
case(GL_POINTS): {
const Vec3* vlast = &_vertexArrayPtr[first+count];
for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
this->operator()(*(vptr),false);
break;
}
case(GL_LINES): {
const Vec3* vlast = &_vertexArrayPtr[first+count-1];
for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=2)
this->operator()(*(vptr),*(vptr+1),false);
break;
}
case(GL_LINE_STRIP): {
const Vec3* vlast = &_vertexArrayPtr[first+count-1];
for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
this->operator()(*(vptr),*(vptr+1),false);
break;
}
case(GL_LINE_STRIP_ADJACENCY): {
const Vec3* vlast = &_vertexArrayPtr[first+count-2];
for(const Vec3* vptr=&_vertexArrayPtr[first+1];vptr<vlast;vptr+=1)
this->operator()(*(vptr),*(vptr+1),false);
break;
}
case(GL_LINE_LOOP): {
const Vec3* vlast = &_vertexArrayPtr[first+count-1];
for(const Vec3* vptr=&_vertexArrayPtr[first];vptr<vlast;vptr+=1)
this->operator()(*(vptr),*(vptr+1),false);
this->operator()(*(vlast),_vertexArrayPtr[first],false);
break;
}
default:
break;
}
}
template<class IndexType>
void drawElementsTemplate(GLenum mode,GLsizei count,const IndexType* indices)
{
if (indices==0 || count==0) return;
typedef const IndexType* IndexPointer;
switch(mode)
{
case(GL_TRIANGLES): {
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=3)
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)],false);
break;
}
case(GL_TRIANGLE_STRIP): {
IndexPointer iptr = indices;
for(GLsizei i=2;i<count;++i,++iptr)
{
if ((i%2)) this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],
_vertexArrayPtr[*(iptr+1)],false);
else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
_vertexArrayPtr[*(iptr+2)],false);
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN): {
IndexPointer iptr = indices;
const Vec3& vfirst = _vertexArrayPtr[*iptr];
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
false);
}
break;
break;
}
case(GL_QUADS): {
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=4,iptr+=4)
{
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)],
false);
}
case(GL_POINTS): {
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
this->operator()(_vertexArrayPtr[*iptr],false);
break;
break;
}
case(GL_QUAD_STRIP): {
IndexPointer iptr = indices;
for(GLsizei i=3;i<count;i+=2,iptr+=2)
{
this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)],
false);
}
case(GL_LINES): {
IndexPointer ilast = &indices[count-1];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=2)
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
false);
break;
break;
}
case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN
case(GL_TRIANGLE_FAN): {
IndexPointer iptr = indices;
const Vec3& vfirst = _vertexArrayPtr[*iptr];
++iptr;
for(GLsizei i=2;i<count;++i,++iptr)
{
this->operator()(vfirst,_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],
false);
}
case(GL_LINE_STRIP): {
IndexPointer ilast = &indices[count-1];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
false);
break;
}
case(GL_LINE_STRIP_ADJACENCY): {
IndexPointer ilast = &indices[count-2];
for(IndexPointer iptr=&indices[1];iptr<ilast;iptr+=1)
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
false);
break;
}
case(GL_LINE_LOOP): {
IndexPointer ilast = &indices[count-1];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
false);
this->operator()(_vertexArrayPtr[*(ilast)],_vertexArrayPtr[indices[0]],
false);
break;
}
default:
break;
}
}
break;
}
case(GL_POINTS): {
IndexPointer ilast = &indices[count];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
this->operator()(_vertexArrayPtr[*iptr],false);
break;
}
case(GL_LINES): {
IndexPointer ilast = &indices[count-1];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=2)
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
false);
break;
}
case(GL_LINE_STRIP): {
IndexPointer ilast = &indices[count-1];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
false);
break;
}
case(GL_LINE_STRIP_ADJACENCY): {
IndexPointer ilast = &indices[count-2];
for(IndexPointer iptr=&indices[1];iptr<ilast;iptr+=1)
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
false);
break;
}
case(GL_LINE_LOOP): {
IndexPointer ilast = &indices[count-1];
for(IndexPointer iptr=indices;iptr<ilast;iptr+=1)
this->operator()(_vertexArrayPtr[*iptr],_vertexArrayPtr[*(iptr+1)],
false);
this->operator()(_vertexArrayPtr[*(ilast)],_vertexArrayPtr[indices[0]],
false);
break;
}
default:
break;
}
}
virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
{
drawElementsTemplate(mode, count, indices);
}
virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices)
{
drawElementsTemplate(mode, count, indices);
}
virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices)
{
drawElementsTemplate(mode, count, indices);
}
virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices)
{
drawElementsTemplate(mode, count, indices);
}
virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices)
{
drawElementsTemplate(mode, count, indices);
}
virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices)
{
drawElementsTemplate(mode, count, indices);
}
protected:
protected:
unsigned int _vertexArraySize;
const Vec3* _vertexArrayPtr;
};
unsigned int _vertexArraySize;
const Vec3* _vertexArrayPtr;
};
}

View File

@@ -24,30 +24,12 @@ class TriangleIndexFunctor : public PrimitiveIndexFunctor, public T
{
public:
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 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)
{