Added proper implementations of OpenGL 1.0 calls to OSG object representation methods in SceneGraphBuilder.
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@@ -14,10 +14,10 @@
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#ifndef OSGUTIL_SCENEGRAPHBUILDER
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#define OSGUTIL_SCENEGRAPHBUILDER 1
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#include <osg/NodeVisitor>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/MatrixTransform>
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#include <osg/GLU>
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#include <osgUtil/Export>
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@@ -31,6 +31,9 @@ class OSGUTIL_EXPORT SceneGraphBuilder
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SceneGraphBuilder();
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//
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// OpenGL 1.0 style building methods
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//
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void glPushMatrix();
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void glPopMatrix();
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void glLoadIdentity();
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@@ -49,43 +52,129 @@ class OSGUTIL_EXPORT SceneGraphBuilder
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void glPointSize(GLfloat pointSize);
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void glPolygonMode(GLenum face, GLenum mode);
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void glPolygonOffset(GLfloat factor, GLfloat units);
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void glPolygonStipple(GLubyte* mask);
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void glPolygonStipple(const GLubyte* mask);
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void glShadeModel(GLenum mode);
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void glEnable(GLenum mode);
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void glDisable(GLenum mode);
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void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
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void glColor4fv(GLfloat* c) { glColor4f(c[0], c[1], c[2], c[3]); }
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void glVertex3f(GLfloat x, GLfloat y, GLfloat z);
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void glVertex3fv(GLfloat* v) { glVertex3f(v[0], v[1], v[2]); }
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void glNormal3f(GLfloat x, GLfloat y, GLfloat z);
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void glNormal3fv(GLfloat* n) { glNormal3f(n[0], n[1], n[2]); }
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void glTexCoord1f(GLfloat x);
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void glTexCoord1fv(GLfloat* tc) { glTexCoord1f(tc[0]); }
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void glTexCoord2f(GLfloat x, GLfloat y);
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void glTexCoord2fv(GLfloat* tc) { glTexCoord2f(tc[0],tc[1]); }
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void glTexCoord3f(GLfloat x, GLfloat y, GLfloat z);
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void glTexCoord3fv(GLfloat* tc) { glTexCoord3f(tc[0], tc[1], tc[2]); }
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void glTexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
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void glTexCoord4fv(GLfloat* tc) { glTexCoord4f(tc[0], tc[1], tc[2], tc[3]); }
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void glBegin(GLenum mode);
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void glEnd();
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//
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// glu style building methods
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//
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void gluQuadricDrawStyle(GLenum aDrawStyle);
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void gluQuadricNormals(GLenum aNormals);
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void gluQuadricOrientation(GLenum aOrientation);
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void gluQuadricTexture(GLboolean aTexture);
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void gluCylinder(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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void 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 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 gluSphere(GLfloat aRadius,
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GLint aSlices,
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GLint aStacks);
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//
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// methods for obtaining the built scene graph
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//
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osg::Node* getScene();
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osg::Node* takeScene();
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protected:
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typedef std::vector<osg::Matrixd> Matrices;
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void matrixChanged();
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void addAttribute(osg::StateAttribute* attribute);
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void addMode(GLenum mode, bool enabled);
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void addTextureAttribute(unsigned int unit, osg::StateAttribute* attribute);
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void addTextureMode(unsigned int unit, GLenum mode, bool enabled);
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void addShape(osg::Shape* shape);
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void addDrawable(osg::Drawable* drawable);
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void newGeometry();
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Matrices _matrixStack;
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osg::ref_ptr<osg::StateSet> _stateSet;
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void allocateGeometry();
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void completeGeometry();
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void allocateStateSet();
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Matrices _matrixStack;
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osg::ref_ptr<osg::StateSet> _stateset;
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bool _normalSet;
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osg::Vec3f _normal;
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bool _colorSet;
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osg::Vec4f _color;
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unsigned int _maxNumTexCoordComponents;
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osg::Vec4f _texCoord;
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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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osg::ref_ptr<osg::Vec4Array> _texCoords;
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osg::ref_ptr<osg::Geometry> _currentGeometry;
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osg::ref_ptr<osg::Geode> _currentGeode;
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osg::ref_ptr<osg::MatrixTransform> _currentTransform;
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struct QuadricState
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{
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QuadricState():
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_drawStyle(GLU_FILL),
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_normals(GLU_SMOOTH),
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_orientation(GLU_OUTSIDE),
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_texture(GLU_FALSE) {}
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GLenum _drawStyle;
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GLenum _normals;
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GLenum _orientation;
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GLboolean _texture;
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};
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QuadricState _quadricState;
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osg::ref_ptr<osg::Geometry> _geometry;
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osg::ref_ptr<osg::Geode> _geode;
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osg::ref_ptr<osg::MatrixTransform> _transform;
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osg::ref_ptr<osg::Group> _group;
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};
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