Removed GLBeginEndAdapter as it is no longer needed
This commit is contained in:
@@ -83,7 +83,6 @@ SET(TARGET_H
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${HEADER_PATH}/GL2Extensions
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${HEADER_PATH}/GLDefines
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${HEADER_PATH}/GLExtensions
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${HEADER_PATH}/GLBeginEndAdapter
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${HEADER_PATH}/GLObjects
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${HEADER_PATH}/GLU
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${HEADER_PATH}/GraphicsCostEstimator
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@@ -291,7 +290,6 @@ SET(TARGET_SRC
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Geode.cpp
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Geometry.cpp
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GLExtensions.cpp
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GLBeginEndAdapter.cpp
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GLObjects.cpp
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GLStaticLibrary.h
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GLStaticLibrary.cpp
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@@ -1,310 +0,0 @@
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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 <osg/GLBeginEndAdapter>
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#include <osg/State>
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#include <osg/Notify>
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#include <osg/io_utils>
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using namespace osg;
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GLBeginEndAdapter::GLBeginEndAdapter(State* state):
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_state(state),
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_mode(APPLY_LOCAL_MATRICES_TO_VERTICES),
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_normalAssigned(false),
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_normal(0.0f,0.0f,1.0f),
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_colorAssigned(false),
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_color(1.0f,1.0f,1.0f,1.0f),
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_overallNormalAssigned(false),
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_overallColorAssigned(false),
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_primitiveMode(0)
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{
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}
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void GLBeginEndAdapter::PushMatrix()
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{
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if (_matrixStack.empty())
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{
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if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
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else _matrixStack.push_back(_state->getModelViewMatrix());
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}
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else _matrixStack.push_back(_matrixStack.back());
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}
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void GLBeginEndAdapter::PopMatrix()
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{
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if (!_matrixStack.empty()) _matrixStack.pop_back();
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}
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void GLBeginEndAdapter::LoadIdentity()
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{
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if (_matrixStack.empty()) _matrixStack.push_back(Matrixd::identity());
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else _matrixStack.back().makeIdentity();
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}
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void GLBeginEndAdapter::LoadMatrixd(const GLdouble* m)
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{
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if (_matrixStack.empty()) _matrixStack.push_back(Matrixd(m));
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else _matrixStack.back().set(m);
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}
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void GLBeginEndAdapter::MultMatrixd(const GLdouble* m)
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{
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if (_matrixStack.empty())
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{
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if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
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else _matrixStack.push_back(_state->getModelViewMatrix());
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}
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_matrixStack.back().preMult(Matrixd(m));
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}
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void GLBeginEndAdapter::Translated(GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty())
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{
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if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
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else _matrixStack.push_back(_state->getModelViewMatrix());
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}
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_matrixStack.back().preMultTranslate(Vec3d(x,y,z));
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}
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void GLBeginEndAdapter::Scaled(GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty())
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{
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if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
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else _matrixStack.push_back(_state->getModelViewMatrix());
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}
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_matrixStack.back().preMultScale(Vec3d(x,y,z));
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}
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void GLBeginEndAdapter::Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
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{
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if (_matrixStack.empty())
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{
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if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES) _matrixStack.push_back(Matrixd());
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else _matrixStack.push_back(_state->getModelViewMatrix());
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}
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_matrixStack.back().preMultRotate(Quat(DegreesToRadians(angle), Vec3d(x,y,z)));
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}
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void GLBeginEndAdapter::MultiTexCoord4f(GLenum target, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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unsigned int unit = static_cast<unsigned int>(target-GL_TEXTURE0);
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if (unit>=_texCoordAssignedList.size()) _texCoordAssignedList.resize(unit+1, false);
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if (unit>=_texCoordList.size()) _texCoordList.resize(unit+1, osg::Vec4(0.0f,0.0f,0.0f,0.0f));
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_texCoordAssignedList[unit] = true;
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_texCoordList[unit].set(x,y,z,w);
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}
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void GLBeginEndAdapter::VertexAttrib4f(GLuint unit, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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if (unit>=_vertexAttribAssignedList.size()) _vertexAttribAssignedList.resize(unit+1, false);
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if (unit>=_vertexAttribList.size()) _vertexAttribList.resize(unit+1, osg::Vec4(0.0f,0.0f,0.0f,0.0f));
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_vertexAttribAssignedList[unit] = true;
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_vertexAttribList[unit].set(x,y,z,w);
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}
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void GLBeginEndAdapter::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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if (!_vertices) _vertices = new osg::Vec3Array;
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if (_normalAssigned)
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{
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if (!_normals) _normals = new osg::Vec3Array;
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if (_normals->size()<_vertices->size()) _normals->resize(_vertices->size(), _overallNormal);
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_normals->push_back(_normal);
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}
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if (_colorAssigned)
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{
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if (!_colors) _colors = new osg::Vec4Array;
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if (_colors->size()<_vertices->size()) _colors->resize(_vertices->size(), _overallColor);
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_colors->push_back(_color);
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}
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if (!_texCoordAssignedList.empty())
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{
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for(unsigned int unit=0; unit<_texCoordAssignedList.size(); ++unit)
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{
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if (_texCoordAssignedList[unit])
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{
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if (unit>=_texCoordsList.size()) _texCoordsList.resize(unit+1);
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if (!_texCoordsList[unit]) _texCoordsList[unit] = new osg::Vec4Array;
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if (_texCoordsList[unit]->size()<_vertices->size()) _texCoordsList[unit]->resize(_vertices->size(), osg::Vec4(0.0,0.0f,0.0f,0.0f));
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_texCoordsList[unit]->push_back(_texCoordList[unit]);
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}
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}
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}
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if (!_vertexAttribAssignedList.empty())
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{
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for(unsigned int unit=0; unit<_vertexAttribAssignedList.size(); ++unit)
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{
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if (_vertexAttribAssignedList[unit])
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{
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if (unit>=_vertexAttribsList.size()) _vertexAttribsList.resize(unit+1);
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if (!_vertexAttribsList[unit]) _vertexAttribsList[unit] = new osg::Vec4Array;
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if (_vertexAttribsList[unit]->size()<_vertices->size()) _vertexAttribsList[unit]->resize(_vertices->size(), osg::Vec4(0.0,0.0f,0.0f,0.0f));
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_vertexAttribsList[unit]->push_back(_vertexAttribList[unit]);
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}
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}
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}
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_vertices->push_back(vertex);
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}
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void GLBeginEndAdapter::Begin(GLenum mode)
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{
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_overallNormal = _normal;
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_overallColor = _color;
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// reset geometry
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_primitiveMode = mode;
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if (_vertices.valid()) { _vertices->clear(); _vertices->dirty(); }
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_normalAssigned = false;
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if (_normals.valid()) { _normals->clear(); _normals->dirty(); }
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_colorAssigned = false;
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if (_colors.valid()) { _colors->clear(); _colors->dirty(); }
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_texCoordAssignedList.clear();
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_texCoordList.clear();
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for(VertexArrayList::iterator itr = _texCoordsList.begin();
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itr != _texCoordsList.end();
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++itr)
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{
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if (itr->valid()) { (*itr)->clear(); (*itr)->dirty(); }
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}
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_vertexAttribAssignedList.clear();
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_vertexAttribList.clear();
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}
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void GLBeginEndAdapter::End()
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{
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if (!_vertices || _vertices->empty()) return;
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if (!_matrixStack.empty())
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{
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const osg::Matrixd& matrix = _matrixStack.back();
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if (_mode==APPLY_LOCAL_MATRICES_TO_VERTICES)
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{
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osg::Matrix inverse;
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inverse.invert(matrix);
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for(Vec3Array::iterator itr = _vertices->begin();
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itr != _vertices->end();
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++itr)
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{
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*itr = *itr * matrix;
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}
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if (_normalAssigned && _normals.valid())
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{
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for(Vec3Array::iterator itr = _normals->begin();
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itr != _normals->end();
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++itr)
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{
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*itr = osg::Matrixd::transform3x3(inverse, *itr);
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(*itr).normalize();
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}
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}
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else
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{
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_overallNormal = osg::Matrixd::transform3x3(inverse, _overallNormal);
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_overallNormal.normalize();
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}
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}
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else
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{
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_state->applyModelViewMatrix(new RefMatrix(matrix));
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}
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}
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_state->lazyDisablingOfVertexAttributes();
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_state->unbindVertexBufferObject();
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_state->unbindElementBufferObject();
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if (_colorAssigned)
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{
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_state->setColorPointer(_colors.get());
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}
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else if (_overallColorAssigned)
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{
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_state->Color(_overallColor.r(), _overallColor.g(), _overallColor.b(), _overallColor.a());
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}
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if (_normalAssigned)
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{
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_state->setNormalPointer(_normals.get());
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}
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else if (_overallNormalAssigned)
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{
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_state->Normal(_overallNormal.x(), _overallNormal.y(), _overallNormal.z());
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}
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for(unsigned int unit=0; unit<_texCoordAssignedList.size(); ++unit)
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{
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if (_texCoordAssignedList[unit] && _texCoordsList[unit].valid())
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{
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_state->setTexCoordPointer(unit, _texCoordsList[unit].get());
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}
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}
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for(unsigned int unit=0; unit<_vertexAttribAssignedList.size(); ++unit)
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{
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if (_vertexAttribAssignedList[unit] && _vertexAttribsList[unit].valid())
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{
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_state->setVertexAttribPointer(unit, _vertexAttribsList[unit].get());
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}
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}
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_state->setVertexPointer(_vertices.get());
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_state->applyDisablingOfVertexAttributes();
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if (_primitiveMode==GL_QUADS)
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{
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_state->drawQuads(0, _vertices->size());
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}
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else if (_primitiveMode==GL_QUAD_STRIP)
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{
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// will the winding be wrong? Do we need to swap it?
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glDrawArrays(GL_TRIANGLE_STRIP, 0, _vertices->size());
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}
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else if (_primitiveMode==GL_POLYGON) glDrawArrays(GL_TRIANGLE_FAN, 0, _vertices->size());
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else glDrawArrays(_primitiveMode, 0, _vertices->size());
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}
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void GLBeginEndAdapter::reset()
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{
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_overallNormalAssigned = false;
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_overallColorAssigned = false;
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}
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@@ -125,7 +125,6 @@ State::State():
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_maxTexturePoolSize = 0;
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_maxBufferObjectPoolSize = 0;
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_glBeginEndAdapter.setState(this);
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_arrayDispatchers.setState(this);
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_graphicsCostEstimator = new GraphicsCostEstimator;
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