/* -*-c++-*- OpenSceneGraph - Copyright (C) Cedric Pinson * * This application is open source and may be redistributed and/or modified * freely and without restriction, both in commercial and non commercial * applications, as long as this copyright notice is maintained. * * This application is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * */ #ifndef EDGE_INDEX_FUNCTOR_H #define EDGE_INDEX_FUNCTOR_H #include #include template class EdgeIndexFunctor : public osg::PrimitiveIndexFunctor, public T { public: virtual void setVertexArray(unsigned int,const osg::Vec2*) {} virtual void setVertexArray(unsigned int ,const osg::Vec3* ) {} virtual void setVertexArray(unsigned int,const osg::Vec4* ) {} virtual void setVertexArray(unsigned int,const osg::Vec2d*) {} virtual void setVertexArray(unsigned int ,const osg::Vec3d* ) {} virtual void setVertexArray(unsigned int,const osg::Vec4d* ) {} virtual void begin(GLenum mode) { _modeCache = mode; _indexCache.clear(); } virtual void vertex(unsigned int vert) { _indexCache.push_back(vert); } virtual void end() { if (!_indexCache.empty()) { drawElements(_modeCache, _indexCache.size(), &_indexCache.front()); } } virtual void drawArrays(GLenum mode, GLint first, GLsizei count) { switch(mode) { case(GL_TRIANGLES): { unsigned int pos=first; for(GLsizei i = 2 ; i < count ; i += 3, pos += 3) { this->operator()(pos, pos+1); this->operator()(pos+1, pos+2); this->operator()(pos+2, pos); } break; } case(GL_TRIANGLE_STRIP): { unsigned int pos=first; for(GLsizei i = 2 ; i < count ; ++ i, ++ pos) { if ((i % 2)) { this->operator()(pos, pos+2); this->operator()(pos+2, pos+1); this->operator()(pos+1, pos); } else { this->operator()(pos, pos+1); this->operator()(pos+1, pos+2); this->operator()(pos, pos+2); } } break; } case(GL_QUADS): { unsigned int pos=first; for(GLsizei i = 3 ; i < count ; i += 4, pos += 4) { this->operator()(pos, pos+1); this->operator()(pos+1, pos+2); this->operator()(pos+2, pos+3); this->operator()(pos+3, pos); } break; } case(GL_QUAD_STRIP): { unsigned int pos=first; for(GLsizei i = 3 ; i < count ; i += 2, pos += 2) { this->operator()(pos, pos+1); this->operator()(pos+1, pos+3); this->operator()(pos+2, pos+3); this->operator()(pos+2, pos); } break; } case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN case(GL_TRIANGLE_FAN): { unsigned int pos=first+1; for(GLsizei i = 2 ; i < count ; ++ i, ++ pos) { this->operator()(pos, pos+1); } break; } case(GL_LINES): { unsigned int pos=first; for(GLsizei i = 0 ; i < count ; i += 2, pos += 2) { this->operator()(pos, pos+1); } } break; case(GL_LINE_STRIP): { unsigned int pos=first; for(GLsizei i = 0 ; i < count - 1 ; i += 1, pos += 1) { this->operator()(pos, pos+1); } } break; case(GL_LINE_LOOP): { unsigned int pos=first; for(GLsizei i = 0 ; i < count - 1; i += 1, pos += 1) { this->operator()(pos, pos+1); } this->operator()(pos, first); } break; case(GL_POINTS): break; default: // can't be converted into to edges. break; } } template void drawElements(GLenum mode, GLsizei count, const I* indices) { if (indices == 0 || count == 0) return; switch(mode) { case(GL_TRIANGLES): { const I* ilast = &indices[count]; for(const I* iptr = indices ; iptr < ilast ; iptr += 3) { this->operator()(*iptr, *(iptr+1)); this->operator()(*(iptr+1), *(iptr+2)); this->operator()(*iptr, *(iptr+2)); } break; } case(GL_TRIANGLE_STRIP): { const I* iptr = indices; for(GLsizei i = 2 ; i < count ; ++ i, ++ iptr) { I v0 = *(iptr), v1 = *(iptr + 1), v2 = *(iptr + 2); // when merging strips we create degenerate triangles and add // non existing edges that should be filtered if(v0 == v1 || v0 == v2 || v1 == v2) continue; if ((i % 2)) { this->operator()(v0, v2); this->operator()(v2, v1); this->operator()(v0, v1); } else { this->operator()(v0, v1); this->operator()(v1, v2); this->operator()(v0, v2); } } break; } case(GL_QUADS): { const I* iptr = indices; for(GLsizei i = 3 ; i < count ; i += 4, iptr += 4) { this->operator()(*(iptr), *(iptr+1)); this->operator()(*(iptr+1), *(iptr+2)); this->operator()(*(iptr+2), *(iptr+3) ); this->operator()(*(iptr), *(iptr+3) ); } break; } case(GL_QUAD_STRIP): { const I* iptr = indices; for(GLsizei i = 3 ; i < count ; i += 2, iptr += 2) { this->operator()(*(iptr), *(iptr+1)); this->operator()(*(iptr+3), *(iptr+1)); this->operator()(*(iptr+2), *(iptr+3)); this->operator()(*(iptr), *(iptr+2)); } break; } case(GL_POLYGON): // treat polygons as GL_TRIANGLE_FAN case(GL_TRIANGLE_FAN): { const I* iptr = indices; ++iptr; for(GLsizei i = 2 ; i < count ; ++ i, ++ iptr) { this->operator()(*(iptr), *(iptr+1)); } break; } case(GL_LINES): { const I* iptr = indices; for(GLsizei i = 0 ; i < count - 1 ; i += 2, iptr += 2) { this->operator()(*iptr, *(iptr+1)); } } break; case(GL_LINE_STRIP): { const I* iptr = indices; for(GLsizei i = 0 ; i < count - 1 ; i += 1, iptr += 1) { this->operator()(*iptr, *(iptr+1)); } } break; case(GL_LINE_LOOP): { const I* iptr = indices; I first = *iptr; for(GLsizei i = 0 ; i < count - 1 ; i += 1, iptr += 1) { this->operator()(*iptr, *(iptr+1)); } this->operator()(*iptr, first); } break; case(GL_POINTS): break; default: // can't be converted into to edge lines break; } } virtual void drawElements(GLenum mode, GLsizei count, const GLubyte* indices) { drawElements(mode, count, indices); } virtual void drawElements(GLenum mode, GLsizei count, const GLushort* indices) { drawElements(mode, count, indices); } virtual void drawElements(GLenum mode, GLsizei count, const GLuint* indices) { drawElements(mode, count, indices); } GLenum _modeCache; std::vector _indexCache; }; #endif