Files
OpenSceneGraph/src/osg/GeoSet.cpp
2001-09-19 21:08:56 +00:00

648 lines
17 KiB
C++

#if defined(_MSC_VER)
#pragma warning( disable : 4786 )
#endif
#include <stdio.h>
#include <math.h>
#include <float.h>
#include "osg/GeoSet"
#include "osg/Notify"
//#include "osg/mem_ptr"
using namespace osg;
GeoSet::GeoSet()
{
_coords = (Vec3 *)0;
_normals = (Vec3 *)0;
_colors = (Vec4 *)0;
_tcoords = (Vec2 *)0;
_iarray = (float *)0L;
_iaformat = IA_OFF;
_ogliaformat = 0;
_numprims = 0;
_primtype = NO_TYPE;
_oglprimtype = 0xFFFF;
_needprimlen = 0;
_primLengths = (int *)0;
_numcoords = 0;
_normal_binding = BIND_OFF;
_color_binding = BIND_OFF;
_texture_binding = BIND_OFF;
_fast_path = 1;
// cout << endl << "Above allocated"<<endl;
// newMemoryAdapter<Vec3>* ma = newMemoryAdapter<Vec3>::instance();
// mem_ptr<Vec3> coords(ma->allocate(100),ma);
// cout << "Registered"<<endl;mc
}
GeoSet::~GeoSet()
{
// note all coordinates, colors, texture coordinates and normals
// are not currently deleted, ahh!!!! This issue needs to be
// addressed. However, since the data is simple passed in it
// is unclear whether the data is shared, allocated with malloc,
// or new [] so its difficult right now to now how to delete it
// appropriatly. Should data be copied rather than simply copying
// pointers?? Using vector<> could simplify this issue. But then
// would you want to share coords etc?
// Robert Osfield, Decemeber 2000.
}
void GeoSet::setColorBinding( const BindingType binding )
{
if( binding != BIND_DEFAULT &&
binding != BIND_OFF &&
binding != BIND_OVERALL &&
binding != BIND_PERPRIM &&
binding != BIND_PERVERTEX )
_color_binding = BIND_OFF;
else
_color_binding = binding;
if( _color_binding == BIND_DEFAULT )
_color_binding = BIND_PERVERTEX;
set_fast_path();
}
void GeoSet::setNormalBinding( const BindingType binding )
{
if( binding != BIND_DEFAULT &&
binding != BIND_OFF &&
binding != BIND_OVERALL &&
binding != BIND_PERPRIM &&
binding != BIND_PERVERTEX )
_normal_binding = BIND_OFF;
else
_normal_binding = binding;
if( _normal_binding == BIND_DEFAULT )
_normal_binding = BIND_PERVERTEX;
set_fast_path();
}
void GeoSet::setTextureBinding( const BindingType binding )
{
if( binding != BIND_DEFAULT &&
binding != BIND_OFF &&
binding != BIND_PERVERTEX )
_texture_binding = BIND_OFF;
else
_texture_binding = binding;
if( _texture_binding == BIND_DEFAULT )
_texture_binding = BIND_PERVERTEX;
set_fast_path();
}
void GeoSet::drawImmediateMode(State&)
{
if( _coords == (Vec3 *)0 && _iaformat == IA_OFF ) return;
// need to do this to get a valid _numcoords, _numindices & _primlength
if( _numcoords == 0 )
computeNumVerts();
if( _fast_path )
draw_fast_path();
else
draw_alternate_path();
}
void GeoSet::computeNumVerts()
{
int i;
int numverts=0;
int flat_shaded_offset=0;
if (_primtype == FLAT_LINE_STRIP) flat_shaded_offset=_numprims;
else if (_primtype == FLAT_TRIANGLE_STRIP) flat_shaded_offset=2*_numprims;
else if (_primtype == FLAT_TRIANGLE_FAN) flat_shaded_offset=2*_numprims;
switch( _primtype )
{
case POINTS :
_primlength = 1;
numverts = _numprims * _primlength;
break;
case LINES :
_primlength = 2;
numverts = _numprims * _primlength;
break;
case TRIANGLES :
_primlength = 3;
numverts = _numprims * _primlength;
break;
case QUADS :
_primlength = 4;
numverts = _numprims * _primlength;
break;
case QUAD_STRIP :
case FLAT_TRIANGLE_FAN :
case TRIANGLE_FAN :
case LINE_LOOP :
case LINE_STRIP :
case FLAT_LINE_STRIP :
case TRIANGLE_STRIP :
case FLAT_TRIANGLE_STRIP :
case POLYGON :
_primlength = 0;
numverts = 0;
for( i = 0; i < _numprims; i++ )
numverts += _primLengths[i];
break;
default:
notify(WARN) << "Not supported primitive "<<(int)_primtype<<endl;
break;
}
if( _cindex._ptr._ushort)
{
_cindex._size = numverts;
_numcoords = _cindex.maxIndex() + 1;
}
else
{
_cindex._size = 0;
_numcoords = numverts;
}
if (_normals)
{
int nn;
switch(_normal_binding)
{
case (BIND_OFF) : nn = 0; break;
case (BIND_OVERALL) : nn = 1; break;
case (BIND_PERPRIM) : nn = getNumPrims(); break;
case (BIND_PERVERTEX) : nn = numverts-flat_shaded_offset; break;
default : nn = 0; break;
}
// calc the maximum num of normals from the index list.
if( _nindex._ptr._ushort)
{
_nindex._size = nn;
_numnormals = _nindex.maxIndex() + 1;
}
else
{
_nindex._size = 0;
_numnormals = nn;
}
}
else
{
_nindex._size = 0;
_numnormals = 0;
}
if (_colors)
{
int nn;
switch(_color_binding)
{
case (BIND_OFF) : nn = 0; break;
case (BIND_OVERALL) : nn = 1; break;
case (BIND_PERPRIM) : nn = getNumPrims(); break;
case (BIND_PERVERTEX) : nn = numverts-flat_shaded_offset; break;
default : nn = 0; break;
}
// calc the maximum num of colors from the index list.
if( _colindex._ptr._ushort)
{
_colindex._size = nn;
_numcolors = _colindex.maxIndex() + 1;
}
else
{
_colindex._size = 0;
_numcolors = nn;
}
}
else
{
_colindex._size = 0;
_numcolors = 0;
}
if (_tcoords)
{
int nn;
switch(_texture_binding)
{
case (BIND_OFF) : nn = 0; break;
case (BIND_OVERALL) : nn = 1; break;
case (BIND_PERPRIM) : nn = getNumPrims(); break;
case (BIND_PERVERTEX) : nn = numverts; break;
default : nn = 0; break;
}
// calc the maximum num of vertex from the index list.
if( _tindex._ptr._ushort)
{
_tindex._size = nn;
_numtcoords = _tindex.maxIndex() + 1;
}
else
{
_tindex._size = 0;
_numtcoords = nn;
}
}
else
{
_tindex._size = 0;
_numtcoords = 0;
}
}
const bool GeoSet::computeBound() const
{
if( _coords == (Vec3 *)0 ) return false;
if( _numcoords == 0 )
{
// a dirty hack to cast away constness of this..
GeoSet* gset = const_cast<GeoSet*>(this);
gset->computeNumVerts();
}
if( _numcoords == 0 )
return false;
Vec3 center(0.0f,0.0f,0.0f);
int i;
for( i = 0; i < _numcoords; i++ )
{
center += _coords[i];
}
center /= (float)_numcoords;
_bbox.init();
for( i = 0; i < _numcoords; i++ )
{
_bbox.expandBy(_coords[i]);
}
_bbox_computed=true;
return true;
}
const bool GeoSet::check() const
{
if( _coords == (Vec3 *)0 ) return false;
if( _cindex.valid() ||
_nindex.valid() ||
_colindex.valid() ||
_tindex.valid() )
{
if( (_coords && _cindex.null()) ||
(_normals && _nindex.null()) ||
(_colors && _colindex.null()) ||
(_tcoords && _tindex.null()) )
{
notify(WARN) << "GeoSet::check() : "
"Cannot mix indexed and non-indexed attributes.\n";
return false;
}
}
return true;
}
void GeoSet::setPrimType( const PrimitiveType type )
{
switch( type )
{
case NO_TYPE: break;
case POINTS: _oglprimtype = GL_POINTS; _needprimlen = 0; break;
case LINES: _oglprimtype = GL_LINES; _needprimlen = 0; break;
case FLAT_LINE_STRIP: _oglprimtype = GL_LINE_STRIP; _needprimlen=1; break;
case LINE_STRIP: _oglprimtype = GL_LINE_STRIP; _needprimlen=1; break;
case LINE_LOOP: _oglprimtype = GL_LINE_LOOP; _needprimlen=1; break;
case TRIANGLES: _oglprimtype = GL_TRIANGLES; _needprimlen=0; break;
case FLAT_TRIANGLE_STRIP: _oglprimtype = GL_TRIANGLE_STRIP; _needprimlen=1; break;
case TRIANGLE_STRIP: _oglprimtype = GL_TRIANGLE_STRIP; _needprimlen=1; break;
case TRIANGLE_FAN: _oglprimtype = GL_TRIANGLE_FAN; _needprimlen=1; break;
case FLAT_TRIANGLE_FAN: _oglprimtype = GL_TRIANGLE_FAN; _needprimlen=1; break;
case QUADS: _oglprimtype = GL_QUADS; _needprimlen=0; break;
case QUAD_STRIP: _oglprimtype = GL_QUAD_STRIP; _needprimlen=1; break;
case POLYGON : _oglprimtype = GL_POLYGON; _needprimlen=1; break;
}
_primtype = type;
if( _primtype == FLAT_LINE_STRIP ) _flat_shaded_skip = 1;
else if( _primtype == FLAT_TRIANGLE_STRIP ) _flat_shaded_skip = 2;
else if( _primtype == FLAT_TRIANGLE_FAN ) _flat_shaded_skip = 2;
else _flat_shaded_skip = 0;
}
void GeoSet::setCoords( Vec3 *cp )
{
_coords = cp;
_cindex.setToNull();
_bbox_computed = false;
set_fast_path();
}
void GeoSet::setCoords( Vec3 *cp, ushort *ci )
{
_coords = cp;
// note the size of cindex defaults 0, but will be recalculated
// automatically by computeNumVerts().
_cindex.set(0,ci);
_bbox_computed = false;
set_fast_path();
}
void GeoSet::setCoords( Vec3 *cp, uint *ci )
{
_coords = cp;
// note the size of cindex defaults 0, but will be recalculated
// automatically by computeNumVerts().
_cindex.set(0,ci);
_bbox_computed = false;
set_fast_path();
}
void GeoSet::setCoords( Vec3 *cp, IndexPointer& ip )
{
_coords = cp;
_cindex = ip;
_bbox_computed = false;
set_fast_path();
}
void GeoSet::setNormals( Vec3 *np )
{
_normals = np;
_nindex.setToNull();
if( _normal_binding == BIND_OFF )
setNormalBinding( BIND_DEFAULT );
else
set_fast_path();
}
void GeoSet::setNormals( Vec3 *np, ushort *ni )
{
_normals = np;
// note the size of nindex defaults 0, but will be recalculated
// automatically by computeNumVerts().
_nindex.set(0,ni);
if( _normal_binding == BIND_OFF )
setNormalBinding( BIND_DEFAULT );
else
set_fast_path();
}
void GeoSet::setNormals( Vec3 *np, uint *ni )
{
_normals = np;
// note the size of nindex defaults 0, but will be recalculated
// automatically by computeNumVerts().
_nindex.set(0,ni);
if( _normal_binding == BIND_OFF )
setNormalBinding( BIND_DEFAULT );
else
set_fast_path();
}
void GeoSet::setNormals( Vec3 *cp, IndexPointer& ip )
{
_normals = cp;
_nindex = ip;
_bbox_computed = false;
if( _normal_binding == BIND_OFF )
setNormalBinding( BIND_DEFAULT );
else
set_fast_path();
}
void GeoSet::setColors( Vec4 *lp )
{
_colors = lp;
_colindex.setToNull();
if( _color_binding == BIND_OFF )
setColorBinding( BIND_DEFAULT );
else
set_fast_path();
}
void GeoSet::setColors( Vec4 *lp, ushort *coli )
{
_colors = lp;
// note the size of colindex defaults 0, but will be recalculated
// automatically by computeNumVerts().
_colindex.set(0,coli);
if( _color_binding == BIND_OFF )
setColorBinding( BIND_DEFAULT );
else
set_fast_path();
}
void GeoSet::setColors( Vec4 *lp, uint *coli )
{
_colors = lp;
// note the size of colindex defaults 0, but will be recalculated
// automatically by computeNumVerts().
_colindex.set(0,coli);
if( _color_binding == BIND_OFF )
setColorBinding( BIND_DEFAULT );
else
set_fast_path();
}
void GeoSet::setColors( Vec4 *cp, IndexPointer& ip )
{
_colors = cp;
_colindex = ip;
_bbox_computed = false;
if( _color_binding == BIND_OFF )
setColorBinding( BIND_DEFAULT );
else
set_fast_path();
}
void GeoSet::setTextureCoords( Vec2 *tc )
{
_tcoords = tc;
_tindex.setToNull();
if( _texture_binding == BIND_OFF )
setTextureBinding( BIND_DEFAULT );
else
set_fast_path();
}
void GeoSet::setTextureCoords( Vec2 *tc, ushort *ti )
{
_tcoords = tc;
// note the size of tindex defaults 0, but will be recalculated
// automatically by computeNumVerts().
_tindex.set(0,ti);
if( _texture_binding == BIND_OFF )
setTextureBinding( BIND_DEFAULT );
else
set_fast_path();
}
void GeoSet::setTextureCoords( Vec2 *tc, uint *ti )
{
_tcoords = tc;
// note the size of tindex defaults 0, but will be recalculated
// automatically by computeNumVerts().
_tindex.set(0,ti);
if( _texture_binding == BIND_OFF )
setTextureBinding( BIND_DEFAULT );
else
set_fast_path();
}
void GeoSet::setTextureCoords( Vec2 *cp, IndexPointer& ip )
{
_tcoords = cp;
_tindex = ip;
_bbox_computed = false;
if( _texture_binding == BIND_OFF )
setTextureBinding( BIND_DEFAULT );
else
set_fast_path();
}
void GeoSet::setInterleavedArray( const InterleaveArrayType format, float *pointer )
{
_iaformat = format;
_ogliaformat =
(_iaformat == IA_OFF ) ? 0 :
(_iaformat == IA_V2F ) ? GL_V2F:
(_iaformat == IA_V3F ) ? GL_V3F:
(_iaformat == IA_C4UB_V2F) ? GL_C4UB_V2F:
(_iaformat == IA_C4UB_V3F) ? GL_C4UB_V3F:
(_iaformat == IA_C3F_V3F) ? GL_C3F_V3F:
(_iaformat == IA_N3F_V3F) ? GL_N3F_V3F:
(_iaformat == IA_C4F_N3F_V3F) ? GL_C4F_N3F_V3F:
(_iaformat == IA_T2F_V3F) ? GL_T2F_V3F:
(_iaformat == IA_T4F_V4F) ? GL_T4F_V4F:
(_iaformat == IA_T2F_C4UB_V3F) ? GL_T2F_C4UB_V3F:
(_iaformat == IA_T2F_C3F_V3F) ? GL_T2F_C3F_V3F:
(_iaformat == IA_T2F_N3F_V3F) ? GL_T2F_N3F_V3F:
(_iaformat == IA_T2F_C4F_N3F_V3F) ? GL_T2F_C4F_N3F_V3F:
(_iaformat == IA_T4F_C4F_N3F_V4F) ? GL_T4F_C4F_N3F_V4F: 0;
_iarray = pointer;
_iaindex.setToNull();
set_fast_path();
}
void GeoSet::setInterleavedArray( const InterleaveArrayType format, float *ia, ushort *iai )
{
_iaformat = format;
_ogliaformat =
(_iaformat == IA_OFF ) ? 0 :
(_iaformat == IA_V2F ) ? GL_V2F:
(_iaformat == IA_V3F ) ? GL_V3F:
(_iaformat == IA_C4UB_V2F) ? GL_C4UB_V2F:
(_iaformat == IA_C4UB_V3F) ? GL_C4UB_V3F:
(_iaformat == IA_C3F_V3F) ? GL_C3F_V3F:
(_iaformat == IA_N3F_V3F) ? GL_N3F_V3F:
(_iaformat == IA_C4F_N3F_V3F) ? GL_C4F_N3F_V3F:
(_iaformat == IA_T2F_V3F) ? GL_T2F_V3F:
(_iaformat == IA_T4F_V4F) ? GL_T4F_V4F:
(_iaformat == IA_T2F_C4UB_V3F) ? GL_T2F_C4UB_V3F:
(_iaformat == IA_T2F_C3F_V3F) ? GL_T2F_C3F_V3F:
(_iaformat == IA_T2F_N3F_V3F) ? GL_T2F_N3F_V3F:
(_iaformat == IA_T2F_C4F_N3F_V3F) ? GL_T2F_C4F_N3F_V3F:
(_iaformat == IA_T4F_C4F_N3F_V4F) ? GL_T4F_C4F_N3F_V4F: 0;
_iarray = ia;
// note the size of _iaindex defaults 0, but will be recalculated
// automatically by computeNumVerts().
_iaindex.set(0,iai);
set_fast_path();
}
void GeoSet::setInterleavedArray( const InterleaveArrayType format, float *ia, IndexPointer& iai )
{
_iaformat = format;
_ogliaformat =
(_iaformat == IA_OFF ) ? 0 :
(_iaformat == IA_V2F ) ? GL_V2F:
(_iaformat == IA_V3F ) ? GL_V3F:
(_iaformat == IA_C4UB_V2F) ? GL_C4UB_V2F:
(_iaformat == IA_C4UB_V3F) ? GL_C4UB_V3F:
(_iaformat == IA_C3F_V3F) ? GL_C3F_V3F:
(_iaformat == IA_N3F_V3F) ? GL_N3F_V3F:
(_iaformat == IA_C4F_N3F_V3F) ? GL_C4F_N3F_V3F:
(_iaformat == IA_T2F_V3F) ? GL_T2F_V3F:
(_iaformat == IA_T4F_V4F) ? GL_T4F_V4F:
(_iaformat == IA_T2F_C4UB_V3F) ? GL_T2F_C4UB_V3F:
(_iaformat == IA_T2F_C3F_V3F) ? GL_T2F_C3F_V3F:
(_iaformat == IA_T2F_N3F_V3F) ? GL_T2F_N3F_V3F:
(_iaformat == IA_T2F_C4F_N3F_V3F) ? GL_T2F_C4F_N3F_V3F:
(_iaformat == IA_T4F_C4F_N3F_V4F) ? GL_T4F_C4F_N3F_V4F: 0;
_iarray = ia;
// note the size of _iaindex defaults 0, but will be recalculated
// automatically by computeNumVerts().
_iaindex = iai;
set_fast_path();
}