/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library 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. See the * OpenSceneGraph Public License for more details. */ #ifndef OSG_TRIANGLEFUNCTOR #define OSG_TRIANGLEFUNCTOR 1 #include <osg/PrimitiveSet> #include <osg/Notify> namespace osg { /** Provides access to the triangles that compose an \c osg::Drawable. If the \c * Drawable is not composed of triangles, the \c TriangleFunctor will convert * the primitives to triangles whenever possible. * <p>Notice that \c TriangleFunctor is a class template, and that it inherits * from its template parameter \c T. This template parameter must implement * <tt>T::operator() (const osg::Vec3 v1, const osg::Vec3 v2, const osg::Vec3 * v3, bool treatVertexDataAsTemporary)</tt>, which will be called for every * triangle when the functor is applied to a \c Drawable. Parameters \c v1, \c * v2, and \c v3 are the triangle vertices. The fourth parameter, \c * treatVertexDataAsTemporary, indicates whether these vertices are coming from * a "real" vertex array, or from a temporary vertex array, created by the \c * TriangleFunctor from some other geometry representation. * @see \c PrimitiveFunctor for general usage hints. */ template<class T> class TriangleFunctor : public PrimitiveFunctor, public T { public: TriangleFunctor() { _vertexArraySize=0; _vertexArrayPtr=0; } virtual ~TriangleFunctor() {} 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,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 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 drawArrays(GLenum mode,GLint first,GLsizei count) { if (_vertexArrayPtr==0 || count==0) return; 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)); break; } 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)); else this->operator()(*(vptr),*(vptr+1),*(vptr+2)); } 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)); this->operator()(*(vptr),*(vptr+2),*(vptr+3)); } 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+2)); this->operator()(*(vptr+1),*(vptr+3),*(vptr+2)); } 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)); } break; } case(GL_POINTS): case(GL_LINES): case(GL_LINE_STRIP): case(GL_LINE_LOOP): default: // can't be converted into to triangles. break; } } virtual void drawElements(GLenum mode,GLsizei count,const GLubyte* indices) { if (indices==0 || count==0) return; typedef const GLubyte* 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)]); 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)]); else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]); } 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)]); this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)]); } 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+2)]); this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)]); } 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)]); } break; } case(GL_POINTS): case(GL_LINES): case(GL_LINE_STRIP): case(GL_LINE_LOOP): default: // can't be converted into to triangles. break; } } virtual void drawElements(GLenum mode,GLsizei count,const GLushort* indices) { if (indices==0 || count==0) return; typedef const GLushort* 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)]); } 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)]); else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]); } 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)]); this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)]); } 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+2)]); this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)]); } 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)]); } break; } case(GL_POINTS): case(GL_LINES): case(GL_LINE_STRIP): case(GL_LINE_LOOP): default: // can't be converted into to triangles. break; } } virtual void drawElements(GLenum mode,GLsizei count,const GLuint* indices) { if (indices==0 || count==0) return; typedef const GLuint* 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)]); 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)]); else this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+2)]); } 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)]); this->operator()(_vertexArrayPtr[*(iptr)],_vertexArrayPtr[*(iptr+2)],_vertexArrayPtr[*(iptr+3)]); } 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+2)]); this->operator()(_vertexArrayPtr[*(iptr+1)],_vertexArrayPtr[*(iptr+3)],_vertexArrayPtr[*(iptr+2)]); } 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)]); } break; } case(GL_POINTS): case(GL_LINES): case(GL_LINE_STRIP): case(GL_LINE_LOOP): default: // can't be converted into to triangles. break; } } protected: unsigned int _vertexArraySize; const Vec3* _vertexArrayPtr; }; } #endif