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//##################################################################################################
//
// Custom Visualization Core library
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// Copyright (C) 2011-2013 Ceetron AS
//
// This library may be used under the terms of either the GNU General Public License or
// the GNU Lesser General Public License as follows:
//
// GNU General Public License Usage
// This library is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// 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 GNU General Public License at <<http://www.gnu.org/licenses/gpl.html>>
// for more details.
//
// GNU Lesser General Public License Usage
// This library is free software; you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// 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 GNU Lesser General Public License at <<http://www.gnu.org/licenses/lgpl-2.1.html>>
// for more details.
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//
//##################################################################################################
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# pragma once
# include "cvfDrawable.h"
# include "cvfArray.h"
# include "cvfMatrix4.h"
# include "cvfBoundingBox.h"
# include "cvfCollection.h"
# include "cvfHitDetail.h"
namespace cvf {
class VertexBundle ;
class VertexAttribute ;
class PrimitiveSet ;
//==================================================================================================
//
// A polygon based drawable
//
//==================================================================================================
class DrawableGeo : public Drawable
{
public :
enum RenderMode
{
VERTEX_ARRAY , ///< Rendering using client vertex arrays (copy arrays from client memory to graphics memory on each draw)
BUFFER_OBJECT ///< Rendering using buffer objects (arrays stored in graphics memory)
} ;
public :
DrawableGeo ( ) ;
virtual ~ DrawableGeo ( ) ;
ref < DrawableGeo > shallowCopy ( ) const ;
virtual void render ( OpenGLContext * oglContext , ShaderProgram * shaderProgram , const MatrixState & matrixState ) ;
virtual void renderFixedFunction ( OpenGLContext * oglContext , const MatrixState & matrixState ) ;
virtual void renderImmediateMode ( OpenGLContext * oglContext , const MatrixState & matrixState ) ;
virtual void createUploadBufferObjectsGPU ( OpenGLContext * oglContext ) ;
virtual void releaseBufferObjectsGPU ( ) ;
virtual size_t vertexCount ( ) const ;
virtual size_t triangleCount ( ) const ;
virtual size_t faceCount ( ) const ;
void setRenderMode ( RenderMode renderMode ) ;
RenderMode renderMode ( ) const ;
void setVertexArray ( Vec3fArray * vertexArray ) ;
void setNormalArray ( Vec3fArray * normalArray ) ;
void setColorArray ( Color3ubArray * colorArray ) ;
const Vec3fArray * vertexArray ( ) const ;
const Vec3fArray * normalArray ( ) const ;
void setTextureCoordArray ( Vec2fArray * textureCoordArray ) ;
const Vec2fArray * textureCoordArray ( ) const ;
void setVertexAttribute ( VertexAttribute * vertexAttrib ) ;
size_t primitiveSetCount ( ) const ;
void addPrimitiveSet ( PrimitiveSet * primitiveSet ) ;
const PrimitiveSet * primitiveSet ( size_t index ) const ;
PrimitiveSet * primitiveSet ( size_t index ) ;
int convertFromUIntToUShort ( ) ;
void getFaceIndices ( size_t indexOfFace , UIntArray * indices ) const ;
void setFromFaceList ( const UIntArray & faceList ) ;
ref < UIntArray > toFaceList ( ) const ;
void setFromTriangleVertexArray ( Vec3fArray * vertexArray ) ;
void setFromQuadVertexArray ( Vec3fArray * vertexArray ) ;
void weldVertices ( double weldDistance ) ;
void mergeInto ( const Collection < DrawableGeo > & drawableGeos ) ;
void mergeInto ( const DrawableGeo & drawableGeo , const Mat4d * transformation ) ;
void transform ( const Mat4d & transformation ) ;
void computeNormals ( ) ;
virtual BoundingBox boundingBox ( ) const ;
void recomputeBoundingBox ( ) ;
bool rayIntersect ( const Ray & ray , Vec3d * intersectionPoint , uint * faceHit ) const ;
bool rayIntersect ( const Ray & ray , Vec3dArray * intersectionPoints , UIntArray * facesHit ) const ;
virtual bool rayIntersectCreateDetail ( const Ray & ray , Vec3d * intersectionPoint , ref < HitDetail > * hitDetail ) const ;
private :
ref < VertexBundle > m_vertexBundle ; // Contains all the per-vertex data, both fixed attributes such as vertices and normals and generic attributes. Bundle always exists.
Collection < PrimitiveSet > m_primitiveSets ; // Collection of primitive sets with the connectivity indices
BoundingBox m_boundingBox ; // Computed bounding box
RenderMode m_renderMode ; // Render using client memory or buffer objects?
} ;
//==================================================================================================
//
//
//
//==================================================================================================
class HitDetailDrawableGeo : public HitDetail
{
public :
HitDetailDrawableGeo ( uint faceIndex ) ;
uint faceIndex ( ) const ;
private :
uint m_faceIndex ; // Index of the face that was hit
} ;
}