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/* -*-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_STATE
#define OSG_STATE 1
#include <osg/Export>
#include <osg/StateSet>
#include <osg/Matrix>
#include <osg/Uniform>
#include <osg/BufferObject>
#include <osg/Observer>
#include <osg/Timer>
#include <osg/ShaderComposer>
#include <osg/FrameStamp>
#include <osg/DisplaySettings>
#include <osg/Polytope>
#include <osg/Viewport>
#include <osg/GLBeginEndAdapter>
#include <osg/ArrayDispatchers>
#include <osg/GraphicsCostEstimator>
#include <iosfwd>
#include <vector>
#include <map>
#include <set>
#include <string>
#ifndef GL_FOG_COORDINATE_ARRAY
#ifdef GL_FOG_COORDINATE_ARRAY_EXT
#define GL_FOG_COORDINATE_ARRAY GL_FOG_COORDINATE_ARRAY_EXT
#else
#define GL_FOG_COORDINATE_ARRAY 0x8457
#endif
#endif
#ifndef GL_SECONDARY_COLOR_ARRAY
#ifdef GL_SECONDARY_COLOR_ARRAY_EXT
#define GL_SECONDARY_COLOR_ARRAY GL_SECONDARY_COLOR_ARRAY_EXT
#else
#define GL_SECONDARY_COLOR_ARRAY 0x845E
#endif
#endif
#if !defined(GL_EXT_timer_query) && !defined(OSG_GL3_AVAILABLE)
#ifdef _WIN32
typedef __int64 GLint64EXT;
typedef unsigned __int64 GLuint64EXT;
#else
typedef long long int GLint64EXT;
typedef unsigned long long int GLuint64EXT;
#endif
#endif
namespace osg {
/** macro for use with osg::StateAttribute::apply methods for detecting and
* reporting OpenGL error messages.*/
#define OSG_GL_DEBUG(message) \
if (state.getFineGrainedErrorDetection()) \
{ \
GLenum errorNo = glGetError(); \
if (errorNo!=GL_NO_ERROR) \
{ \
osg::notify(WARN)<<"Warning: detected OpenGL error '"<<gluErrorString(errorNo)<<" "<<message<<endl; \
}\
}
// forward declare GraphicsContext, View and State
class GraphicsContext;
class VertexAttribAlias
{
public:
VertexAttribAlias():
_location(0) {}
VertexAttribAlias(const VertexAttribAlias& rhs):
_location(rhs._location),
_glName(rhs._glName),
_osgName(rhs._osgName),
_declaration(rhs._declaration) {}
VertexAttribAlias(GLuint location, const std::string glName, const std::string osgName, const std::string& declaration):
_location(location),
_glName(glName),
_osgName(osgName),
_declaration(declaration) {}
GLuint _location;
std::string _glName;
std::string _osgName;
std::string _declaration;
};
/** Encapsulates the current applied OpenGL modes, attributes and vertex arrays settings,
* implements lazy state updating and provides accessors for querying the current state.
* The venerable Red Book says that "OpenGL is a state machine", and this class
* represents the OpenGL state in OSG. Furthermore, \c State also has other
* important features:
* - It works as a stack of states (see \c pushStateSet() and
* \c popStateSet()). Manipulating this stack of OpenGL states manually is
* seldom needed, since OSG does this in the most common situations.
* - It implements lazy state updating. This means that, if one requests a
* state change and that particular state is already in the requested state,
* no OpenGL call will be made. This ensures that the OpenGL pipeline is not
* stalled by unnecessary state changes.
* - It allows to query the current OpenGL state without calls to \c glGet*(),
* which typically stall the graphics pipeline (see, for instance,
* \c captureCurrentState() and \c getModelViewMatrix()).
*/
class OSG_EXPORT State : public Referenced, public Observer
{
public :
State();
/** Set the graphics context associated with that owns this State object.*/
void setGraphicsContext(GraphicsContext* context) { _graphicsContext = context; }
/** Get the graphics context associated with that owns this State object.*/
GraphicsContext* getGraphicsContext() { return _graphicsContext; }
/** Get the const graphics context associated with that owns this State object.*/
const GraphicsContext* getGraphicsContext() const { return _graphicsContext; }
/** Set the current OpenGL context uniqueID.
* The ContextID is used by classes like osg::StateAttribute's and osg::Drawable's to
* help manage seperate OpenGL objects, such as display lists, vertex buffer objects
* and texture object for each graphics context. The ContextID simply acts as an index
* into arrays that these classes maintain for the purpose of storing GL object handles.
*
* Note, osgViewer::GraphicsWindow will automatically set up the ContextID for you,
* so you will rearely need to set this yourself.
*
* The exception is when creating your own graphics context, where you should set
* the ContextID uniquely for each graphics context.
*
* Typical settings for ContextID are 0,1,2,3... up to the maximum
* number of graphics contexts you have set up. By default contextID is 0.
*/
inline void setContextID(unsigned int contextID) { _contextID=contextID; }
/** Get the current OpenGL context unique ID.*/
inline unsigned int getContextID() const { return _contextID; }
/* Set whether shader composition is enabled.*/
void setShaderCompositionEnabled(bool flag) { _shaderCompositionEnabled = flag; }
/* Get whether shader composition is enabled.*/
bool getShaderCompositionEnabled() const { return _shaderCompositionEnabled; }
/** Set the ShaderComposor object that implements shader composition.*/
void setShaderComposer(ShaderComposer* sc) { _shaderComposer = sc; }
/** Get the ShaderComposor object.*/
ShaderComposer* getShaderComposer() { return _shaderComposer.get(); }
/** Get the const ShaderComposor object.*/
const ShaderComposer* getShaderComposer() const { return _shaderComposer.get(); }
/** Get the unform list in which to inject any uniforms that StateAttribute::apply(State&) methods provide.*/
StateSet::UniformList& getCurrentShaderCompositionUniformList() { return _currentShaderCompositionUniformList; }
/** Convinience method for StateAttribute:::apply(State&) methods to pass on their uniforms to osg::State so it can apply them at the appropriate point.*/
void applyShaderCompositionUniform(const osg::Uniform* uniform, StateAttribute::OverrideValue value=StateAttribute::ON)
{
StateSet::RefUniformPair& up = _currentShaderCompositionUniformList[uniform->getName()];
up.first = const_cast<Uniform*>(uniform);
up.second = value;
}
/** Push stateset onto state stack.*/
void pushStateSet(const StateSet* dstate);
/** Pop stateset off state stack.*/
void popStateSet();
/** pop all statesets off state stack, ensuring it is empty ready for the next frame.
* Note, to return OpenGL to default state, one should do any state.popAllStatSets(); state.apply().*/
void popAllStateSets();
/** Insert stateset onto state stack.*/
void insertStateSet(unsigned int pos,const StateSet* dstate);
/** Pop stateset off state stack.*/
void removeStateSet(unsigned int pos);
/** Get the number of StateSet's on the StateSet stack.*/
unsigned int getStateSetStackSize() { return static_cast<unsigned int>(_stateStateStack.size()); }
/** Pop StateSet's for the StateSet stack till its size equals the specified size.*/
void popStateSetStackToSize(unsigned int size) { while (_stateStateStack.size()>size) popStateSet(); }
typedef std::vector<const StateSet*> StateSetStack;
/** Get the StateSet stack.*/
StateSetStack& getStateSetStack() { return _stateStateStack; }
/** Copy the modes and attributes which capture the current state.*/
void captureCurrentState(StateSet& stateset) const;
/** reset the state object to an empty stack.*/
void reset();
inline const Viewport* getCurrentViewport() const
{
return static_cast<const Viewport*>(getLastAppliedAttribute(osg::StateAttribute::VIEWPORT));
}
void setInitialViewMatrix(const osg::RefMatrix* matrix);
inline const osg::Matrix& getInitialViewMatrix() const { return *_initialViewMatrix; }
inline const osg::Matrix& getInitialInverseViewMatrix() const { return _initialInverseViewMatrix; }
void applyProjectionMatrix(const osg::RefMatrix* matrix);
inline const osg::Matrix& getProjectionMatrix() const { return *_projection; }
void applyModelViewMatrix(const osg::RefMatrix* matrix);
void applyModelViewMatrix(const osg::Matrix&);
const osg::Matrix& getModelViewMatrix() const { return *_modelView; }
void setUseModelViewAndProjectionUniforms(bool flag) { _useModelViewAndProjectionUniforms = flag; }
bool getUseModelViewAndProjectionUniforms() const { return _useModelViewAndProjectionUniforms; }
void updateModelViewAndProjectionMatrixUniforms();
void applyModelViewAndProjectionUniformsIfRequired();
osg::Uniform* getModelViewMatrixUniform() { return _modelViewMatrixUniform.get(); }
osg::Uniform* getProjectionMatrixUniform() { return _projectionMatrixUniform.get(); }
osg::Uniform* getModelViewProjectionMatrixUniform() { return _modelViewProjectionMatrixUniform.get(); }
osg::Uniform* getNormalMatrixUniform() { return _normalMatrixUniform.get(); }
Polytope getViewFrustum() const;
void setUseVertexAttributeAliasing(bool flag) { _useVertexAttributeAliasing = flag; }
bool getUseVertexAttributeAliasing() const { return _useVertexAttributeAliasing ; }
typedef std::vector<VertexAttribAlias> VertexAttribAliasList;
const VertexAttribAlias& getVertexAlias() { return _vertexAlias; }
const VertexAttribAlias& getNormalAlias() { return _normalAlias; }
const VertexAttribAlias& getColorAlias() { return _colorAlias; }
const VertexAttribAlias& getSecondaryColorAlias() { return _secondaryColorAlias; }
const VertexAttribAlias& getFogCoordAlias() { return _fogCoordAlias; }
const VertexAttribAliasList& getTexCoordAliasList() { return _texCoordAliasList; }
const Program::AttribBindingList& getAttributeBindingList() { return _attributeBindingList; }
bool convertVertexShaderSourceToOsgBuiltIns(std::string& source) const;
/** Apply stateset.*/
void apply(const StateSet* dstate);
/** Updates the OpenGL state so that it matches the \c StateSet at the
* top of the stack of <tt>StateSet</tt>s maintained internally by a
* \c State.
*/
void apply();
/** Apply any shader composed state.*/
void applyShaderComposition();
/** Set whether a particular OpenGL mode is valid in the current graphics context.
* Use to disable OpenGL modes that are not supported by current graphics drivers/context.*/
inline void setModeValidity(StateAttribute::GLMode mode,bool valid)
{
ModeStack& ms = _modeMap[mode];
ms.valid = valid;
}
/** Get whether a particular OpenGL mode is valid in the current graphics context.
* Use to disable OpenGL modes that are not supported by current graphics drivers/context.*/
inline bool getModeValidity(StateAttribute::GLMode mode)
{
ModeStack& ms = _modeMap[mode];
return ms.valid;
}
inline void setGlobalDefaultModeValue(StateAttribute::GLMode mode,bool enabled)
{
ModeStack& ms = _modeMap[mode];
ms.global_default_value = enabled;
}
inline bool getGlobalDefaultModeValue(StateAttribute::GLMode mode)
{
return _modeMap[mode].global_default_value;
}
/** Apply an OpenGL mode if required. This is a wrapper around
* \c glEnable() and \c glDisable(), that just actually calls these
* functions if the \c enabled flag is different than the current
* state.
* @return \c true if the state was actually changed. \c false
* otherwise. Notice that a \c false return does not indicate
* an error, it just means that the mode was already set to the
* same value as the \c enabled parameter.
*/
inline bool applyMode(StateAttribute::GLMode mode,bool enabled)
{
ModeStack& ms = _modeMap[mode];
ms.changed = true;
return applyMode(mode,enabled,ms);
}
inline void setGlobalDefaultTextureModeValue(unsigned int unit, StateAttribute::GLMode mode,bool enabled)
{
ModeMap& modeMap = getOrCreateTextureModeMap(unit);
ModeStack& ms = modeMap[mode];
ms.global_default_value = enabled;
}
inline bool getGlobalDefaultTextureModeValue(unsigned int unit, StateAttribute::GLMode mode)
{
ModeMap& modeMap = getOrCreateTextureModeMap(unit);
ModeStack& ms = modeMap[mode];
return ms.global_default_value;
}
inline bool applyTextureMode(unsigned int unit, StateAttribute::GLMode mode,bool enabled)
{
ModeMap& modeMap = getOrCreateTextureModeMap(unit);
ModeStack& ms = modeMap[mode];
ms.changed = true;
return applyModeOnTexUnit(unit,mode,enabled,ms);
}
inline void setGlobalDefaultAttribute(const StateAttribute* attribute)
{
AttributeStack& as = _attributeMap[attribute->getTypeMemberPair()];
as.global_default_attribute = attribute;
}
inline const StateAttribute* getGlobalDefaultAttribute(StateAttribute::Type type, unsigned int member=0)
{
AttributeStack& as = _attributeMap[StateAttribute::TypeMemberPair(type,member)];
return as.global_default_attribute.get();
}
/** Apply an attribute if required. */
inline bool applyAttribute(const StateAttribute* attribute)
{
AttributeStack& as = _attributeMap[attribute->getTypeMemberPair()];
as.changed = true;
return applyAttribute(attribute,as);
}
inline void setGlobalDefaultTextureAttribute(unsigned int unit, const StateAttribute* attribute)
{
AttributeMap& attributeMap = getOrCreateTextureAttributeMap(unit);
AttributeStack& as = attributeMap[attribute->getTypeMemberPair()];
as.global_default_attribute = attribute;
}
inline const StateAttribute* getGlobalDefaultTextureAttribute(unsigned int unit, StateAttribute::Type type, unsigned int member = 0)
{
AttributeMap& attributeMap = getOrCreateTextureAttributeMap(unit);
AttributeStack& as = attributeMap[StateAttribute::TypeMemberPair(type,member)];
return as.global_default_attribute.get();
}
inline bool applyTextureAttribute(unsigned int unit, const StateAttribute* attribute)
{
AttributeMap& attributeMap = getOrCreateTextureAttributeMap(unit);
AttributeStack& as = attributeMap[attribute->getTypeMemberPair()];
as.changed = true;
return applyAttributeOnTexUnit(unit,attribute,as);
}
/** Mode has been set externally, update state to reflect this setting.*/
void haveAppliedMode(StateAttribute::GLMode mode,StateAttribute::GLModeValue value);
/** Mode has been set externally, therefore dirty the associated mode in osg::State
* so it is applied on next call to osg::State::apply(..)*/
void haveAppliedMode(StateAttribute::GLMode mode);
/** Attribute has been applied externally, update state to reflect this setting.*/
void haveAppliedAttribute(const StateAttribute* attribute);
/** Attribute has been applied externally,
* and therefore this attribute type has been dirtied
* and will need to be re-applied on next osg::State.apply(..).
* note, if you have an osg::StateAttribute which you have applied externally
* then use the have_applied(attribute) method as this will cause the osg::State to
* track the current state more accurately and enable lazy state updating such
* that only changed state will be applied.*/
void haveAppliedAttribute(StateAttribute::Type type, unsigned int member=0);
/** Get whether the current specified mode is enabled (true) or disabled (false).*/
bool getLastAppliedMode(StateAttribute::GLMode mode) const;
/** Get the current specified attribute, return NULL if one has not yet been applied.*/
const StateAttribute* getLastAppliedAttribute(StateAttribute::Type type, unsigned int member=0) const;
/** texture Mode has been set externally, update state to reflect this setting.*/
void haveAppliedTextureMode(unsigned int unit, StateAttribute::GLMode mode,StateAttribute::GLModeValue value);
/** texture Mode has been set externally, therefore dirty the associated mode in osg::State
* so it is applied on next call to osg::State::apply(..)*/
void haveAppliedTextureMode(unsigned int unit, StateAttribute::GLMode mode);
/** texture Attribute has been applied externally, update state to reflect this setting.*/
void haveAppliedTextureAttribute(unsigned int unit, const StateAttribute* attribute);
/** texture Attribute has been applied externally,
* and therefore this attribute type has been dirtied
* and will need to be re-applied on next osg::State.apply(..).
* note, if you have an osg::StateAttribute which you have applied externally
* then use the have_applied(attribute) method as this will the osg::State to
* track the current state more accurately and enable lazy state updating such
* that only changed state will be applied.*/
void haveAppliedTextureAttribute(unsigned int unit, StateAttribute::Type type, unsigned int member=0);
/** Get whether the current specified texture mode is enabled (true) or disabled (false).*/
bool getLastAppliedTextureMode(unsigned int unit, StateAttribute::GLMode mode) const;
/** Get the current specified texture attribute, return NULL if one has not yet been applied.*/
const StateAttribute* getLastAppliedTextureAttribute(unsigned int unit, StateAttribute::Type type, unsigned int member=0) const;
/** Dirty the modes previously applied in osg::State.*/
void dirtyAllModes();
/** Dirty the modes attributes previously applied in osg::State.*/
void dirtyAllAttributes();
/** disable the vertex, normal, color, tex coords, secondary color, fog coord and index arrays.*/
void disableAllVertexArrays();
/** dirty the vertex, normal, color, tex coords, secondary color, fog coord and index arrays.*/
void dirtyAllVertexArrays();
void setCurrentVertexBufferObject(osg::GLBufferObject* vbo) { _currentVBO = vbo; }
const GLBufferObject* getCurrentVertexBufferObject() { return _currentVBO; }
inline void bindVertexBufferObject(osg::GLBufferObject* vbo)
{
if (vbo == _currentVBO) return;
if (vbo->isDirty()) vbo->compileBuffer();
else vbo->bindBuffer();
_currentVBO = vbo;
}
inline void unbindVertexBufferObject()
{
if (!_currentVBO) return;
_glBindBuffer(GL_ARRAY_BUFFER_ARB,0);
_currentVBO = 0;
}
void setCurrentElementBufferObject(osg::GLBufferObject* ebo) { _currentEBO = ebo; }
const GLBufferObject* getCurrentElementBufferObject() { return _currentEBO; }
inline void bindElementBufferObject(osg::GLBufferObject* ebo)
{
if (ebo == _currentEBO) return;
if (ebo->isDirty()) ebo->compileBuffer();
else ebo->bindBuffer();
_currentEBO = ebo;
}
inline void unbindElementBufferObject()
{
if (!_currentEBO) return;
_glBindBuffer(GL_ELEMENT_ARRAY_BUFFER_ARB,0);
_currentEBO = 0;
}
void setCurrentPixelBufferObject(osg::GLBufferObject* pbo) { _currentPBO = pbo; }
const GLBufferObject* getCurrentPixelBufferObject() { return _currentPBO; }
inline void bindPixelBufferObject(osg::GLBufferObject* pbo)
{
if (pbo == _currentPBO) return;
if (pbo->isDirty()) pbo->compileBuffer();
else pbo->bindBuffer();
_currentPBO = pbo;
}
inline void unbindPixelBufferObject()
{
if (!_currentPBO) return;
_glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB,0);
_currentPBO = 0;
}
typedef std::vector<GLushort> IndicesGLushort;
IndicesGLushort _quadIndicesGLushort[4];
typedef std::vector<GLuint> IndicesGLuint;
IndicesGLuint _quadIndicesGLuint[4];
void drawQuads(GLint first, GLsizei count, GLsizei primCount=0);
inline void glDrawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
{
if (primcount>=1 && _glDrawArraysInstanced!=0) _glDrawArraysInstanced(mode, first, count, primcount);
else glDrawArrays(mode, first, count);
}
inline void glDrawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei primcount )
{
if (primcount>=1 && _glDrawElementsInstanced!=0) _glDrawElementsInstanced(mode, count, type, indices, primcount);
else glDrawElements(mode, count, type, indices);
}
inline void Vertex(float x, float y, float z, float w=1.0f)
{
#if defined(OSG_GL_VERTEX_FUNCS_AVAILABLE) && !defined(OSG_GLES1_AVAILABLE)
if (_useVertexAttributeAliasing) _glVertexAttrib4f( _vertexAlias._location, x,y,z,w);
else glVertex4f(x,y,z,w);
#else
_glVertexAttrib4f( _vertexAlias._location, x,y,z,w);
#endif
}
inline void Color(float r, float g, float b, float a=1.0f)
{
#ifdef OSG_GL_VERTEX_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing) _glVertexAttrib4f( _colorAlias._location, r,g,b,a);
else glColor4f(r,g,b,a);
#else
_glVertexAttrib4f( _colorAlias._location, r,g,b,a);
#endif
}
void Normal(float x, float y, float z)
{
#ifdef OSG_GL_VERTEX_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing) _glVertexAttrib4f( _normalAlias._location, x,y,z,0.0);
else glNormal3f(x,y,z);
#else
_glVertexAttrib4f( _normalAlias._location, x,y,z,0.0);
#endif
}
void TexCoord(float x, float y=0.0f, float z=0.0f, float w=1.0f)
{
#if !defined(OSG_GLES1_AVAILABLE)
#ifdef OSG_GL_VERTEX_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing) _glVertexAttrib4f( _texCoordAliasList[0]._location, x,y,z,w);
else glTexCoord4f(x,y,z,w);
#else
_glVertexAttrib4f( _texCoordAliasList[0]._location, x,y,z,w);
#endif
#endif
}
void MultiTexCoord(unsigned int unit, float x, float y=0.0f, float z=0.0f, float w=1.0f)
{
#if !defined(OSG_GLES1_AVAILABLE)
#ifdef OSG_GL_VERTEX_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing) _glVertexAttrib4f( _texCoordAliasList[unit]._location, x,y,z,w);
else _glMultiTexCoord4f(GL_TEXTURE0+unit,x,y,z,w);
#else
_glVertexAttrib4f( _texCoordAliasList[unit]._location, x,y,z,w);
#endif
#endif
}
void VerteAttrib(unsigned int location, float x, float y=0.0f, float z=0.0f, float w=0.0f)
{
_glVertexAttrib4f( location, x,y,z,w);
}
/** Mark all the vertex attributes as being disabled but leave the disabling till a later call to applyDisablingOfVertexAttributes.*/
void lazyDisablingOfVertexAttributes();
/** Disable all the vertex attributes that have been marked as to be disabled.*/
void applyDisablingOfVertexAttributes();
/** Wrapper around glInterleavedArrays(..).
* also resets the internal array points and modes within osg::State to keep the other
* vertex array operations consistent. */
void setInterleavedArrays( GLenum format, GLsizei stride, const GLvoid* pointer);
/** Set the vertex pointer using an osg::Array, and manage any VBO that are required.*/
inline void setVertexPointer(const Array* array)
{
if (array)
{
GLBufferObject* vbo = array->getOrCreateGLBufferObject(_contextID);
if (vbo)
{
bindVertexBufferObject(vbo);
setVertexPointer(array->getDataSize(),array->getDataType(),0,(const GLvoid *)(vbo->getOffset(array->getBufferIndex())));
}
else
{
unbindVertexBufferObject();
setVertexPointer(array->getDataSize(),array->getDataType(),0,array->getDataPointer());
}
}
}
/** wrapper around glEnableClientState(GL_VERTEX_ARRAY);glVertexPointer(..);
* note, only updates values that change.*/
inline void setVertexPointer( GLint size, GLenum type,
GLsizei stride, const GLvoid *ptr )
{
#ifdef OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing)
{
setVertexAttribPointer(_vertexAlias._location, size, type, GL_FALSE, stride, ptr);
}
else
{
if (!_vertexArray._enabled || _vertexArray._dirty)
{
_vertexArray._enabled = true;
glEnableClientState(GL_VERTEX_ARRAY);
}
//if (_vertexArray._pointer!=ptr || _vertexArray._dirty)
{
_vertexArray._pointer=ptr;
glVertexPointer( size, type, stride, ptr );
}
_vertexArray._lazy_disable = false;
_vertexArray._dirty = false;
}
#else
setVertexAttribPointer(_vertexAlias._location, size, type, GL_FALSE, stride, ptr);
#endif
}
/** wrapper around glDisableClientState(GL_VERTEX_ARRAY).
* note, only updates values that change.*/
inline void disableVertexPointer()
{
#ifdef OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing)
{
disableVertexAttribPointer(_vertexAlias._location);
}
else
{
if (_vertexArray._enabled || _vertexArray._dirty)
{
_vertexArray._lazy_disable = false;
_vertexArray._enabled = false;
_vertexArray._dirty = false;
glDisableClientState(GL_VERTEX_ARRAY);
}
}
#else
disableVertexAttribPointer(_vertexAlias._location);
#endif
}
inline void dirtyVertexPointer()
{
#ifdef OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing)
{
dirtyVertexAttribPointer(_vertexAlias._location);
}
else
{
_vertexArray._pointer = 0;
_vertexArray._dirty = true;
}
#else
dirtyVertexAttribPointer(_vertexAlias._location);
#endif
}
/** Set the normal pointer using an osg::Array, and manage any VBO that are required.*/
inline void setNormalPointer(const Array* array)
{
if (array)
{
GLBufferObject* vbo = array->getOrCreateGLBufferObject(_contextID);
if (vbo)
{
bindVertexBufferObject(vbo);
setNormalPointer(array->getDataType(),0,(const GLvoid *)(vbo->getOffset(array->getBufferIndex())));
}
else
{
unbindVertexBufferObject();
setNormalPointer(array->getDataType(),0,array->getDataPointer());
}
}
}
/** wrapper around glEnableClientState(GL_NORMAL_ARRAY);glNormalPointer(..);
* note, only updates values that change.*/
inline void setNormalPointer( GLenum type, GLsizei stride,
const GLvoid *ptr )
{
#ifdef OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing)
{
setVertexAttribPointer(_normalAlias._location, 3, type, GL_FALSE, stride, ptr);
}
else
{
if (!_normalArray._enabled || _normalArray._dirty)
{
_normalArray._enabled = true;
glEnableClientState(GL_NORMAL_ARRAY);
}
//if (_normalArray._pointer!=ptr || _normalArray._dirty)
{
_normalArray._pointer=ptr;
glNormalPointer( type, stride, ptr );
}
_normalArray._lazy_disable = false;
_normalArray._dirty = false;
}
#else
setVertexAttribPointer(_normalAlias._location, 3, type, GL_FALSE, stride, ptr);
#endif
}
/** wrapper around glDisableClientState(GL_NORMAL_ARRAY);
* note, only updates values that change.*/
inline void disableNormalPointer()
{
#ifdef OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing)
{
disableVertexAttribPointer(_normalAlias._location);
}
else
{
if (_normalArray._enabled || _normalArray._dirty)
{
_normalArray._lazy_disable = false;
_normalArray._enabled = false;
_normalArray._dirty = false;
glDisableClientState(GL_NORMAL_ARRAY);
}
}
#else
disableVertexAttribPointer(_normalAlias._location);
#endif
}
inline void dirtyNormalPointer()
{
#ifdef OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing)
{
dirtyVertexAttribPointer(_normalAlias._location);
}
else
{
_normalArray._pointer = 0;
_normalArray._dirty = true;
}
#else
dirtyVertexAttribPointer(_normalAlias._location);
#endif
}
/** Set the color pointer using an osg::Array, and manage any VBO that are required.*/
inline void setColorPointer(const Array* array)
{
if (array)
{
GLBufferObject* vbo = array->getOrCreateGLBufferObject(_contextID);
if (vbo)
{
bindVertexBufferObject(vbo);
setColorPointer(array->getDataSize(),array->getDataType(),0,(const GLvoid *)(vbo->getOffset(array->getBufferIndex())));
}
else
{
unbindVertexBufferObject();
setColorPointer(array->getDataSize(),array->getDataType(),0,array->getDataPointer());
}
}
}
/** wrapper around glEnableClientState(GL_COLOR_ARRAY);glColorPointer(..);
* note, only updates values that change.*/
inline void setColorPointer( GLint size, GLenum type,
GLsizei stride, const GLvoid *ptr )
{
#ifdef OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing)
{
setVertexAttribPointer(_colorAlias._location, size, type, GL_FALSE, stride, ptr);
}
else
{
if (!_colorArray._enabled || _colorArray._dirty)
{
_colorArray._enabled = true;
glEnableClientState(GL_COLOR_ARRAY);
}
//if (_colorArray._pointer!=ptr || _colorArray._dirty)
{
_colorArray._pointer=ptr;
glColorPointer( size, type, stride, ptr );
}
_colorArray._lazy_disable = false;
_colorArray._dirty = false;
}
#else
setVertexAttribPointer(_colorAlias._location, size, type, GL_FALSE, stride, ptr);
#endif
}
/** wrapper around glDisableClientState(GL_COLOR_ARRAY);
* note, only updates values that change.*/
inline void disableColorPointer()
{
#ifdef OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing)
{
disableVertexAttribPointer(_colorAlias._location);
}
else
{
if (_colorArray._enabled || _colorArray._dirty)
{
_colorArray._lazy_disable = false;
_colorArray._enabled = false;
_colorArray._dirty = false;
glDisableClientState(GL_COLOR_ARRAY);
}
}
#else
disableVertexAttribPointer(_colorAlias._location);
#endif
}
inline void dirtyColorPointer()
{
#ifdef OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing)
{
dirtyVertexAttribPointer(_colorAlias._location);
}
else
{
_colorArray._pointer = 0;
_colorArray._dirty = true;
}
#else
dirtyVertexAttribPointer(_colorAlias._location);
#endif
}
inline bool isSecondaryColorSupported() const { return _isSecondaryColorSupportResolved?_isSecondaryColorSupported:computeSecondaryColorSupported(); }
/** Set the secondary color pointer using an osg::Array, and manage any VBO that are required.*/
inline void setSecondaryColorPointer(const Array* array)
{
if (array)
{
GLBufferObject* vbo = array->getOrCreateGLBufferObject(_contextID);
if (vbo)
{
bindVertexBufferObject(vbo);
setSecondaryColorPointer(array->getDataSize(),array->getDataType(),0,(const GLvoid *)(vbo->getOffset(array->getBufferIndex())));
}
else
{
unbindVertexBufferObject();
setSecondaryColorPointer(array->getDataSize(),array->getDataType(),0,array->getDataPointer());
}
}
}
/** wrapper around glEnableClientState(GL_SECONDARY_COLOR_ARRAY);glSecondayColorPointer(..);
* note, only updates values that change.*/
void setSecondaryColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr );
/** wrapper around glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
* note, only updates values that change.*/
inline void disableSecondaryColorPointer()
{
#ifdef OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing)
{
disableVertexAttribPointer(_secondaryColorAlias._location);
}
else
{
if (_secondaryColorArray._enabled || _secondaryColorArray._dirty)
{
_secondaryColorArray._lazy_disable = false;
_secondaryColorArray._enabled = false;
_secondaryColorArray._dirty = false;
if (isSecondaryColorSupported()) glDisableClientState(GL_SECONDARY_COLOR_ARRAY);
}
}
#else
disableVertexAttribPointer(_secondaryColorAlias._location);
#endif
}
inline void dirtySecondaryColorPointer()
{
#ifdef OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing)
{
dirtyVertexAttribPointer(_secondaryColorAlias._location);
}
else
{
_secondaryColorArray._pointer = 0;
_secondaryColorArray._dirty = true;
}
#else
dirtyVertexAttribPointer(_secondaryColorAlias._location);
#endif
}
inline bool isFogCoordSupported() const { return _isFogCoordSupportResolved?_isFogCoordSupported:computeFogCoordSupported(); }
/** Set the fog coord pointer using an osg::Array, and manage any VBO that are required.*/
inline void setFogCoordPointer(const Array* array)
{
if (array)
{
GLBufferObject* vbo = array->getOrCreateGLBufferObject(_contextID);
if (vbo)
{
bindVertexBufferObject(vbo);
setFogCoordPointer(array->getDataType(),0,(const GLvoid *)(vbo->getOffset(array->getBufferIndex())));
}
else
{
unbindVertexBufferObject();
setFogCoordPointer(array->getDataType(),0,array->getDataPointer());
}
}
}
/** wrapper around glEnableClientState(GL_FOG_COORDINATE_ARRAY);glFogCoordPointer(..);
* note, only updates values that change.*/
void setFogCoordPointer( GLenum type, GLsizei stride, const GLvoid *ptr );
/** wrapper around glDisableClientState(GL_FOG_COORDINATE_ARRAY);
* note, only updates values that change.*/
inline void disableFogCoordPointer()
{
#ifdef OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE
if (_useVertexAttributeAliasing)
{
disableVertexAttribPointer(_fogCoordAlias._location);
}
else
{
if (_fogArray._enabled || _fogArray._dirty)
{
_fogArray._lazy_disable = false;
_fogArray._enabled = false;
_fogArray._dirty = false;
if (isFogCoordSupported()) glDisableClientState(GL_FOG_COORDINATE_ARRAY);
}
}
#else
disableVertexAttribPointer(_fogCoordAlias._location);
#endif