/usr/include/osg/GLBeginEndAdapter is in libopenscenegraph-dev 3.2.1-6.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 | /* -*-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_GLBeginEndAdapter
#define OSG_GLBeginEndAdapter 1
#include <osg/ref_ptr>
#include <osg/Array>
#include <osg/Matrixd>
#ifndef GL_TEXTURE0
#define GL_TEXTURE0 0x84C0
#endif
namespace osg {
// forward declare
class State;
/** A class adapting OpenGL 1.0 glBegin()/glEnd() style code to vertex array based code */
class OSG_EXPORT GLBeginEndAdapter
{
public:
GLBeginEndAdapter(State* state=0);
void setState(State* state) { _state = state; }
State* getState() { return _state; }
const State* getState() const { return _state; }
enum MatrixMode
{
APPLY_LOCAL_MATRICES_TO_VERTICES,
APPLY_LOCAL_MATRICES_TO_MODELVIEW
};
void setMatrixMode(MatrixMode mode) { _mode = mode; }
MatrixMode setMatrixMode() const { return _mode; }
void PushMatrix();
void PopMatrix();
void LoadIdentity();
void LoadMatrixd(const GLdouble* m);
void MultMatrixd(const GLdouble* m);
void Translatef(GLfloat x, GLfloat y, GLfloat z) { Translated(x,y,z); }
void Scalef(GLfloat x, GLfloat y, GLfloat z) { Scaled(x,y,z); }
void Rotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) { Rotated(angle,x,y,z); }
void Translated(GLdouble x, GLdouble y, GLdouble z);
void Scaled(GLdouble x, GLdouble y, GLdouble z);
void Rotated(GLdouble angle, GLdouble x, GLdouble y, GLdouble z);
void Vertex3f(GLfloat x, GLfloat y, GLfloat z);
void Vertex3fv(const GLfloat* v) { Vertex3f(v[0], v[1], v[2]); }
void Vertex3dv(GLdouble x, GLdouble y, GLdouble z) { Vertex3f(x,y,z); }
void Vertex3dv(const GLdouble* v) { Vertex3f(v[0], v[1], v[2]); }
void Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
_overallColorAssigned = true;
_colorAssigned = true;
_color.set(red,green,blue,alpha);
}
void Color3fv(const GLfloat* c) { Color4f(c[0], c[1], c[2], 1); }
void Color4fv(const GLfloat* c) { Color4f(c[0], c[1], c[2], c[3]); }
void Color4ubv(const GLubyte* c) { const float div = 1.0f/255.0f; Color4f(float(c[0])*div, float(c[1])*div, float(c[2])*div, float(c[3])*div); }
void Normal3f(GLfloat x, GLfloat y, GLfloat z)
{
_overallNormalAssigned = true;
_normalAssigned = true;
_normal.set(x,y,z);
}
void Normal3fv(const GLfloat* n) { Normal3f(n[0], n[1], n[2]); }
void TexCoord1f(GLfloat x) { MultiTexCoord4f(GL_TEXTURE0, x, 0.0f, 0.0f, 1.0f); }
void TexCoord1fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], 0.0f, 0.0f, 1.0f); }
void TexCoord2f(GLfloat x, GLfloat y) { MultiTexCoord4f(GL_TEXTURE0, x, y, 0.0f, 1.0f); }
void TexCoord2fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], tc[1], 0.0f, 1.0f); }
void TexCoord3f(GLfloat x, GLfloat y, GLfloat z) { MultiTexCoord4f(GL_TEXTURE0, x, y, z, 1.0f); }
void TexCoord3fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], tc[1], tc[2], 1.0f); }
void TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { MultiTexCoord4f(GL_TEXTURE0, x, y, z, w); }
void TexCoord4fv(const GLfloat* tc) { MultiTexCoord4f(GL_TEXTURE0, tc[0], tc[1], tc[2], tc[3]); }
void MultiTexCoord1f(GLenum target, GLfloat x) { MultiTexCoord4f(target, x, 0.0f, 0.0f, 1.0f); }
void MultiTexCoord1fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0], 0.0f, 0.0f, 1.0f); }
void MultiTexCoord2f(GLenum target, GLfloat x, GLfloat y) { MultiTexCoord4f(target, x, y, 0.0f, 1.0f); }
void MultiTexCoord2fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0],tc[1], 0.0f, 1.0f); }
void MultiTexCoord3f(GLenum target, GLfloat x, GLfloat y, GLfloat z) {MultiTexCoord4f(target, x, y, z, 1.0f); }
void MultiTexCoord3fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0], tc[1], tc[2], 1.0f); }
void MultiTexCoord4f(GLenum target, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void MultiTexCoord4fv(GLenum target, const GLfloat* tc) { MultiTexCoord4f(target, tc[0], tc[1], tc[2], tc[3]); }
void VertexAttrib1f(GLuint unit, GLfloat x) { VertexAttrib4f(unit, x, 0.0f, 0.0f, 0.0f); }
void VertexAttrib1fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], 0.0f, 0.0f, 0.0f); }
void VertexAttrib2f(GLuint unit, GLfloat x, GLfloat y) { VertexAttrib4f(unit, x, y, 0.0f, 0.0f); }
void VertexAttrib2fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0],tc[1], 0.0f, 0.0f); }
void VertexAttrib3f(GLuint unit, GLfloat x, GLfloat y, GLfloat z) {VertexAttrib4f(unit, x, y, z, 0.0f); }
void VertexAttrib3fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], tc[1], tc[2], 0.0f); }
void VertexAttrib4f(GLuint unit, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void VertexAttrib4fv(GLuint unit, const GLfloat* tc) { VertexAttrib4f(unit, tc[0], tc[1], tc[2], tc[3]); }
void Begin(GLenum mode);
void End();
void reset();
protected:
State* _state;
MatrixMode _mode;
typedef std::list<Matrixd> MatrixStack;
MatrixStack _matrixStack;
bool _normalAssigned;
osg::Vec3f _normal;
bool _colorAssigned;
osg::Vec4f _color;
bool _overallNormalAssigned;
bool _overallColorAssigned;
osg::Vec3f _overallNormal;
osg::Vec4f _overallColor;
typedef std::vector<bool> AssignedList;
typedef std::vector<osg::Vec4f> VertexList;
AssignedList _texCoordAssignedList;
VertexList _texCoordList;
AssignedList _vertexAttribAssignedList;
VertexList _vertexAttribList;
typedef std::vector< osg::ref_ptr<Vec4Array> > VertexArrayList;
GLenum _primitiveMode;
osg::ref_ptr<osg::Vec3Array> _vertices;
osg::ref_ptr<osg::Vec3Array> _normals;
osg::ref_ptr<osg::Vec4Array> _colors;
VertexArrayList _texCoordsList;
VertexArrayList _vertexAttribsList;
};
}
#endif
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