/usr/include/osgUtil/SceneGraphBuilder is in libopenscenegraph-dev 3.2.3+dfsg1-2+b4.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 | /* -*-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 OSGUTIL_SCENEGRAPHBUILDER
#define OSGUTIL_SCENEGRAPHBUILDER 1
#include <osg/Geode>
#include <osg/Geometry>
#include <osg/MatrixTransform>
#include <osg/GLU>
#include <osgUtil/Export>
namespace osgUtil {
/** A class for assisting the building ascene graphs that is equivilant to OpenGL 1.0 style calls.
*/
class OSGUTIL_EXPORT SceneGraphBuilder
{
public:
SceneGraphBuilder();
//
// OpenGL 1.0 style building methods
//
void PushMatrix();
void PopMatrix();
void LoadIdentity();
void LoadMatrixd(const GLdouble* m);
void MultMatrixd(const GLdouble* m);
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 BlendFunc(GLenum srcFactor, GLenum dstFactor);
void CullFace(GLenum mode);
void DepthFunc(GLenum mode);
void FrontFace(GLenum mode);
void LineStipple(GLint factor, GLushort pattern);
void LineWidth(GLfloat lineWidth);
void PointSize(GLfloat pointSize);
void PolygonMode(GLenum face, GLenum mode);
void PolygonOffset(GLfloat factor, GLfloat units);
void PolygonStipple(const GLubyte* mask);
void ShadeModel(GLenum mode);
void Enable(GLenum mode);
void Disable(GLenum mode);
void Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void Color4fv(GLfloat* c) { Color4f(c[0], c[1], c[2], c[3]); }
void Vertex3f(GLfloat x, GLfloat y, GLfloat z);
void Vertex3fv(GLfloat* v) { Vertex3f(v[0], v[1], v[2]); }
void Normal3f(GLfloat x, GLfloat y, GLfloat z);
void Normal3fv(GLfloat* n) { Normal3f(n[0], n[1], n[2]); }
void TexCoord1f(GLfloat x);
void TexCoord1fv(GLfloat* tc) { TexCoord1f(tc[0]); }
void TexCoord2f(GLfloat x, GLfloat y);
void TexCoord2fv(GLfloat* tc) { TexCoord2f(tc[0],tc[1]); }
void TexCoord3f(GLfloat x, GLfloat y, GLfloat z);
void TexCoord3fv(GLfloat* tc) { TexCoord3f(tc[0], tc[1], tc[2]); }
void TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void TexCoord4fv(GLfloat* tc) { TexCoord4f(tc[0], tc[1], tc[2], tc[3]); }
void Begin(GLenum mode);
void End();
//
// glu style building methods
//
void QuadricDrawStyle(GLenum aDrawStyle);
void QuadricNormals(GLenum aNormals);
void QuadricOrientation(GLenum aOrientation);
void QuadricTexture(GLboolean aTexture);
void Cylinder(GLfloat base,
GLfloat top,
GLfloat height,
GLint slices,
GLint stacks);
void Disk(GLfloat inner,
GLfloat outer,
GLint slices,
GLint loops);
void PartialDisk(GLfloat inner,
GLfloat outer,
GLint slices,
GLint loops,
GLfloat start,
GLfloat sweep);
void Sphere(GLfloat radius,
GLint slices,
GLint stacks);
//
// methods for obtaining the built scene graph
//
osg::Node* getScene();
osg::Node* takeScene();
protected:
typedef std::vector<osg::Matrixd> Matrices;
void matrixChanged();
void addAttribute(osg::StateAttribute* attribute);
void addMode(GLenum mode, bool enabled);
void addTextureAttribute(unsigned int unit, osg::StateAttribute* attribute);
void addTextureMode(unsigned int unit, GLenum mode, bool enabled);
void addShape(osg::Shape* shape);
void addDrawable(osg::Drawable* drawable);
void newGeometry();
void allocateGeometry();
void completeGeometry();
void allocateStateSet();
Matrices _matrixStack;
osg::ref_ptr<osg::StateSet> _stateset;
bool _statesetAssigned;
bool _normalSet;
osg::Vec3f _normal;
bool _colorSet;
osg::Vec4f _color;
unsigned int _maxNumTexCoordComponents;
osg::Vec4f _texCoord;
GLenum _primitiveMode;
osg::ref_ptr<osg::Vec3Array> _vertices;
osg::ref_ptr<osg::Vec3Array> _normals;
osg::ref_ptr<osg::Vec4Array> _colors;
osg::ref_ptr<osg::Vec4Array> _texCoords;
struct QuadricState
{
QuadricState():
_drawStyle(GLU_FILL),
_normals(GLU_SMOOTH),
_orientation(GLU_OUTSIDE),
_texture(GLU_FALSE) {}
GLenum _drawStyle;
GLenum _normals;
GLenum _orientation;
GLboolean _texture;
};
QuadricState _quadricState;
osg::ref_ptr<osg::Geometry> _geometry;
osg::ref_ptr<osg::Geode> _geode;
osg::ref_ptr<osg::MatrixTransform> _transform;
osg::ref_ptr<osg::Group> _group;
};
}
#endif
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