14 #ifndef OSGUTIL_SCENEGRAPHBUILDER
15 #define OSGUTIL_SCENEGRAPHBUILDER 1
18 #include <osg/Geometry>
19 #include <osg/MatrixTransform>
22 #include <osgUtil/Export>
46 void BlendFunc(GLenum srcFactor, GLenum dstFactor);
47 void CullFace(GLenum mode);
48 void DepthFunc(GLenum mode);
49 void FrontFace(GLenum mode);
50 void LineStipple(GLint factor, GLushort pattern);
51 void LineWidth(GLfloat lineWidth);
52 void PointSize(GLfloat pointSize);
53 void PolygonMode(GLenum face, GLenum mode);
54 void PolygonOffset(GLfloat factor, GLfloat units);
55 void PolygonStipple(
const GLubyte* mask);
56 void ShadeModel(GLenum mode);
58 void Enable(GLenum mode);
59 void Disable(GLenum mode);
61 void Color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
62 void Color4fv(GLfloat* c) { Color4f(c[0], c[1], c[2], c[3]); }
64 void Vertex3f(GLfloat x, GLfloat y, GLfloat z);
65 void Vertex3fv(GLfloat* v) { Vertex3f(v[0], v[1], v[2]); }
67 void Normal3f(GLfloat x, GLfloat y, GLfloat z);
68 void Normal3fv(GLfloat* n) { Normal3f(n[0], n[1], n[2]); }
70 void TexCoord1f(GLfloat x);
73 void TexCoord2f(GLfloat x, GLfloat y);
76 void TexCoord3f(GLfloat x, GLfloat y, GLfloat z);
77 void TexCoord3fv(GLfloat* tc) { TexCoord3f(tc[0], tc[1], tc[2]); }
79 void TexCoord4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w);
80 void TexCoord4fv(GLfloat* tc) { TexCoord4f(tc[0], tc[1], tc[2], tc[3]); }
82 void Begin(GLenum mode);
88 void QuadricDrawStyle(GLenum aDrawStyle);
89 void QuadricNormals(GLenum aNormals);
90 void QuadricOrientation(GLenum aOrientation);
91 void QuadricTexture(GLboolean aTexture);
93 void Cylinder(GLfloat base,
99 void Disk(GLfloat inner,
104 void PartialDisk(GLfloat inner,
111 void Sphere(GLfloat radius,
126 void matrixChanged();
128 void addMode(GLenum mode,
bool enabled);
130 void addTextureMode(
unsigned int unit, GLenum mode,
bool enabled);
135 void allocateGeometry();
136 void completeGeometry();
138 void allocateStateSet();
osg::ref_ptr< osg::MatrixTransform > _transform
void TexCoord2fv(GLfloat *tc)
void Vertex3fv(GLfloat *v)
osg::ref_ptr< osg::Vec3Array > _vertices
osg::ref_ptr< osg::Geometry > _geometry
osg::ref_ptr< osg::Geode > _geode
osg::ref_ptr< osg::StateSet > _stateset
void TexCoord4fv(GLfloat *tc)
std::vector< osg::Matrixd > Matrices
osg::ref_ptr< osg::Vec4Array > _colors
void Normal3fv(GLfloat *n)
void TexCoord3fv(GLfloat *tc)
QuadricState _quadricState
GLint GLenum GLsizei GLsizei height
osg::ref_ptr< osg::Group > _group
void TexCoord1fv(GLfloat *tc)
osg::ref_ptr< osg::Vec3Array > _normals
unsigned int _maxNumTexCoordComponents
void Color4fv(GLfloat *c)
osg::ref_ptr< osg::Vec4Array > _texCoords
Shader generator framework.