# Visualization Library

A lightweight C++ OpenGL middleware for 2D/3D graphics

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# D:/VL/BuildSystem/VL_DISTRO/Visualization_Library_SDK/src/vlGraphics/Actor.cpp

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    00001 /**************************************************************************************/
    00002 /*                                                                                    */
    00003 /*  Visualization Library                                                             */
    00004 /*  http://www.visualizationlibrary.org                                               */
    00005 /*                                                                                    */
    00006 /*  Copyright (c) 2005-2010, Michele Bosi                                             */
    00007 /*  All rights reserved.                                                              */
    00008 /*                                                                                    */
    00009 /*  Redistribution and use in source and binary forms, with or without modification,  */
    00010 /*  are permitted provided that the following conditions are met:                     */
    00011 /*                                                                                    */
    00012 /*  - Redistributions of source code must retain the above copyright notice, this     */
    00013 /*  list of conditions and the following disclaimer.                                  */
    00014 /*                                                                                    */
    00015 /*  - Redistributions in binary form must reproduce the above copyright notice, this  */
    00016 /*  list of conditions and the following disclaimer in the documentation and/or       */
    00017 /*  other materials provided with the distribution.                                   */
    00018 /*                                                                                    */
    00019 /*  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND   */
    00020 /*  ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED     */
    00021 /*  WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE            */
    00022 /*  DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR  */
    00023 /*  ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES    */
    00024 /*  (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;      */
    00025 /*  LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON    */
    00026 /*  ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT           */
    00027 /*  (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS     */
    00028 /*  SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.                      */
    00029 /*                                                                                    */
    00030 /**************************************************************************************/
    00031
    00032 #include <vlGraphics/Actor.hpp>
    00033
    00034 using namespace vl;
    00035
    00036 //-----------------------------------------------------------------------------
    00037 // Actor
    00038 //-----------------------------------------------------------------------------
    00039 Actor::~Actor()
    00040 {
    00041   dispatchOnActorDelete();
    00042   deleteOcclusionQuery();
    00043 }
    00044 //-----------------------------------------------------------------------------
    00045 void Actor::setLODs(Renderable* lod0, Renderable* lod1, Renderable* lod2, Renderable* lod3, Renderable* lod4, Renderable* lod5)
    00046 {
    00047   if (lod0) { VL_CHECK(0<VL_MAX_ACTOR_LOD) setLod(0,lod0); }
    00048   if (lod1) { VL_CHECK(1<VL_MAX_ACTOR_LOD) setLod(1,lod1); }
    00049   if (lod2) { VL_CHECK(2<VL_MAX_ACTOR_LOD) setLod(2,lod2); }
    00050   if (lod3) { VL_CHECK(3<VL_MAX_ACTOR_LOD) setLod(3,lod3); }
    00051   if (lod4) { VL_CHECK(4<VL_MAX_ACTOR_LOD) setLod(4,lod4); }
    00052   if (lod5) { VL_CHECK(5<VL_MAX_ACTOR_LOD) setLod(5,lod5); }
    00053 }
    00054 //-----------------------------------------------------------------------------
    00055 int Actor::evaluateLOD(Camera* camera)
    00056 {
    00057   if (mLODEvaluator)
    00058     return mLODEvaluator->evaluate(this, camera);
    00059   else
    00060     return 0;
    00061 }
    00062 //-----------------------------------------------------------------------------
    00063 void Actor::createOcclusionQuery()
    00064 {
    00065   VL_CHECK_OGL();
    00066   if (!mOcclusionQuery && Has_Occlusion_Query)
    00067     glGenQueries(1, &mOcclusionQuery);
    00068   VL_CHECK_OGL();
    00069   VL_CHECK(mOcclusionQuery)
    00070 }
    00071 //-----------------------------------------------------------------------------
    00072 void Actor::deleteOcclusionQuery()
    00073 {
    00074   if(Has_Occlusion_Query)
    00075   {
    00076     if (mOcclusionQuery)
    00077     {
    00078       glDeleteQueries(1, &mOcclusionQuery);
    00079       mOcclusionQuery = 0;
    00080     }
    00081   }
    00082 }
    00083 //-----------------------------------------------------------------------------
    00084 bool Actor::boundsDirty() const
    00085 {
    00086   // (1) renderable dirty or we're not up to date with the renderable.
    00087   bool dirty = lod(0)->boundsDirty() || lod(0)->boundsUpdateTick() != mBoundsUpdateTick;
    00088
    00089   // (2) we're not not up to date with the transform.
    00090   dirty |= transform() && transform()->worldMatrixUpdateTick() != mTransformUpdateTick;
    00091
    00092   return dirty;
    00093 }
    00094 //-----------------------------------------------------------------------------
    00095 void Actor::computeBounds()
    00096 {
    00097   if ( lod(0) == NULL )
    00098     return;
    00099
    00100   bool geom_update = lod(0)->boundsDirty() || lod(0)->boundsUpdateTick() != mBoundsUpdateTick;
    00101
    00102   if ( transform() && (geom_update || transform()->worldMatrixUpdateTick() != mTransformUpdateTick) )
    00103   {
    00104     lod(0)->boundingBox().transformed( mAABB, transform()->worldMatrix() );
    00105     mTransformUpdateTick = transform()->worldMatrixUpdateTick();
    00106     mSphere = mAABB.isNull() ? Sphere() : mAABB;
    00107     mBoundsUpdateTick = lod(0)->boundsUpdateTick();
    00108   }
    00109   else
    00110   if (geom_update)
    00111   {
    00112     mAABB   = lod(0)->boundingBox();
    00113     mSphere = mAABB.isNull() ? Sphere() : mAABB;
    00114     mBoundsUpdateTick = lod(0)->boundsUpdateTick();
    00115   }
    00116 }
    00117 //-----------------------------------------------------------------------------
    00118 void Actor::setUniform(Uniform* uniform) { gocUniformSet()->setUniform(uniform); }
    00119 //-----------------------------------------------------------------------------
    00120 const std::vector< ref<Uniform> >& Actor::uniforms() const { return getUniformSet()->uniforms(); }
    00121 //-----------------------------------------------------------------------------
    00122 std::vector< ref<Uniform> >& Actor::uniforms() { return gocUniformSet()->uniforms(); }
    00123 //-----------------------------------------------------------------------------
    00124 void Actor::eraseUniform(const char* name) { if(getUniformSet()) getUniformSet()->eraseUniform(name); }
    00125 //-----------------------------------------------------------------------------
    00126 void Actor::eraseUniform(const Uniform* uniform) { if(getUniformSet()) getUniformSet()->eraseUniform(uniform); }
    00127 //-----------------------------------------------------------------------------
    00128 void Actor::eraseAllUniforms() { if(getUniformSet()) getUniformSet()->eraseAllUniforms(); }
    00129 //-----------------------------------------------------------------------------
    00130 Uniform* Actor::gocUniform(const char* name) { return gocUniformSet()->gocUniform(name); }
    00131 //-----------------------------------------------------------------------------
    00132 Uniform* Actor::getUniform(const char* name) { if (getUniformSet()) return getUniformSet()->getUniform(name); else return NULL; }
    00133 //-----------------------------------------------------------------------------
    00134 const Uniform* Actor::getUniform(const char* name) const { if (getUniformSet()) return getUniformSet()->getUniform(name); else return NULL; }
    00135 //-----------------------------------------------------------------------------

Visualization Library v2011.09.1162 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu Jan 26 2012 00:43:35.
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