StelVertexArray.hpp   StelVertexArray.hpp 
skipping to change at line 52 skipping to change at line 52
StelVertexArray(StelPrimitiveType pType=StelVertexArray::Triangles) : primitiveType(pType) {;} StelVertexArray(StelPrimitiveType pType=StelVertexArray::Triangles) : primitiveType(pType) {;}
StelVertexArray(const QVector<Vec3d>& v, StelPrimitiveType pType=Ste lVertexArray::Triangles,const QVector<Vec2f>& t=QVector<Vec2f>(), const QVe ctor<unsigned short> i=QVector<unsigned short>()) : StelVertexArray(const QVector<Vec3d>& v, StelPrimitiveType pType=Ste lVertexArray::Triangles,const QVector<Vec2f>& t=QVector<Vec2f>(), const QVe ctor<unsigned short> i=QVector<unsigned short>()) :
vertex(v), texCoords(t), indices(i), primitiveType(pType) {; } vertex(v), texCoords(t), indices(i), primitiveType(pType) {; }
//! OpenGL compatible array of 3D vertex to be displayed using verte x arrays. //! OpenGL compatible array of 3D vertex to be displayed using verte x arrays.
//! TODO, move to float? Most of the vectors are normalized, thus th e precision is around 1E-45 using float //! TODO, move to float? Most of the vectors are normalized, thus th e precision is around 1E-45 using float
//! which is enough (=2E-37 milli arcsec). //! which is enough (=2E-37 milli arcsec).
QVector<Vec3d> vertex; QVector<Vec3d> vertex;
//! OpenGL compatible array of edge flags to be displayed using vert ex arrays. //! OpenGL compatible array of edge flags to be displayed using vert ex arrays.
QVector<Vec2f> texCoords; QVector<Vec2f> texCoords;
//! OpenGL compatible array of vertex colors to be displayed using a
rrays. (GZ/NEW)
//! The color (if exists) shall be multiplied with texture to modula
te e.g. for extinction of Milky Way or other large items.
QVector<Vec3f> colors;
//! OpenGL compatible array of indices for the vertex and the textur es //! OpenGL compatible array of indices for the vertex and the textur es
QVector<unsigned short> indices; QVector<unsigned short> indices;
StelPrimitiveType primitiveType; StelPrimitiveType primitiveType;
bool isIndexed() const {return !indices.isEmpty();} bool isIndexed() const {return !indices.isEmpty();}
bool isTextured() const {return !texCoords.isEmpty();} bool isTextured() const {return !texCoords.isEmpty();}
bool isColored() const {return !colors.isEmpty();}
//! call a function for each triangle of the array. //! call a function for each triangle of the array.
//! func should define the following method : //! func should define the following method : // GZ NEW: colors
//! void operator() (const Vec3d* vertex[3], const Vec2f* tex[3] //! void operator() (const Vec3d* vertex[3], const Vec2f* tex[3]
, unsigned int indices[3]) , const Vec3f* colors[3], unsigned int indices[3])
//! The method takes arrays of *pointers* as arguments because we ca n't assume the values are contiguous //! The method takes arrays of *pointers* as arguments because we ca n't assume the values are contiguous
template<class Func> template<class Func>
inline Func foreachTriangle(Func func) const; inline Func foreachTriangle(Func func) const;
//! Create a copy of the array with all the triangles intersecting t he projector discontinuty removed. //! Create a copy of the array with all the triangles intersecting t he projector discontinuity removed.
StelVertexArray removeDiscontinuousTriangles(const class StelProject or* prj) const; StelVertexArray removeDiscontinuousTriangles(const class StelProject or* prj) const;
private: private:
// Below we define a few methods that are templated to be optimized according to different types of VertexArray : // Below we define a few methods that are templated to be optimized according to different types of VertexArray :
// The template parameter <bool T> defines whether the array has a t exture. // The template parameter <bool T> defines whether the array has a t exture.
// The template parameter <bool I> defines whether the array is inde xed. // The template parameter <bool I> defines whether the array is inde xed.
// The template parameter <bool C> defines whether the array is colo red. // NEW GZ
template <bool I> template <bool I>
const Vec3d* specVertexAt(int i) const { const Vec3d* specVertexAt(int i) const {
return &vertex.at(specIndiceAt<I>(i)); return &vertex.at(specIndiceAt<I>(i));
} }
template <bool T, bool I> template <bool T, bool I>
const Vec2f* specTexCoordAt(int i) const { const Vec2f* specTexCoordAt(int i) const {
return T ? &texCoords.at(specIndiceAt<I>(i)) : NULL; return T ? &texCoords.at(specIndiceAt<I>(i)) : NULL;
} }
// NEW GZ
template <bool C, bool I>
const Vec3f* specColorAt(int i) const {
return C ? &colors.at(specIndiceAt<I>(i)) : NULL;
}
template<bool I> template<bool I>
unsigned int specIndiceAt(unsigned int i) const { unsigned int specIndiceAt(unsigned int i) const {
return I ? indices.at(i) : i; return I ? indices.at(i) : i;
} }
template<bool T, bool I, class Func> template<bool T, bool I, bool C, class Func> // GZ added bool C
inline Func specForeachTriangle(Func func) const; inline Func specForeachTriangle(Func func) const;
}; };
// Serialization routines // Serialization routines
QDataStream& operator<<(QDataStream& out, const StelVertexArray&); QDataStream& operator<<(QDataStream& out, const StelVertexArray&);
QDataStream& operator>>(QDataStream& in, StelVertexArray&); QDataStream& operator>>(QDataStream& in, StelVertexArray&);
template<class Func> template<class Func>
Func StelVertexArray::foreachTriangle(Func func) const Func StelVertexArray::foreachTriangle(Func func) const
{ {
// Here we just dispach the method into one of the 4 possible cases // Here we just dispatch the method into one of the 8 possible cases // GZ NEW: 8, not 4, cases
bool textured = isTextured(); bool textured = isTextured();
bool colored = isColored();
bool useIndice = isIndexed(); bool useIndice = isIndexed();
if (textured) if (textured)
{
if (useIndice) if (useIndice)
return specForeachTriangle<true, true, Func>(func); {
else if (colored)
return specForeachTriangle<true, false, Func>(func); return specForeachTriangle<true, true, true,
else Func>(func);
else
return specForeachTriangle<true, true, false
, Func>(func);
}
else // not indiced
{
if (colored)
return specForeachTriangle<true, false, true
, Func>(func);
else
return specForeachTriangle<true, false, fals
e, Func>(func);
}
}
else // not textured
{
if (useIndice) if (useIndice)
return specForeachTriangle<false, true, Func>(func); {
else if (colored)
return specForeachTriangle<false, false, Func>(func) return specForeachTriangle<false, true, true
; , Func>(func);
else
return specForeachTriangle<false, true, fals
e, Func>(func);
}
else // not indiced
{
if (colored)
return specForeachTriangle<false, false, tru
e, Func>(func);
else
return specForeachTriangle<false, false, fal
se, Func>(func);
}
}
Q_ASSERT(0); // GZ. Just make sure...
} }
template<bool T, bool I, class Func> template<bool T, bool I, bool C, class Func>
Func StelVertexArray::specForeachTriangle(Func func) const Func StelVertexArray::specForeachTriangle(Func func) const
{ {
switch (primitiveType) switch (primitiveType)
{ {
case StelVertexArray::Triangles: case StelVertexArray::Triangles:
Q_ASSERT(vertex.size() % 3 == 0); Q_ASSERT(vertex.size() % 3 == 0);
for (int i = 0; i < vertex.size(); i += 3) for (int i = 0; i < vertex.size(); i += 3)
{ {
func(specVertexAt<I>(i), specVertexAt<I>(i+1 ), specVertexAt<I>(i+2), func(specVertexAt<I>(i), specVertexAt<I>(i+1 ), specVertexAt<I>(i+2),
specTexCoordAt<T, I>(i), specTexCoo rdAt<T, I>(i+1), specTexCoordAt<T, I>(i+2), specTexCoordAt<T, I>(i), specTexCoo rdAt<T, I>(i+1), specTexCoordAt<T, I>(i+2),
specColorAt<C, I>(i), specColorAt<C , I>(i+1), specColorAt<C, I>(i+2),
specIndiceAt<I>(i), specIndiceAt<I> (i+1), specIndiceAt<I>(i+2)); specIndiceAt<I>(i), specIndiceAt<I> (i+1), specIndiceAt<I>(i+2));
} }
break; break;
case StelVertexArray::TriangleFan: case StelVertexArray::TriangleFan:
{ {
const Vec3d* v0 = specVertexAt<I>(0); const Vec3d* v0 = specVertexAt<I>(0);
const Vec2f* t0 = specTexCoordAt<T, I>(0); const Vec2f* t0 = specTexCoordAt<T, I>(0);
const Vec3f* c0 = specColorAt<C, I>(0);
unsigned int i0 = specIndiceAt<I>(0); unsigned int i0 = specIndiceAt<I>(0);
for (int i = 1; i < vertex.size() - 1; ++i) for (int i = 1; i < vertex.size() - 1; ++i)
{ {
func(v0, specVertexAt<I>(i), specVertexAt<I> (i+1), func(v0, specVertexAt<I>(i), specVertexAt<I> (i+1),
t0, specTexCoordAt<T, I>(i), specTe xCoordAt<T, I>(i+1), t0, specTexCoordAt<T, I>(i), specTe xCoordAt<T, I>(i+1),
i0, specIndiceAt<I>(i), specIndiceA c0, specColorAt<C, I>(i), specCo
t<I>(i+1)); lorAt<C, I>(i+1),
i0, specIndiceAt<I>(i), specIn
diceAt<I>(i+1));
} }
break; break;
} }
case StelVertexArray::TriangleStrip: case StelVertexArray::TriangleStrip:
{ {
for (int i = 2; i < vertex.size(); ++i) for (int i = 2; i < vertex.size(); ++i)
{ {
if (i % 2 == 0) if (i % 2 == 0)
func(specVertexAt<I>(i-2), specVerte xAt<I>(i-1), specVertexAt<I>(i), func(specVertexAt<I>(i-2), specVerte xAt<I>(i-1), specVertexAt<I>(i),
specTexCoordAt<T, I>(i-2), specTexCoordAt<T, I>(i-1), specTexCoordAt<T, I>(i), specTexCoordAt<T, I>(i-2), specTexCoordAt<T, I>(i-1), specTexCoordAt<T, I>(i),
specColorAt<C, I>(i-2), spe cColorAt<C, I>(i-1), specColorAt<C, I>(i),
specIndiceAt<I>(i-2), specI ndiceAt<I>(i-1), specIndiceAt<I>(i)); specIndiceAt<I>(i-2), specI ndiceAt<I>(i-1), specIndiceAt<I>(i));
else else
func(specVertexAt<I>(i-1), specVerte xAt<I>(i-2), specVertexAt<I>(i), func(specVertexAt<I>(i-1), specVerte xAt<I>(i-2), specVertexAt<I>(i),
specTexCoordAt<T, I>(i-1), specTexCoordAt<T, I>(i-2), specTexCoordAt<T, I>(i), specTexCoordAt<T, I>(i-1), specTexCoordAt<T, I>(i-2), specTexCoordAt<T, I>(i),
specColorAt<C, I>(i-1), spe cColorAt<C, I>(i-2), specColorAt<C, I>(i),
specIndiceAt<I>(i-1), specI ndiceAt<I>(i-2), specIndiceAt<I>(i)); specIndiceAt<I>(i-1), specI ndiceAt<I>(i-2), specIndiceAt<I>(i));
} }
break; break;
} }
default: default:
Q_ASSERT_X(0, Q_FUNC_INFO, "unsuported primitive typ e"); Q_ASSERT_X(0, Q_FUNC_INFO, "unsupported primitive ty pe");
} }
return func; return func;
} }
#endif // __STELVERTEXARRAY_HPP__ #endif // __STELVERTEXARRAY_HPP__
 End of changes. 19 change blocks. 
18 lines changed or deleted 71 lines changed or added

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