Retired Document
Important: This sample code may not represent best practices for current development. The project may use deprecated symbols and illustrate technologies and techniques that are no longer recommended.
Classes/VariableFormatVertex.m
/* |
* VariableFormatVertex.m |
* |
* Created by Michael Larson on Tue Mar 11 2003. |
* Copyright (c) 2003 Apple Computer. All rights reserved. |
* |
Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc. |
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* |
*/ |
#import "VariableFormatVertex.h" |
@implementation VariableFormatVertex |
- (VariableFormatVertex *) init |
{ |
self = [super init]; |
m_vertexAttributes = 0; |
m_stride = 0; |
m_vertexCount = 0; |
m_vertices = NULL; |
m_isMesh = 0; |
m_meshRows = 0; |
m_meshCols = 0; |
m_useVAR = 0; |
m_useCVA = 0; |
m_useVAO = 0; |
m_useDoubles = 0; |
m_use8BitComponents = 0; |
m_isDirty = 0; |
return self; |
} |
- (void) setFloatSize: (int) size |
{ |
if (32 == size) |
{ |
m_useDoubles = 0; |
} |
else |
{ |
m_useDoubles = 1; |
} |
} |
- (void) setComponentSize: (int) size |
{ |
if (8 == size) |
{ |
m_use8BitComponents = 1; |
} |
else |
{ |
m_use8BitComponents = 0; |
} |
} |
- (VariableFormatVertex *) initWithVertexType: (unsigned int)type vertexArrayOfCount: (int)size |
{ |
int i; |
// Set the number of vertices |
m_vertexCount = size; |
m_vertexAttributes = type; |
// always have xyzw |
m_stride = 4; |
// set texture 0-7 attributes |
for(i=0; i<8; i++) |
{ |
if (type & (1 << i)) |
{ |
// track the offsets |
m_attributeOffsets[i] = m_stride; |
// s,t |
m_stride += 2; |
} |
} |
// set normal, color, secondary color, fog and generic attributes |
for(i=8; i<28; i++) |
{ |
if (type & (1 << i)) |
{ |
// track the offsets |
m_attributeOffsets[i] = m_stride; |
// xyzw, rgba |
m_stride += 4; |
} |
} |
// alloc an array of vertices |
i = sizeof(GLfloat) * m_stride * size; |
m_vertices = (GLfloat *)malloc(i); |
return self; |
} |
- (void) dealloc |
{ |
if (m_vertices) |
{ |
glVertexArrayRangeAPPLE(0, m_vertices); |
free(m_vertices); |
} |
[super dealloc]; |
} |
// VAR support (not gl context safe!!!!) |
- (GLboolean) useVAR |
{ |
return m_useVAR; |
} |
- (void) attachToVertexArrayRange |
{ |
m_useVAR = 1; |
glEnableClientState(GL_VERTEX_ARRAY_RANGE_APPLE); |
glVertexArrayRangeAPPLE(m_vertexCount * m_stride * sizeof(GLfloat), m_vertices); |
} |
- (void) detachFromVertexArrayRange |
{ |
m_useVAR = 0; |
glVertexArrayRangeAPPLE(0, 0); |
glDisableClientState(GL_VERTEX_ARRAY_RANGE_APPLE); |
} |
- (void) flushVertexArrayRange |
{ |
if (1 == m_useVAR) |
{ |
glFlushVertexArrayRangeAPPLE(m_vertexCount * m_stride * sizeof(GLfloat), m_vertices); |
} |
} |
// CVA support |
- (GLboolean) useCVA |
{ |
return m_useCVA; |
} |
- (void) setCVA: (GLboolean) flag |
{ |
m_useCVA = flag; |
} |
// VAO support |
- (GLboolean) useVAO |
{ |
return m_useVAO; |
} |
- (void) setVAO: (GLboolean) flag toVAO: (GLuint) vao |
{ |
m_useVAO = flag; |
m_VAO = vao; |
} |
- (GLuint) VAO |
{ |
return m_VAO; |
} |
- (void) BindVAO |
{ |
if (m_useVAO && glIsVertexArrayAPPLE(m_VAO)) |
{ |
glBindVertexArrayAPPLE(m_VAO); |
} |
} |
// vertex info routines |
- (GLint) vertexCount |
{ |
return m_vertexCount; |
} |
- (unsigned int) vertexAttributes |
{ |
return m_vertexAttributes; |
} |
- (GLint) stride |
{ |
return m_stride; |
} |
- (GLint) byteStride |
{ |
return m_stride * sizeof(GLfloat); |
} |
- (GLboolean) isDirty |
{ |
return m_isDirty; |
} |
- (void) isDirty: (GLboolean) flag |
{ |
m_isDirty = flag; |
} |
// Vertex indexing routines |
- (GLfloat *) atVertex: (int)index |
{ |
GLfloat *ptr; |
ptr = &m_vertices[index * m_stride]; |
m_isDirty = 1; |
return ptr; |
} |
// Vertex copy routines |
- (void) atVertex: (int) index copyVertex: (GLfloat *) pSrcFloats |
{ |
int i; |
GLfloat *pDstFloats; |
m_isDirty = 1; |
pDstFloats = &m_vertices[index * m_stride]; |
switch(m_stride) |
{ |
case 2: |
pDstFloats[0] = pSrcFloats[0]; |
pDstFloats[1] = pSrcFloats[1]; |
break; |
case 3: |
pDstFloats[0] = pSrcFloats[0]; |
pDstFloats[1] = pSrcFloats[1]; |
pDstFloats[2] = pSrcFloats[2]; |
break; |
case 4: |
pDstFloats[0] = pSrcFloats[0]; |
pDstFloats[1] = pSrcFloats[1]; |
pDstFloats[2] = pSrcFloats[2]; |
pDstFloats[3] = pSrcFloats[3]; |
break; |
case 6: |
pDstFloats[0] = pSrcFloats[0]; |
pDstFloats[1] = pSrcFloats[1]; |
pDstFloats[2] = pSrcFloats[2]; |
pDstFloats[3] = pSrcFloats[3]; |
pDstFloats[4] = pSrcFloats[4]; |
pDstFloats[5] = pSrcFloats[5]; |
break; |
case 8: |
pDstFloats[0] = pSrcFloats[0]; |
pDstFloats[1] = pSrcFloats[1]; |
pDstFloats[2] = pSrcFloats[2]; |
pDstFloats[3] = pSrcFloats[3]; |
pDstFloats[4] = pSrcFloats[4]; |
pDstFloats[5] = pSrcFloats[5]; |
pDstFloats[6] = pSrcFloats[6]; |
pDstFloats[7] = pSrcFloats[7]; |
break; |
case 10: |
pDstFloats[0] = pSrcFloats[0]; |
pDstFloats[1] = pSrcFloats[1]; |
pDstFloats[2] = pSrcFloats[2]; |
pDstFloats[3] = pSrcFloats[3]; |
pDstFloats[4] = pSrcFloats[4]; |
pDstFloats[5] = pSrcFloats[5]; |
pDstFloats[6] = pSrcFloats[6]; |
pDstFloats[7] = pSrcFloats[7]; |
pDstFloats[8] = pSrcFloats[8]; |
pDstFloats[9] = pSrcFloats[9]; |
break; |
default: |
for(i=0; i<m_stride; i++) |
{ |
*pDstFloats++ = *pSrcFloats++; |
} |
break; |
} |
} |
#pragma separator ---- |
// Mesh support routines |
- (void) setMeshRows: (int) rows Cols: (int) cols |
{ |
m_isMesh = true; |
m_meshRows = rows; |
m_meshCols = cols; |
} |
- (GLboolean) isMesh |
{ |
return m_isMesh; |
} |
- (GLint) rows |
{ |
return m_meshRows; |
} |
- (GLint) cols |
{ |
return m_meshCols; |
} |
- (GLfloat *) atRow: (int) row atCol: (int)col |
{ |
GLfloat *ptr; |
ptr = &m_vertices[(row * m_meshCols + col) * m_stride]; |
return ptr; |
} |
- (void)atRow: (int) row atCol: (int) col copyVertex: (GLfloat *) pSrcFloats; |
{ |
int i; |
GLfloat *pDstFloats; |
pDstFloats = &m_vertices[(row * m_meshCols + col) * m_stride]; |
switch(m_stride) |
{ |
case 2: |
pDstFloats[0] = pSrcFloats[0]; |
pDstFloats[1] = pSrcFloats[1]; |
break; |
case 3: |
pDstFloats[0] = pSrcFloats[0]; |
pDstFloats[1] = pSrcFloats[1]; |
pDstFloats[2] = pSrcFloats[2]; |
break; |
case 4: |
pDstFloats[0] = pSrcFloats[0]; |
pDstFloats[1] = pSrcFloats[1]; |
pDstFloats[2] = pSrcFloats[2]; |
pDstFloats[3] = pSrcFloats[3]; |
break; |
case 6: |
pDstFloats[0] = pSrcFloats[0]; |
pDstFloats[1] = pSrcFloats[1]; |
pDstFloats[2] = pSrcFloats[2]; |
pDstFloats[3] = pSrcFloats[3]; |
pDstFloats[4] = pSrcFloats[4]; |
pDstFloats[5] = pSrcFloats[5]; |
break; |
case 8: |
pDstFloats[0] = pSrcFloats[0]; |
pDstFloats[1] = pSrcFloats[1]; |
pDstFloats[2] = pSrcFloats[2]; |
pDstFloats[3] = pSrcFloats[3]; |
pDstFloats[4] = pSrcFloats[4]; |
pDstFloats[5] = pSrcFloats[5]; |
pDstFloats[6] = pSrcFloats[6]; |
pDstFloats[7] = pSrcFloats[7]; |
break; |
case 10: |
pDstFloats[0] = pSrcFloats[0]; |
pDstFloats[1] = pSrcFloats[1]; |
pDstFloats[2] = pSrcFloats[2]; |
pDstFloats[3] = pSrcFloats[3]; |
pDstFloats[4] = pSrcFloats[4]; |
pDstFloats[5] = pSrcFloats[5]; |
pDstFloats[6] = pSrcFloats[6]; |
pDstFloats[7] = pSrcFloats[7]; |
pDstFloats[8] = pSrcFloats[8]; |
pDstFloats[9] = pSrcFloats[9]; |
break; |
default: |
for(i=0; i<m_stride; i++) |
{ |
*pDstFloats++ = *pSrcFloats++; |
} |
break; |
} |
} |
// Attribute support routines |
- (GLint) usesTexture0 |
{ |
return m_vertexAttributes & kAttributeTexture0; |
} |
- (GLint) usesTexture1 |
{ |
return m_vertexAttributes & kAttributeTexture1; |
} |
- (GLint) usesTexture2 |
{ |
return m_vertexAttributes & kAttributeTexture2; |
} |
- (GLint) usesTexture3 |
{ |
return m_vertexAttributes & kAttributeTexture3; |
} |
- (GLint) usesTexture4 |
{ |
return m_vertexAttributes & kAttributeTexture4; |
} |
- (GLint) usesTexture5 |
{ |
return m_vertexAttributes & kAttributeTexture5; |
} |
- (GLint) usesTexture6 |
{ |
return m_vertexAttributes & kAttributeTexture6; |
} |
- (GLint) usesTexture7 |
{ |
return m_vertexAttributes & kAttributeTexture7; |
} |
- (GLint) usesNormal |
{ |
return m_vertexAttributes & kAttributeNormal; |
} |
- (GLint) usesColor |
{ |
return m_vertexAttributes & kAttributeColor; |
} |
- (GLint) usesSecondaryColor |
{ |
return m_vertexAttributes & kAttributeSecondaryColor; |
} |
- (GLint) usesFog |
{ |
return m_vertexAttributes & kAttributeFog; |
} |
- (GLfloat *) Texture0: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[0]]; |
} |
- (GLfloat *) Texture1: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[1]]; |
} |
- (GLfloat *) Texture2: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[2]]; |
} |
- (GLfloat *) Texture3: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[3]]; |
} |
- (GLfloat *) Texture4: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[4]]; |
} |
- (GLfloat *) Texture5: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[5]]; |
} |
- (GLfloat *) Texture6: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[6]]; |
} |
- (GLfloat *) Texture7: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[7]]; |
} |
- (GLfloat *) Normal: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[8]]; |
} |
- (GLfloat *) Color: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[9]]; |
} |
- (GLfloat *) SecondaryColor: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[10]]; |
} |
- (GLfloat *) Fog: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[11]]; |
} |
- (GLfloat *) Texture: (GLint) unit atVertex: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[unit & 0x7]]; |
} |
- (GLfloat *) Attribute0: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute0]]; |
} |
- (GLfloat *) Attribute1: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute1]]; |
} |
- (GLfloat *) Attribute2: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute2]]; |
} |
- (GLfloat *) Attribute3: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute3]]; |
} |
- (GLfloat *) Attribute4: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute4]]; |
} |
- (GLfloat *) Attribute5: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute5]]; |
} |
- (GLfloat *) Attribute6: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute6]]; |
} |
- (GLfloat *) Attribute7: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute7]]; |
} |
- (GLfloat *) Attribute8: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute8]]; |
} |
- (GLfloat *) Attribute9: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute9]]; |
} |
- (GLfloat *) Attribute10: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute10]]; |
} |
- (GLfloat *) Attribute11: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute11]]; |
} |
- (GLfloat *) Attribute12: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute12]]; |
} |
- (GLfloat *) Attribute13: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute13]]; |
} |
- (GLfloat *) Attribute14: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute14]]; |
} |
- (GLfloat *) Attribute15: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute15]]; |
} |
- (GLfloat *) Attribute: (GLint) index atVertex: (GLfloat *) pVertex |
{ |
return &pVertex[m_attributeOffsets[kglAttribute0 + index]]; |
} |
- (void) atVertex: (GLint) index setPos_X: (GLfloat) x Y: (GLfloat) y Z: (GLfloat) z |
{ |
GLfloat *pData = [self atVertex: index]; |
*pData++ = x; |
*pData++ = y; |
*pData++ = z; |
*pData++ = 1.0; |
} |
- (void) atVertex: (GLint) index setTexture0_S: (GLfloat) s T: (GLfloat) t |
{ |
GLfloat *pData = [self atVertex: index]; |
pData = [self Texture0: pData]; |
*pData++ = s; |
*pData++ = t; |
} |
- (void) atVertex: (GLint) index setTexture1_S: (GLfloat) s T: (GLfloat) t |
{ |
GLfloat *pData = [self atVertex: index]; |
pData = [self Texture1: pData]; |
*pData++ = s; |
*pData++ = t; |
} |
- (void) atVertex: (GLint) index setTexture2_S: (GLfloat) s T: (GLfloat) t |
{ |
GLfloat *pData = [self atVertex: index]; |
pData = [self Texture2: pData]; |
*pData++ = s; |
*pData++ = t; |
} |
- (void) atVertex: (GLint) index setTexture3_S: (GLfloat) s T: (GLfloat) t |
{ |
GLfloat *pData = [self atVertex: index]; |
pData = [self Texture3: pData]; |
*pData++ = s; |
*pData++ = t; |
} |
- (void) atVertex: (GLint) index setTexture4_S: (GLfloat) s T: (GLfloat) t |
{ |
GLfloat *pData = [self atVertex: index]; |
pData = [self Texture4: pData]; |
*pData++ = s; |
*pData++ = t; |
} |
- (void) atVertex: (GLint) index setTexture5_S: (GLfloat) s T: (GLfloat) t |
{ |
GLfloat *pData = [self atVertex: index]; |
pData = [self Texture5: pData]; |
*pData++ = s; |
*pData++ = t; |
} |
- (void) atVertex: (GLint) index setTexture6_S: (GLfloat) s T: (GLfloat) t |
{ |
GLfloat *pData = [self atVertex: index]; |
pData = [self Texture6: pData]; |
*pData++ = s; |
*pData++ = t; |
} |
- (void) atVertex: (GLint) index setTexture7_S: (GLfloat) s T: (GLfloat) t |
{ |
GLfloat *pData = [self atVertex: index]; |
pData = [self Texture7: pData]; |
*pData++ = s; |
*pData++ = t; |
} |
- (void) atVertex: (GLint) index setNormal_X: (GLfloat) x Y: (GLfloat) y Z: (GLfloat) z |
{ |
GLfloat *pData = [self atVertex: index]; |
pData = [self Normal: pData]; |
*pData++ = x; |
*pData++ = y; |
*pData++ = z; |
} |
- (void) atVertex: (GLint) index setColor_R: (GLfloat) r G: (GLfloat) g B: (GLfloat) b |
{ |
GLfloat *pData = [self atVertex: index]; |
pData = [self Color: pData]; |
*pData++ = r; |
*pData++ = g; |
*pData++ = b; |
} |
- (void) atVertex: (GLint) index setSecondaryColor_R: (GLfloat) r G: (GLfloat) g B: (GLfloat) b |
{ |
GLfloat *pData = [self atVertex: index]; |
pData = [self SecondaryColor: pData]; |
*pData++ = r; |
*pData++ = g; |
*pData++ = b; |
} |
- (void) atVertex: (GLint) index setFog_R: (GLfloat) r G: (GLfloat) g B: (GLfloat) b |
{ |
GLfloat *pData = [self atVertex: index]; |
pData = [self Fog: pData]; |
*pData++ = r; |
*pData++ = g; |
*pData++ = b; |
} |
@end |
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