/usr/include/tulip/GlVertexArrayManager.h is in libtulip-dev 4.8.0dfsg-2build2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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*
* This file is part of Tulip (www.tulip-software.org)
*
* Authors: David Auber and the Tulip development Team
* from LaBRI, University of Bordeaux
*
* Tulip is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License
* as published by the Free Software Foundation, either version 3
* of the License, or (at your option) any later version.
*
* Tulip 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 GNU General Public License for more details.
*
*/
///@cond DOXYGEN_HIDDEN
#ifndef Tulip_GLVERTEXARRAYMANAGER_H
#define Tulip_GLVERTEXARRAYMANAGER_H
#if defined(_MSC_VER)
#include <windows.h>
#endif
#if defined(__APPLE__)
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#include <tulip/Coord.h>
#include <tulip/Color.h>
#include <tulip/Observable.h>
#include <tulip/tuliphash.h>
#include <vector>
namespace tlp {
class Graph;
class GlEdge;
class GlNode;
class GlGraphInputData;
class PropertyInterface;
class ColorProperty;
class LayoutProperty;
class SizeProperty;
class IntegerProperty;
class DoubleProperty;
/** \brief Class used to render edges/nodes with vertex array
*
* Class used to render edges/nodes with vertex array
*/
class TLP_GL_SCOPE GlVertexArrayManager : private Observable {
public:
/**
* Constructor
* \param inputData : input data to use for this GlVertexArrayManager
*/
GlVertexArrayManager(GlGraphInputData *inputData);
~GlVertexArrayManager();
/**
* Call this function when you want to change input data used by this GlVertexArrayManager
*/
void setInputData(GlGraphInputData *inputData);
/**
* Return if this GlVertexArrayManager is used to render entities of the scene
*/
inline bool renderingIsBegin() {
return isBegin;
}
/**
* Return if this GlVertexArrayManager have to compute its data
*/
bool haveToCompute();
/**
* Call this function if this GlVertexArrayManager have to compute colors and layout properties
*/
void setHaveToComputeAll(bool compute);
/**
* Call this function if this GlVertexArrayManager have to compute layout propertie
*/
void setHaveToComputeLayout(bool compute);
/**
* Call this function if this GlVertexArrayManager have to compute colors propertie
*/
void setHaveToComputeColor(bool compute);
/**
* Call this function at the begining of the rendering
* This function clear entities to render
*/
void beginRendering();
/**
* Call this funtion at the end of rendering
* This function draw needed entities
*/
void endRendering();
/**
* This function is call by GlVertexArraySceneVisitor to inform GlVertexArrayManager that we need to render an edge
*/
void addEdge(GlEdge *edge);
/**
* This function is call by GlVertexArraySceneVisitor to inform GlVertexArrayManager that we need to render a node
*/
void addNode(GlNode *node);
/**
* You can call this function to pause rendering
* For example this function is call in GlMetaNodeTrueRenderer to don't use GlVertexArrayManager
*/
void pauseRendering(bool pause);
/**
* You can call this function to deactivate/activate GlVertexArrayManager
*/
void activate(bool act);
bool isActivated() {
return activated;
}
/**
* This function is call when you want to activate line rendering of a specific edge
*/
void activateLineEdgeDisplay(GlEdge *edge, bool selected);
/**
* This function is call when you want to activate quad rendering of a specific edge
*/
void activateQuadEdgeDisplay(GlEdge *edge, bool selected);
/**
* This function is call when you want to activate point rendering of a specific edge
*/
void activatePointEdgeDisplay(GlEdge *edge, bool selected);
/**
* This function is call when you want to activate point rendering of a specific node
*/
void activatePointNodeDisplay(GlNode *node, bool selected);
protected:
void propertyValueChanged(tlp::PropertyInterface *property);
void treatEvent(const Event&);
void clearLayoutData();
void clearColorData();
void clearData();
void initObservers();
void clearObservers(PropertyInterface *deletedProperty=NULL);
GlGraphInputData *inputData;
Graph *graph;
//Store properties used to compute the arrays
LayoutProperty* layoutProperty;
SizeProperty* sizeProperty;
IntegerProperty* shapeProperty;
DoubleProperty* rotationProperty;
ColorProperty* colorProperty;
ColorProperty* borderColorProperty;
DoubleProperty* borderWidthProperty;
IntegerProperty *srcAnchorShapeProperty;
IntegerProperty *tgtAnchorShapeProperty;
SizeProperty *srcAnchorSizeProperty;
SizeProperty *tgtAnchorSizeProperty;
bool graphObserverActivated;
bool layoutObserverActivated;
bool colorObserverActivated;
bool activated;
bool isBegin;
bool toComputeAll;
bool toComputeLayout;
bool toComputeColor;
bool vectorLayoutSizeInit;
bool vectorColorSizeInit;
bool vectorIndexSizeInit;
bool edgesModified;
bool colorInterpolate;
bool sizeInterpolate;
bool viewArrow;
std::vector<Coord> linesCoordsArray;
std::vector<Color> linesColorsArray;
std::vector<GLint> linesIndexArray;
std::vector<GLsizei> linesIndexCountArray;
std::vector<GLuint> linesRenderingIndicesArray;
std::vector<GLuint> linesSelectedRenderingIndicesArray;
std::vector<Coord> quadsCoordsArray;
std::vector<Color> quadsColorsArray;
std::vector<Color> quadsOutlineColorsArray;
std::vector<GLuint> quadsIndexArray;
std::vector<GLsizei> quadsIndexCountArray;
std::vector<std::vector<GLuint> > quadsBottomOutlineIndexArray;
std::vector<std::vector<GLuint> > quadsTopOutlineIndexArray;
std::vector<GLuint> quadsRenderingIndicesArray;
std::vector<GLuint> quadsSelectedRenderingIndicesArray;
std::map<float, std::vector<GLuint> > quadsOutlineRenderingIndicesArray;
std::map<float, std::vector<GLuint> > quadsSelectedOutlineRenderingIndicesArray;
std::vector<Coord> pointsCoordsArray;
std::vector<Color> pointsColorsArray;
std::vector<GLuint> pointsNodesRenderingIndexArray;
std::vector<GLuint> pointsNodesSelectedRenderingIndexArray;
std::vector<GLuint> pointsEdgesRenderingIndexArray;
std::vector<GLuint> pointsEdgesSelectedRenderingIndexArray;
TLP_HASH_MAP<unsigned int, std::pair<unsigned int,unsigned int> > edgeToLineIndexVector;
TLP_HASH_MAP<unsigned int, std::pair<unsigned int,unsigned int> > edgeToQuadIndexVector;
TLP_HASH_MAP<unsigned int, unsigned int> edgeToBottomOulineIndexVector;
TLP_HASH_MAP<unsigned int, unsigned int> edgeToTopOutlineIndexVector;
TLP_HASH_MAP<unsigned int, unsigned int> edgeToPointIndexVector;
TLP_HASH_MAP<unsigned int, unsigned int> nodeToPointIndexVector;
GLuint pointsVerticesVBO;
GLuint pointsColorsVBO;
GLuint linesVerticesVBO;
GLuint linesColorsVBO;
GLuint quadsVerticesVBO;
GLuint quadsColorsVBO;
GLuint quadsOutlineColorsVBO;
bool pointsVerticesUploaded;
bool pointsColorsUploaded;
bool linesVerticesUploaded;
bool linesColorsUploaded;
bool quadsVerticesUploaded;
bool quadsColorsUploaded;
bool quadsOutlineColorsUploaded;
bool verticesUploadNeeded;
bool colorsUploadNeeded;
};
}
#endif
///@endcond
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