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/*
*
* Copyright (C) 2000 Silicon Graphics, Inc. All Rights Reserved.
*
* This library 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 2.1 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* Further, this software is distributed without any warranty that it is
* free of the rightful claim of any third person regarding infringement
* or the like. Any license provided herein, whether implied or
* otherwise, applies only to this software file. Patent licenses, if
* any, provided herein do not apply to combinations of this program with
* other software, or any other product whatsoever.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* Contact information: Silicon Graphics, Inc., 1600 Amphitheatre Pkwy,
* Mountain View, CA 94043, or:
*
* http://www.sgi.com
*
* For further information regarding this notice, see:
*
* http://oss.sgi.com/projects/GenInfo/NoticeExplan/
*
*/
// -*- C++ -*-
/*
* Copyright (C) 1995-96 Silicon Graphics, Inc.
*
_______________________________________________________________________
______________ S I L I C O N G R A P H I C S I N C . ____________
|
| $Revision: 1.1.1.1 $
|
| Description:
| This file defines the SoVertexProperty node class, and the
| SoVertexPropertyCache class.
|
| Author(s) : Alan Norton, Gavin Bell
|
______________ S I L I C O N G R A P H I C S I N C . ____________
_______________________________________________________________________
*/
#ifndef _SO_VERTEX_PROPERTY
#define _SO_VERTEX_PROPERTY
#include <Inventor/fields/SoMFUInt32.h>
#include <Inventor/fields/SoMFVec3f.h>
#include <Inventor/fields/SoMFVec2f.h>
#include <Inventor/nodes/SoSubNode.h>
#include <Inventor/nodes/SoNormalBinding.h>
#include <Inventor/nodes/SoMaterialBinding.h>
#include <Inventor/nodes/SoTextureCoordinateBinding.h>
//////////////////////////////////////////////////////////////////////////////
//
// Class: SoVertexProperty
//
// SoNode class that manages arrays of data for GLVertex Array Extension.
// Data arrays include: vertices, normals, colors, texture coordinates.
// Also has NormalBinding and MaterialBinding fields
//
//////////////////////////////////////////////////////////////////////////////
class SoVertexPropertyCache;
// C-api: prefix=SoVertProp
// C-api: public=vertex, texCoord, normal, normalBinding, orderedRGBA, materialBinding
class SoVertexProperty : public SoNode {
SO_NODE_HEADER(SoVertexProperty);
public:
// Fields:
SoMFVec3f vertex; // Coordinate point(s)
SoMFVec2f texCoord; // Texture coordinate(s)
SoMFVec3f normal; // Normal vector(s)
SoSFEnum normalBinding; // Ignored unless normal field
// set
SoMFUInt32 orderedRGBA; // Diffuse+transparency
SoSFEnum materialBinding;// Ignored unless orderedRGBA
// field set
enum Binding {
OVERALL = SoMaterialBindingElement::OVERALL,
PER_PART = SoMaterialBindingElement::PER_PART,
PER_PART_INDEXED = SoMaterialBindingElement::PER_PART_INDEXED,
PER_FACE = SoMaterialBindingElement::PER_FACE,
PER_FACE_INDEXED = SoMaterialBindingElement::PER_FACE_INDEXED,
PER_VERTEX = SoMaterialBindingElement::PER_VERTEX,
PER_VERTEX_INDEXED = SoMaterialBindingElement::PER_VERTEX_INDEXED
};
// Constructor
SoVertexProperty();
SoEXTENDER public:
virtual void doAction(SoAction *action);
virtual void GLRender(SoGLRenderAction *action);
virtual void getBoundingBox(SoGetBoundingBoxAction *action);
virtual void callback(SoCallbackAction *action);
virtual void pick(SoPickAction *action);
SoINTERNAL public:
static void initClass();
protected:
virtual ~SoVertexProperty();
};
//////////////////////////////////////////////////////////////////////////////
//
// Description:
// The SoVertexPropertyCache class is a convenient way for vertex-based
// shapes to store information on how they should render
// themselves. It takes care of some messiness that they'd
// otherwise have to figure out. It is designed to be a very
// lightweight class.
//
//////////////////////////////////////////////////////////////////////////////
#include <Inventor/elements/SoShapeStyleElement.h>
typedef void SoVPCacheFunc(const char *const);
SoEXTENDER class SoVertexPropertyCache {
public:
// API used by shapes:
SbBool mightNeedSomethingFromState(const SoShapeStyleElement *sse) const
{ return needFromState & sse->getRenderCaseMask(); }
void fillInCache(const SoVertexProperty *, SoState *);
SbBool shouldGenerateNormals(const SoShapeStyleElement *sse) const
{ return (generateNormals && sse->needNormals()); }
SbBool shouldGenerateTexCoords(const SoShapeStyleElement *sse) const
{ return (generateTexCoords && sse->needTexCoords()); }
int getRenderCase(const SoShapeStyleElement *sse) const
{ return renderCase & sse->getRenderCaseMask(); }
SbBool haveTexCoordsInVP()
{ return needFromState & TEXTURE_FUNCTION_BIT; }
void sendVertex(const char *vp) const
{ (*vertexFunc)(vp); }
void sendNormal(const char *np) const
{ (*normalFunc)(np); }
void sendColor(const char *cp) const
{ (*colorFunc)(cp); }
void sendTexCoord(const char *tcp) const
{ (*texCoordFunc)(tcp); }
int getNumVertices() const { return numVerts; }
int getNumNormals() const { return numNorms; }
int getNumColors() const { return numColors; }
int getNumTexCoords() const { return numTexCoords; }
const char *getVertices(int i) const
{ return vertexPtr + vertexStride*i; }
const char *getNormals(int i) const
{ return normalPtr + normalStride*i; }
const char *getColors(int i) const
{ return colorPtr + colorStride*i; }
const char *getTexCoords(int i) const
{ return texCoordPtr + texCoordStride*i; }
SbBool colorIsInVtxProp() const {return colorIsInVP;}
//Indicates if non-opaque transparency is in vertex property.
SbBool transpIsInVtxProp() const {return transpIsInVP;}
int getVertexStride() const { return vertexStride; }
int getNormalStride() const { return normalStride; }
int getColorStride() const { return colorStride; }
int getTexCoordStride() const { return texCoordStride; }
SoNormalBindingElement::Binding getNormalBinding()
{ return (SoNormalBindingElement::Binding)normalBinding; }
SoMaterialBindingElement::Binding getMaterialBinding()
{ return (SoMaterialBindingElement::Binding)materialBinding; }
SoTextureCoordinateBindingElement::Binding getTexCoordBinding()
{ return (SoTextureCoordinateBindingElement::Binding)texCoordBinding; }
void invalidate() { needFromState = ALL_FROM_STATE_BITS; }
// Constructor. Initializes everything.
SoVertexPropertyCache();
public:
// Tables of functions, data, and strides to increment through data.
SoVPCacheFunc *vertexFunc;
const char *vertexPtr;
int vertexStride, numVerts;
SoVPCacheFunc *normalFunc;
const char *normalPtr;
int normalStride, numNorms;
SoVPCacheFunc *colorFunc;
const char *colorPtr;
int colorStride, numColors;
SoVPCacheFunc *texCoordFunc;
const char *texCoordPtr;
int texCoordStride, numTexCoords;
SbBool generateNormals;
SbBool generateTexCoords;
unsigned char needFromState;
// 32 rendering cases. Non-indexed shapes can get away with just
// looking at the low 5 bits. The bits are arranged like this:
// 43210 BITS
// ----- ----
// 00... Overall color
// 01... Part color
// 10... Face color
// 11... Vtx color
// ..00. Overall/No norm
// ..01. Part norm
// ..10. Face norm
// ..11. Vtx norm
// ....? Explicit exture coordinates needed
SoINTERNAL public:
enum {
COLOR_BITS = 0x18,
PART_COLOR = 0x8,
FACE_COLOR = 0x10,
VERTEX_COLOR = 0x18,
NORMAL_BITS = 0x6,
PART_NORMAL = 0x2,
FACE_NORMAL = 0x4,
VERTEX_NORMAL = 0x6,
TEXCOORD_BIT = 0x1
};
// Bit-mask, set by ::fillInCache method
// Bits use same as above, plus one for coords and one for
// overrides (diffuse color, material binding, transparency)
// plus one for texture function (if tcoords in VP)
enum {
TEXTURE_FUNCTION_BIT = 0x80,
OVERRIDE_FROM_STATE_BIT = 0x40,
COORD_FROM_STATE_BIT = 0x20,
COLOR_FROM_STATE_BITS = COLOR_BITS,
NORMAL_FROM_STATE_BITS = NORMAL_BITS,
TEXCOORD_FROM_STATE_BIT = TEXCOORD_BIT,
ALL_FROM_STATE_BITS = 0xFF
};
private:
//
// VertexPropertyCache also stores whether or not colors, normals and
// texture coordinates should be indexed. Suggestion for writing
// rendering loops:
//
// To minimize loop overhead, loop unrolling is a good idea.
// Doing two iterations per loop makes it about 20% faster. Doing
// three iterations per loop makes it about 28% faster (only 8%
// more than two iterations).
//
// On 200MHZ machines, an unrolled-by-3 loop can do close to 5
// million iterations per second, assuming one call per iteration
// (e.g. one-color, unlit polygons).
//
unsigned char normalBinding;
unsigned char materialBinding;
unsigned char texCoordBinding;
unsigned char renderCase;
unsigned char colorIsInVP;
unsigned char transpIsInVP;
};
#endif /* _SO_VERTEX_PROPERTY */
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