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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/
*
*/
/*
* Copyright (C) 1990,91 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 $
|
| Classes:
| SoFaceSet
|
@@ This next line is true for the output file only - ignore it here:
| Note: This file was preprocessed from another file. Do not edit it.
|
| Author(s) : Gavin Bell
|
______________ S I L I C O N G R A P H I C S I N C . ____________
_______________________________________________________________________
*/
///////////////////////////////////////////////////////////////////////////
#include <GL/gl.h>
#include <Inventor/SoPickedPoint.h>
#include <Inventor/SoPrimitiveVertex.h>
#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/actions/SoRayPickAction.h>
#include <Inventor/bundles/SoMaterialBundle.h>
#include <Inventor/bundles/SoNormalBundle.h>
#include <Inventor/bundles/SoTextureCoordinateBundle.h>
#include <Inventor/caches/SoNormalCache.h>
#include <Inventor/details/SoFaceDetail.h>
#include <Inventor/elements/SoGLCoordinateElement.h>
#include <Inventor/elements/SoGLTextureCoordinateElement.h>
#include <Inventor/elements/SoNormalBindingElement.h>
#include <Inventor/elements/SoShapeHintsElement.h>
#include <Inventor/elements/SoGLLazyElement.h>
#include <Inventor/elements/SoGLCacheContextElement.h>
#include <Inventor/nodes/SoFaceSet.h>
#include <Inventor/nodes/SoMaterialBinding.h>
#include <Inventor/nodes/SoNormalBinding.h>
// Constants for influencing auto-caching algorithm:
const int AUTO_CACHE_FS_MIN_WITHOUT_VP = 20;
// And the number above which we'll say caches definitely SHOULDN'T be
// built (because they'll use too much memory):
const int AUTO_CACHE_FS_MAX = 1000;
SO_NODE_SOURCE(SoFaceSet);
////////////////////////////////////////////////////////////////////////
//
// Description:
// Constructor
//
// Use: public
SoFaceSet::SoFaceSet()
//
////////////////////////////////////////////////////////////////////////
{
SO_NODE_CONSTRUCTOR(SoFaceSet);
SO_NODE_ADD_FIELD(numVertices, (SO_FACE_SET_USE_REST_OF_VERTICES));
isBuiltIn = TRUE;
numTris = numQuads = numFaces = -1;
}
////////////////////////////////////////////////////////////////////////
//
// Description:
// Destructor
//
// Use: private
SoFaceSet::~SoFaceSet()
//
////////////////////////////////////////////////////////////////////////
{
}
////////////////////////////////////////////////////////////////////////
//
// Description:
// Performs GL rendering of a FaceSet.
//
// Use: protected
void
SoFaceSet::GLRender(SoGLRenderAction *action)
//
////////////////////////////////////////////////////////////////////////
{
SoState *state = action->getState();
// Get ShapeStyleElement
const SoShapeStyleElement *shapeStyle = SoShapeStyleElement::get(state);
// First see if the object is visible and should be rendered now:
if (shapeStyle->mightNotRender()) {
if (! shouldGLRender(action))
return;
}
if (vpCache.mightNeedSomethingFromState(shapeStyle)) {
SoVertexProperty *vp = (SoVertexProperty *)vertexProperty.getValue();
vpCache.fillInCache(vp, state);
// Set up numTris/Quads/Faces and count vertices if necessary
if (numTris < 0)
setupNumTrisQuadsFaces();
// If faces might be concave, we have to send them through GLU:
SoShapeHintsElement::VertexOrdering vo;
SoShapeHintsElement::ShapeType st;
SoShapeHintsElement::FaceType ft;
SoShapeHintsElement::get(state, vo, st, ft);
if ((numQuads > 0 || numFaces > 0)
&& ft != SoShapeHintsElement::CONVEX) {
// Use generatePrimitives for now...
SoShape::GLRender(action);
return;
}
if (vpCache.shouldGenerateNormals(shapeStyle)) {
// See if there is a valid normal cache. If so, use it:
SoNormalCache *normCache = getNormalCache();
if (normCache == NULL || !normCache->isValid(state)) {
SoNormalBundle nb(action, FALSE);
nb.initGenerator(totalNumVertices);
generateDefaultNormals(state, &nb);
normCache = getNormalCache();
}
vpCache.numNorms = normCache->getNum();
vpCache.normalPtr = (const char *)normCache->getNormals();
}
SoTextureCoordinateBundle *tcb = NULL;
uint32_t useTexCoordsAnyway = 0;
if (vpCache.shouldGenerateTexCoords(shapeStyle)) {
state->push();
tcb = new SoTextureCoordinateBundle(action, TRUE, TRUE);
}
else if (shapeStyle->isTextureFunction() && vpCache.haveTexCoordsInVP()){
state->push();
useTexCoordsAnyway = SoVertexPropertyCache::TEXCOORD_BIT;
SoGLTextureCoordinateElement::setTexGen(state, this, NULL);
}
//If lighting or texturing is off, this vpCache and other things
//need to be reconstructed when lighting or texturing is turned
//on, so we set the bits in the VP cache:
if(! shapeStyle->needNormals()) vpCache.needFromState |=
SoVertexPropertyCache::NORMAL_BITS;
if(! shapeStyle->needTexCoords()) vpCache.needFromState |=
SoVertexPropertyCache::TEXCOORD_BIT;
// If doing multiple colors, turn on ColorMaterial:
if (vpCache.getNumColors() > 1) {
SoGLLazyElement::setColorMaterial(state, TRUE);
}
//
// Ask LazyElement to setup:
//
SoGLLazyElement *lazyElt = (SoGLLazyElement *)
SoLazyElement::getInstance(state);
if (vpCache.colorIsInVtxProp()) {
lazyElt->send(state, SoLazyElement::ALL_MASK);
lazyElt->sendVPPacked(state, (const unsigned char*)
vpCache.getColors(0));
}
else lazyElt->send(state, SoLazyElement::ALL_MASK);
#ifdef DEBUG
// Check for enough vertices:
if (vpCache.numVerts < totalNumVertices + startIndex.getValue()){
SoDebugError::post("SoFaceSet::GLRender",
"Too few vertices specified;"
" need %d, have %d", totalNumVertices + startIndex.getValue(),
vpCache.numVerts);
}
// Check for enough colors, normals, texcoords:
int numNormalsNeeded = 0;
if (shapeStyle->needNormals()) switch (vpCache.getNormalBinding()) {
case SoNormalBindingElement::OVERALL:
numNormalsNeeded = 1;
break;
case SoNormalBindingElement::PER_VERTEX:
case SoNormalBindingElement::PER_VERTEX_INDEXED:
numNormalsNeeded = totalNumVertices + startIndex.getValue();
break;
case SoNormalBindingElement::PER_FACE:
case SoNormalBindingElement::PER_FACE_INDEXED:
case SoNormalBindingElement::PER_PART:
case SoNormalBindingElement::PER_PART_INDEXED:
numNormalsNeeded = numTris + numQuads + numFaces;
break;
}
if (vpCache.getNumNormals() < numNormalsNeeded)
SoDebugError::post("SoFaceSet::GLRender",
"Too few normals specified;"
" need %d, have %d", numNormalsNeeded,
vpCache.getNumNormals());
if ((shapeStyle->needTexCoords() || useTexCoordsAnyway) &&
!vpCache.shouldGenerateTexCoords(shapeStyle)) {
if (vpCache.getNumTexCoords() <
totalNumVertices+startIndex.getValue())
SoDebugError::post("SoFaceSet::GLRender",
"Too few texture coordinates specified;"
" need %d, have %d", totalNumVertices+startIndex.getValue(),
vpCache.getNumTexCoords());
}
int numColorsNeeded = 0;
switch (vpCache.getMaterialBinding()) {
case SoMaterialBindingElement::OVERALL:
break;
case SoMaterialBindingElement::PER_VERTEX:
case SoMaterialBindingElement::PER_VERTEX_INDEXED:
numColorsNeeded = totalNumVertices + startIndex.getValue();
break;
case SoMaterialBindingElement::PER_FACE:
case SoMaterialBindingElement::PER_FACE_INDEXED:
case SoMaterialBindingElement::PER_PART:
case SoMaterialBindingElement::PER_PART_INDEXED:
numColorsNeeded = numTris + numQuads + numFaces;
break;
}
if (vpCache.getNumColors() < numColorsNeeded)
SoDebugError::post("SoFaceSet::GLRender",
"Too few diffuse colors specified;"
" need %d, have %d", numColorsNeeded,
vpCache.getNumColors());
#endif
// Call the appropriate render loops:
if (numTris > 0)
(this->*TriRenderFunc[useTexCoordsAnyway |
vpCache.getRenderCase(shapeStyle)])(action);
if (numQuads > 0)
(this->*QuadRenderFunc[useTexCoordsAnyway |
vpCache.getRenderCase(shapeStyle)])(action);
if (numFaces > 0)
(this->*GenRenderFunc[useTexCoordsAnyway |
vpCache.getRenderCase(shapeStyle)])(action);
// If doing multiple colors, turn off ColorMaterial:
if (vpCache.getNumColors() > 1) {
SoGLLazyElement::setColorMaterial(state, FALSE);
((SoGLLazyElement *)SoLazyElement::getInstance(state))->
reset(state, SoLazyElement::DIFFUSE_MASK);
}
if (totalNumVertices < AUTO_CACHE_FS_MIN_WITHOUT_VP &&
vpCache.mightNeedSomethingFromState(shapeStyle)) {
SoGLCacheContextElement::shouldAutoCache(state,
SoGLCacheContextElement::DO_AUTO_CACHE);
} else if (totalNumVertices > AUTO_CACHE_FS_MAX &&
!SoGLCacheContextElement::getIsRemoteRendering(state)) {
SoGLCacheContextElement::shouldAutoCache(state,
SoGLCacheContextElement::DONT_AUTO_CACHE);
}
if (tcb) {
delete tcb;
state->pop();
} else if (useTexCoordsAnyway)
state->pop();
}
else {
// If doing multiple colors, turn on ColorMaterial:
if (vpCache.getNumColors() > 1) {
SoGLLazyElement::setColorMaterial(state, TRUE);
}
//
// Ask LazyElement to setup:
//
SoGLLazyElement *lazyElt = (SoGLLazyElement *)
SoLazyElement::getInstance(state);
if(vpCache.colorIsInVtxProp()){
lazyElt->send(state, SoLazyElement::ALL_MASK);
lazyElt->sendVPPacked(state, (const unsigned char*)
vpCache.getColors(0));
}
else lazyElt->send(state, SoLazyElement::ALL_MASK);
// Call the appropriate render loops:
if (numTris > 0)
(this->*TriRenderFunc[vpCache.getRenderCase(shapeStyle)])(action);
if (numQuads > 0)
(this->*QuadRenderFunc[vpCache.getRenderCase(shapeStyle)])(action);
if (numFaces > 0)
(this->*GenRenderFunc[vpCache.getRenderCase(shapeStyle)])(action);
// If doing multiple colors, turn off ColorMaterial:
if (vpCache.getNumColors() > 1) {
SoGLLazyElement::setColorMaterial(state, FALSE);
((SoGLLazyElement *)SoLazyElement::getInstance(state))->
reset(state, SoLazyElement::DIFFUSE_MASK);
}
// Influence auto-caching algorithm:
if (totalNumVertices > AUTO_CACHE_FS_MAX &&
!SoGLCacheContextElement::getIsRemoteRendering(state)) {
SoGLCacheContextElement::shouldAutoCache(state,
SoGLCacheContextElement::DONT_AUTO_CACHE);
}
// restore USE_REST_OF_VERTICES (-1)
if (usingUSE_REST){
numVertices.set1Value(numVertices.getNum()-1, -1);
numVertices.enableNotify(nvNotifyEnabled);
}
}
return;
}
////////////////////////////////////////////////////////////////////////
//
// Description:
// invalidate vpCache when notified
//
// Use: private
void
SoFaceSet::notify(SoNotList *list)
//
////////////////////////////////////////////////////////////////////////
{
if (list->getLastRec()->getType() == SoNotRec::CONTAINER &&
((list->getLastField() == &numVertices) ||
(list->getLastField() == &vertexProperty)) ) {
numTris = numQuads = numFaces = totalNumVertices = -1;
vpCache.invalidate();
}
SoShape::notify(list);
}
///////////////////////////////////////////////////////////////////////////
//
// Description:
// Find out how many tris, quads, and polygons there are,
// also deal with SO_USE_REST_OF_VERTICES
//
// use: private
//
///////////////////////////////////////////////////////////////////////////
void
SoFaceSet::setupNumTrisQuadsFaces()
{
numTris = numQuads = numFaces = 0;
usingUSE_REST = FALSE;
nvNotifyEnabled = TRUE;
const int nfaces = numVertices.getNum();
if(nfaces && numVertices[nfaces-1]<0) {
usingUSE_REST = TRUE;
nvNotifyEnabled = numVertices.enableNotify(FALSE);
totalNumVertices = 0;
for(int i = 0; i<nfaces -1; i++)
totalNumVertices += numVertices[i];
numVertices.set1Value(nfaces-1,
vpCache.numVerts - totalNumVertices - startIndex.getValue());
vpCache.needFromState |=
SoVertexPropertyCache::COORD_FROM_STATE_BIT;
totalNumVertices = vpCache.numVerts - startIndex.getValue();
}
else if (totalNumVertices <0 ){
totalNumVertices = 0;
for (int i=0; i< nfaces; i++){
totalNumVertices += numVertices[i];
}
}
int i = 0;
while ((i < nfaces) && (numVertices[i] == 3)) {
++numTris;
++i;
}
while ((i < nfaces) && (numVertices[i] == 4) ) {
++numQuads;
++i;
}
while (i < nfaces) {
++numFaces;
++i;
}
}
////////////////////////////////////////////////////////////////////////
//
// Description:
// Generates primitives (triangles) for face set
//
// Use: protected
void
SoFaceSet::generatePrimitives(SoAction *action)
//
////////////////////////////////////////////////////////////////////////
{
// When generating primitives for picking, there is no need to
// create details now, since they will be created in
// createTriangleDetail() when an intersection is found (but we
// need to use the face detail to figure out the rest of it).
// Otherwise, we create a face detail containing the 3 points of
// the generated triangle, using the stuff in SoShape.
// We also delay computing default texture coordinates.
SbBool forPicking = action->isOfType(SoRayPickAction::getClassTypeId());
SoState *state = action->getState();
// put vertex property into state, if it exists:
state->push();
SoVertexProperty* vp = (SoVertexProperty*)vertexProperty.getValue();
if(vp){
vp->doAction(action);
}
SoPrimitiveVertex pv;
SoFaceDetail fd;
SoPointDetail pd;
SoNormalBundle nb(action, FALSE);
SoTextureCoordinateBundle tcb(action, FALSE, ! forPicking);
const SoCoordinateElement *ce;
int curVert, vert;
int face, numFaces, vertsInFace;
Binding materialBinding, normalBinding;
ce = SoCoordinateElement::getInstance(action->getState());
materialBinding = getMaterialBinding(action);
normalBinding = getNormalBinding(action, &nb);
curVert = (int) startIndex.getValue();
if (forPicking) {
pv.setTextureCoords(SbVec4f(0.0, 0.0, 0.0, 0.0));
pv.setDetail(&fd);
}
else
pv.setDetail(&pd);
numFaces = numVertices.getNum();
// For each face
for (face = 0; face < numFaces; face++) {
// Figure out number of vertices in this face
vertsInFace = (int) numVertices[face];
if (vertsInFace == SO_FACE_SET_USE_REST_OF_VERTICES)
vertsInFace = (int) ce->getNum() - curVert;
if (forPicking) {
fd.setFaceIndex(face);
fd.setPartIndex(face);
}
beginShape(action, POLYGON, forPicking ? NULL : &fd);
for (vert = 0; vert < vertsInFace; vert++) {
int matlIndex = (materialBinding == PER_VERTEX ? curVert :
materialBinding == PER_FACE ? face : 0);
int normIndex = (normalBinding == PER_VERTEX ? curVert :
normalBinding == PER_FACE ? face : 0);
int tcIndex = tcb.isFunction() ? 0 : curVert;
pv.setPoint(ce->get3(curVert));
pv.setNormal(nb.get(normIndex));
pv.setMaterialIndex(matlIndex);
if (! tcb.isFunction())
pv.setTextureCoords(tcb.get(tcIndex));
if (! forPicking) {
if (tcb.isFunction())
pv.setTextureCoords(tcb.get(pv.getPoint(),
pv.getNormal()));
pd.setCoordinateIndex(curVert);
pd.setMaterialIndex(matlIndex);
pd.setNormalIndex(normIndex);
pd.setTextureCoordIndex(tcIndex);
}
shapeVertex(&pv);
curVert++;
}
endShape();
}
state->pop();
}
////////////////////////////////////////////////////////////////////////
//
// Description:
// Computes bounding box of vertices of face set.
//
// Use: protected
void
SoFaceSet::computeBBox(SoAction *action, SbBox3f &box, SbVec3f ¢er)
//
////////////////////////////////////////////////////////////////////////
{
// First, compute the number of vertices the face set uses
int numFaces = numVertices.getNum();
int numVerts = 0;
if (numFaces == 0)
return;
// Count up total number of vertices used. If the last entry in
// numVerts is SO_FACE_SET_USE_REST_OF_VERTICES, then we need
// to use all of the vertices.
if (numVertices[numFaces-1] == SO_FACE_SET_USE_REST_OF_VERTICES)
numVerts = -1;
else
for (int i = 0; i < numFaces; i++)
numVerts += (int) numVertices[i];
// Next, call the method on SoNonIndexedShape that computes the
// bounding box and center of the given number of coordinates
computeCoordBBox(action, numVerts, box, center);
}
////////////////////////////////////////////////////////////////////////
//
// Description:
// Overrides standard method to create an SoFaceDetail instance
// representing a picked intersection with a triangle in the set.
//
// Use: protected, virtual
SoDetail *
SoFaceSet::createTriangleDetail(SoRayPickAction *action,
const SoPrimitiveVertex *v1,
const SoPrimitiveVertex *,
const SoPrimitiveVertex *,
SoPickedPoint *pp)
//
////////////////////////////////////////////////////////////////////////
{
// When we get here, the detail in each vertex already points to an
// SoFaceDetail (on the stack in generatePrimitives()). This detail
// contains the correct face/part index for the intersected face.
// However, this face detail does not contain any point details.
// We have to create a new SoFaceDetail instance and set up the
// SoPointDetail instances inside it to contain the vertices of
// the picked face. We also need to compute texture coordinates.
SoFaceDetail *newFD = new SoFaceDetail;
const SoFaceDetail *oldFD = (const SoFaceDetail *) v1->getDetail();
// Find out which face was hit
int hitFace = (int) oldFD->getFaceIndex();
// Find the index of the first vertex of the face: add up the
// number of vertices in each previous face
int curVert = (int) startIndex.getValue();
for (int face = 0; face < hitFace; face++)
curVert += (int) numVertices[face];
// Figure out how many vertices are in the hit face
int vertsInFace = (int) numVertices[hitFace];
if (vertsInFace == SO_FACE_SET_USE_REST_OF_VERTICES) {
const SoCoordinateElement *ce =
SoCoordinateElement::getInstance(action->getState());
vertsInFace = (int) ce->getNum() - curVert;
}
// Make room in the detail for vertices
newFD->setNumPoints(vertsInFace);
// We need the bindings to set up the material/normals stuff
Binding materialBinding = getMaterialBinding(action);
Binding normalBinding = getNormalBinding(action, NULL);
// Store each vertex in the detail
SoPointDetail pd;
SoTextureCoordinateBundle tcb(action, FALSE);
for (int vert = 0; vert < vertsInFace; vert++) {
pd.setCoordinateIndex(curVert);
pd.setMaterialIndex(materialBinding == PER_VERTEX ? curVert :
materialBinding == PER_FACE ? hitFace : 0);
pd.setNormalIndex(normalBinding == PER_VERTEX ? curVert :
normalBinding == PER_FACE ? hitFace : 0);
pd.setTextureCoordIndex(tcb.isFunction() ? 0 : curVert);
newFD->setPoint(vert, &pd);
curVert++;
}
// Compute texture coordinates at intersection point and store it
// in the picked point
if (tcb.isFunction())
pp->setObjectTextureCoords(tcb.get(pp->getObjectPoint(),
pp->getObjectNormal()));
// The face/part indices are in the incoming details
newFD->setFaceIndex(hitFace);
newFD->setPartIndex(hitFace);
return newFD;
}
////////////////////////////////////////////////////////////////////////
//
// Description:
// Returns current material binding from action's state.
//
// Use: private, static
SoFaceSet::Binding
SoFaceSet::getMaterialBinding(SoAction *action)
//
////////////////////////////////////////////////////////////////////////
{
switch (SoMaterialBindingElement::get(action->getState())) {
case SoMaterialBindingElement::OVERALL:
return OVERALL;
case SoMaterialBindingElement::PER_PART:
case SoMaterialBindingElement::PER_PART_INDEXED:
case SoMaterialBindingElement::PER_FACE:
case SoMaterialBindingElement::PER_FACE_INDEXED:
return PER_FACE;
case SoMaterialBindingElement::PER_VERTEX:
case SoMaterialBindingElement::PER_VERTEX_INDEXED:
return PER_VERTEX;
}
return OVERALL; // Shut up SGI C++ compiler
}
////////////////////////////////////////////////////////////////////////
//
// Description:
// Returns current normal binding from action's state.
//
// Use: private, static
SoFaceSet::Binding
SoFaceSet::getNormalBinding(SoAction *action, SoNormalBundle *nb)
//
////////////////////////////////////////////////////////////////////////
{
// Do automatic normal generation, if necessary:
if (nb != NULL && figureNormals(action->getState(), nb))
return PER_VERTEX;
switch (SoNormalBindingElement::get(action->getState())) {
case SoNormalBindingElement::OVERALL:
return OVERALL;
case SoNormalBindingElement::PER_PART:
case SoNormalBindingElement::PER_PART_INDEXED:
case SoNormalBindingElement::PER_FACE:
case SoNormalBindingElement::PER_FACE_INDEXED:
return PER_FACE;
case SoNormalBindingElement::PER_VERTEX:
case SoNormalBindingElement::PER_VERTEX_INDEXED:
return PER_VERTEX;
}
return OVERALL; // Shut up SGI C++ compiler
}
////////////////////////////////////////////////////////////////////////
//
// Description:
// Figures out normals, if necessary. Returns TRUE if it was
// necessary.
//
// Use: private
SbBool
SoFaceSet::figureNormals(SoState *state, SoNormalBundle *nb)
//
////////////////////////////////////////////////////////////////////////
{
// See if there is a valid normal cache. If so, tell the normal
// bundle to use it.
SoNormalCache *normCache = getNormalCache();
if (normCache != NULL && normCache->isValid(state)) {
nb->set(normCache->getNum(), normCache->getNormals());
return TRUE;
}
int numNeeded = 0, numFaces = (int) numVertices.getNum();
if (numFaces == 0)
return FALSE;
// Count number of vertices:
if (numVertices[numFaces - 1] == SO_FACE_SET_USE_REST_OF_VERTICES) {
const SoCoordinateElement *ce =
SoCoordinateElement::getInstance(state);
numNeeded = (int) ce->getNum();
}
else
for (int i = 0; i < numFaces; i++)
numNeeded += (int) numVertices[i];
if (nb->shouldGenerate(numNeeded)) {
generateDefaultNormals(state, nb);
return TRUE;
}
return FALSE;
}
////////////////////////////////////////////////////////////////////////
//
// Description:
// Generates default normals using the given state and normal
// bundle. Returns TRUE if normals were generated.
//
// Use: extender, virtual
SbBool
SoFaceSet::generateDefaultNormals(SoState *state, SoNormalBundle *nb)
//
////////////////////////////////////////////////////////////////////////
{
int numFaces, curCoord, vertsInFace, i, j;
int startInd;
const SoCoordinateElement *ce = NULL;
const SbVec3f *vpCoords = NULL;
int numCoords = 0;
SoVertexProperty *vp = (SoVertexProperty *)vertexProperty.getValue();
if (vp && (numCoords = vp->vertex.getNum()) > 0) {
vpCoords = vp->vertex.getValues(0);
} else {
ce = SoCoordinateElement::getInstance(state);
numCoords = ce->getNum();
}
numFaces = (int) numVertices.getNum();
curCoord = startInd = (int) startIndex.getValue();
for (i = 0; i < numFaces; i++) {
nb->beginPolygon();
vertsInFace = (int) numVertices[i];
if (vertsInFace == SO_FACE_SET_USE_REST_OF_VERTICES)
vertsInFace = numCoords - curCoord;
for (j = 0; j < vertsInFace; j++) {
if(ce) nb->polygonVertex(ce->get3(curCoord));
else nb->polygonVertex(vpCoords[curCoord]);
curCoord++;
}
nb->endPolygon();
}
nb->generate(startInd);
// Cache the resulting normals
setNormalCache(state, nb->getNumGeneratedNormals(),
nb->getGeneratedNormals());
return TRUE;
}
//////////////////////////////////////////////////////////////////////////
// Following preprocessor-generated routines handle all combinations of
// Normal binding (per vertex, per face, per part, overall/none)
// Color Binding (per vertex, per face, per part, overall)
// Textures (on or off)
//////////////////////////////////////////////////////////////////////////
@@ ----------------------------------------------------------------------
@@ Triangle rendering:
@@
@={ TriRenderFunction
void
SoFaceSet::
@ FuncName
(SoGLRenderAction* ) {
@?{ On
// Send one normal, if there are any normals in vpCache:
if (vpCache.getNumNormals() > 0)
vpCache.sendNormal(vpCache.getNormals(0));
@?}
const char *vertexPtr = vpCache.getVertices(startIndex.getValue());
const unsigned int vertexStride = vpCache.getVertexStride();
SoVPCacheFunc *const vertexFunc = vpCache.vertexFunc;
@?{ Vm
const char *colorPtr = vpCache.getColors(startIndex.getValue());
const unsigned int colorStride = vpCache.getColorStride();
SoVPCacheFunc *const colorFunc = vpCache.colorFunc;
@?}
@?{ Fm
const char *colorPtr = vpCache.getColors(0);
const unsigned int colorStride = vpCache.getColorStride();
SoVPCacheFunc *const colorFunc = vpCache.colorFunc;
@?}
@?{ Vn
const char *normalPtr = vpCache.getNormals(startIndex.getValue());
const unsigned int normalStride = vpCache.getNormalStride();
SoVPCacheFunc *const normalFunc = vpCache.normalFunc;
@?}
@?{ Fn
const char *normalPtr = vpCache.getNormals(0);
const unsigned int normalStride = vpCache.getNormalStride();
SoVPCacheFunc *const normalFunc = vpCache.normalFunc;
@?}
@?{ T
const char *texCoordPtr = vpCache.getTexCoords(startIndex.getValue());
const unsigned int texCoordStride = vpCache.getTexCoordStride();
SoVPCacheFunc *const texCoordFunc = vpCache.texCoordFunc;
@?}
glBegin(GL_TRIANGLES);
for (int tri = 0; tri < numTris; tri++) {
@?{ Fm
(*colorFunc)(colorPtr); colorPtr += colorStride;
@?}
@?{ Fn
(*normalFunc)(normalPtr); normalPtr += normalStride;
@?}
@?{ Vm
(*colorFunc)(colorPtr); colorPtr += colorStride;
@?}
@?{ Vn
(*normalFunc)(normalPtr); normalPtr += normalStride;
@?}
@?{ T
(*texCoordFunc)(texCoordPtr); texCoordPtr += texCoordStride;
@?}
(*vertexFunc)(vertexPtr); vertexPtr += vertexStride;
@?{ Vm
(*colorFunc)(colorPtr); colorPtr += colorStride;
@?}
@?{ Vn
(*normalFunc)(normalPtr); normalPtr += normalStride;
@?}
@?{ T
(*texCoordFunc)(texCoordPtr); texCoordPtr += texCoordStride;
@?}
(*vertexFunc)(vertexPtr); vertexPtr += vertexStride;
@?{ Vm
(*colorFunc)(colorPtr); colorPtr += colorStride;
@?}
@?{ Vn
(*normalFunc)(normalPtr); normalPtr += normalStride;
@?}
@?{ T
(*texCoordFunc)(texCoordPtr); texCoordPtr += texCoordStride;
@?}
(*vertexFunc)(vertexPtr); vertexPtr += vertexStride;
}
glEnd();
}
@=}
@@ ----------------------------------------------------------------------
@@ Quad rendering:
@@
@={ QuadRenderFunction
void
SoFaceSet::
@ FuncName
(SoGLRenderAction* ) {
@?{ On
// Send one normal, if there are any normals in vpCache:
if (vpCache.getNumNormals() > 0)
vpCache.sendNormal(vpCache.getNormals(0));
@?}
const char *vertexPtr = vpCache.getVertices(startIndex.getValue()+3*numTris);
const unsigned int vertexStride = vpCache.getVertexStride();
SoVPCacheFunc *const vertexFunc = vpCache.vertexFunc;
@?{ Fm
const char *colorPtr = vpCache.getColors(numTris);
const unsigned int colorStride = vpCache.getColorStride();
SoVPCacheFunc *const colorFunc = vpCache.colorFunc;
@?}
@?{ Vm
const char *colorPtr = vpCache.getColors(startIndex.getValue()+3*numTris);
const unsigned int colorStride = vpCache.getColorStride();
SoVPCacheFunc *const colorFunc = vpCache.colorFunc;
@?}
@?{ Fn
const char *normalPtr = vpCache.getNormals(numTris);
const unsigned int normalStride = vpCache.getNormalStride();
SoVPCacheFunc *const normalFunc = vpCache.normalFunc;
@?}
@?{ Vn
const char *normalPtr = vpCache.getNormals(startIndex.getValue()+3*numTris);
const unsigned int normalStride = vpCache.getNormalStride();
SoVPCacheFunc *const normalFunc = vpCache.normalFunc;
@?}
@?{ T
const char *texCoordPtr = vpCache.getTexCoords(startIndex.getValue()+3*numTris);
const unsigned int texCoordStride = vpCache.getTexCoordStride();
SoVPCacheFunc *const texCoordFunc = vpCache.texCoordFunc;
@?}
glBegin(GL_QUADS);
for (int quad = 0; quad < numQuads; quad++) {
@?{ Fm
(*colorFunc)(colorPtr); colorPtr += colorStride;
@?}
@?{ Fn
(*normalFunc)(normalPtr); normalPtr += normalStride;
@?}
@?{ Vm
(*colorFunc)(colorPtr); colorPtr += colorStride;
@?}
@?{ Vn
(*normalFunc)(normalPtr); normalPtr += normalStride;
@?}
@?{ T
(*texCoordFunc)(texCoordPtr); texCoordPtr += texCoordStride;
@?}
(*vertexFunc)(vertexPtr); vertexPtr += vertexStride;
@?{ Vm
(*colorFunc)(colorPtr); colorPtr += colorStride;
@?}
@?{ Vn
(*normalFunc)(normalPtr); normalPtr += normalStride;
@?}
@?{ T
(*texCoordFunc)(texCoordPtr); texCoordPtr += texCoordStride;
@?}
(*vertexFunc)(vertexPtr); vertexPtr += vertexStride;
@?{ Vm
(*colorFunc)(colorPtr); colorPtr += colorStride;
@?}
@?{ Vn
(*normalFunc)(normalPtr); normalPtr += normalStride;
@?}
@?{ T
(*texCoordFunc)(texCoordPtr); texCoordPtr += texCoordStride;
@?}
(*vertexFunc)(vertexPtr); vertexPtr += vertexStride;
@?{ Vm
(*colorFunc)(colorPtr); colorPtr += colorStride;
@?}
@?{ Vn
(*normalFunc)(normalPtr); normalPtr += normalStride;
@?}
@?{ T
(*texCoordFunc)(texCoordPtr); texCoordPtr += texCoordStride;
@?}
(*vertexFunc)(vertexPtr); vertexPtr += vertexStride;
}
glEnd();
}
@=}
@@ ----------------------------------------------------------------------
@@ General polygon rendering:
@@
@={ GenRenderFunction
void
SoFaceSet::
@ FuncName
(SoGLRenderAction* )
{
@?{ On
// Send one normal, if there are any normals in vpCache:
if (vpCache.getNumNormals() > 0)
vpCache.sendNormal(vpCache.getNormals(0));
@?}
const char *vertexPtr =
vpCache.getVertices(startIndex.getValue()+3*numTris+4*numQuads);
const unsigned int vertexStride = vpCache.getVertexStride();
SoVPCacheFunc *const vertexFunc = vpCache.vertexFunc;
@?{ Fm
const char *colorPtr = vpCache.getColors(numTris+numQuads);
const unsigned int colorStride = vpCache.getColorStride();
SoVPCacheFunc *const colorFunc = vpCache.colorFunc;
@?}
@?{ Vm
const char *colorPtr =
vpCache.getColors(startIndex.getValue()+ 3*numTris + 4*numQuads);
const unsigned int colorStride = vpCache.getColorStride();
SoVPCacheFunc *const colorFunc = vpCache.colorFunc;
@?}
@?{ Fn
const char *normalPtr = vpCache.getNormals(numTris+numQuads);
const unsigned int normalStride = vpCache.getNormalStride();
SoVPCacheFunc *const normalFunc = vpCache.normalFunc;
@?}
@?{ Vn
const char *normalPtr =
vpCache.getNormals(startIndex.getValue() + 3*numTris + 4*numQuads);
const unsigned int normalStride = vpCache.getNormalStride();
SoVPCacheFunc *const normalFunc = vpCache.normalFunc;
@?}
@?{ T
const char *texCoordPtr =
vpCache.getTexCoords(startIndex.getValue() + 3*numTris + 4*numQuads);
const unsigned int texCoordStride = vpCache.getTexCoordStride();
SoVPCacheFunc *const texCoordFunc = vpCache.texCoordFunc;
@?}
const int nf = numVertices.getNum();
for(int faceCtr = numQuads + numTris; faceCtr < nf; faceCtr++) {
@?{ Fm
(*colorFunc)(colorPtr); colorPtr+= colorStride;
@?}
@?{ Fn
(*normalFunc)(normalPtr); normalPtr += normalStride;
@?}
glBegin(GL_POLYGON);
const int nv = numVertices[faceCtr];
for(int i=0; i<nv; i++) {
@?{ Vm
(*colorFunc)(colorPtr); colorPtr += colorStride;
@?}
@?{ Vn
(*normalFunc)(normalPtr); normalPtr += normalStride;
@?}
@?{ T
(*texCoordFunc)(texCoordPtr); texCoordPtr += texCoordStride;
@?}
(*vertexFunc)(vertexPtr); vertexPtr += vertexStride;
}
glEnd();
}
}
@=}
// 32 different rendering loops; the 5 bits used to determine the
// rendering case are:
// 43210 BITS Routine suffix
// ----- ---- --------------
// 00... Overall mtl (Om)
// 01... Part mtl (Pm) NOT GENERATED, Fm is same!
// 10... Face mtl (Fm)
// 11... Vtx mtl (Vm)
// ..00. Overall/No norm (On)
// ..01. Part norm (Pn) NOT GENERATED, Fn is same!
// ..10. Face norm (Fn)
// ..11. Vtx norm (Vn)
// ....0 No texcoord -none-
// ....1 Vtx texcoord (T)
//
SoFaceSet::PMFS SoFaceSet::TriRenderFunc[32] = {
&SoFaceSet::TriOmOn, &SoFaceSet::TriOmOnT,
&SoFaceSet::TriOmFn, &SoFaceSet::TriOmFnT,
&SoFaceSet::TriOmFn, &SoFaceSet::TriOmFnT,
&SoFaceSet::TriOmVn, &SoFaceSet::TriOmVnT,
&SoFaceSet::TriFmOn, &SoFaceSet::TriFmOnT,
&SoFaceSet::TriFmFn, &SoFaceSet::TriFmFnT,
&SoFaceSet::TriFmFn, &SoFaceSet::TriFmFnT,
&SoFaceSet::TriFmVn, &SoFaceSet::TriFmVnT,
&SoFaceSet::TriFmOn, &SoFaceSet::TriFmOnT,
&SoFaceSet::TriFmFn, &SoFaceSet::TriFmFnT,
&SoFaceSet::TriFmFn, &SoFaceSet::TriFmFnT,
&SoFaceSet::TriFmVn, &SoFaceSet::TriFmVnT,
&SoFaceSet::TriVmOn, &SoFaceSet::TriVmOnT,
&SoFaceSet::TriVmFn, &SoFaceSet::TriVmFnT,
&SoFaceSet::TriVmFn, &SoFaceSet::TriVmFnT,
&SoFaceSet::TriVmVn, &SoFaceSet::TriVmVnT,
};
SoFaceSet::PMFS SoFaceSet::QuadRenderFunc[32] = {
&SoFaceSet::QuadOmOn, &SoFaceSet::QuadOmOnT,
&SoFaceSet::QuadOmFn, &SoFaceSet::QuadOmFnT,
&SoFaceSet::QuadOmFn, &SoFaceSet::QuadOmFnT,
&SoFaceSet::QuadOmVn, &SoFaceSet::QuadOmVnT,
&SoFaceSet::QuadFmOn, &SoFaceSet::QuadFmOnT,
&SoFaceSet::QuadFmFn, &SoFaceSet::QuadFmFnT,
&SoFaceSet::QuadFmFn, &SoFaceSet::QuadFmFnT,
&SoFaceSet::QuadFmVn, &SoFaceSet::QuadFmVnT,
&SoFaceSet::QuadFmOn, &SoFaceSet::QuadFmOnT,
&SoFaceSet::QuadFmFn, &SoFaceSet::QuadFmFnT,
&SoFaceSet::QuadFmFn, &SoFaceSet::QuadFmFnT,
&SoFaceSet::QuadFmVn, &SoFaceSet::QuadFmVnT,
&SoFaceSet::QuadVmOn, &SoFaceSet::QuadVmOnT,
&SoFaceSet::QuadVmFn, &SoFaceSet::QuadVmFnT,
&SoFaceSet::QuadVmFn, &SoFaceSet::QuadVmFnT,
&SoFaceSet::QuadVmVn, &SoFaceSet::QuadVmVnT,
};
SoFaceSet::PMFS SoFaceSet::GenRenderFunc[32] = {
&SoFaceSet::GenOmOn, &SoFaceSet::GenOmOnT,
&SoFaceSet::GenOmFn, &SoFaceSet::GenOmFnT,
&SoFaceSet::GenOmFn, &SoFaceSet::GenOmFnT,
&SoFaceSet::GenOmVn, &SoFaceSet::GenOmVnT,
&SoFaceSet::GenFmOn, &SoFaceSet::GenFmOnT,
&SoFaceSet::GenFmFn, &SoFaceSet::GenFmFnT,
&SoFaceSet::GenFmFn, &SoFaceSet::GenFmFnT,
&SoFaceSet::GenFmVn, &SoFaceSet::GenFmVnT,
&SoFaceSet::GenFmOn, &SoFaceSet::GenFmOnT,
&SoFaceSet::GenFmFn, &SoFaceSet::GenFmFnT,
&SoFaceSet::GenFmFn, &SoFaceSet::GenFmFnT,
&SoFaceSet::GenFmVn, &SoFaceSet::GenFmVnT,
&SoFaceSet::GenVmOn, &SoFaceSet::GenVmOnT,
&SoFaceSet::GenVmFn, &SoFaceSet::GenVmFnT,
&SoFaceSet::GenVmFn, &SoFaceSet::GenVmFnT,
&SoFaceSet::GenVmVn, &SoFaceSet::GenVmVnT,
};
@= Om ON
@= On ON
@= Fm
@= Vm
@= Fn
@= Vn
@= T
@= FuncName TriOmOn
@ TriRenderFunction
@= FuncName QuadOmOn
@ QuadRenderFunction
@= FuncName GenOmOn
@ GenRenderFunction
@= Om ON
@= On ON
@= Fm
@= Vm
@= Fn
@= Vn
@= T ON
@= FuncName TriOmOnT
@ TriRenderFunction
@= FuncName QuadOmOnT
@ QuadRenderFunction
@= FuncName GenOmOnT
@ GenRenderFunction
@= Om ON
@= On
@= Fm
@= Vm
@= Fn ON
@= Vn
@= T
@= FuncName TriOmFn
@ TriRenderFunction
@= FuncName QuadOmFn
@ QuadRenderFunction
@= FuncName GenOmFn
@ GenRenderFunction
@= Om ON
@= On
@= Fm
@= Vm
@= Fn ON
@= Vn
@= T ON
@= FuncName TriOmFnT
@ TriRenderFunction
@= FuncName QuadOmFnT
@ QuadRenderFunction
@= FuncName GenOmFnT
@ GenRenderFunction
@= Om ON
@= On
@= Fm
@= Vm
@= Fn
@= Vn ON
@= T
@= FuncName TriOmVn
@ TriRenderFunction
@= FuncName QuadOmVn
@ QuadRenderFunction
@= FuncName GenOmVn
@ GenRenderFunction
@= Om ON
@= On
@= Fm
@= Vm
@= Fn
@= Vn ON
@= T ON
@= FuncName TriOmVnT
@ TriRenderFunction
@= FuncName QuadOmVnT
@ QuadRenderFunction
@= FuncName GenOmVnT
@ GenRenderFunction
@= Om
@= On ON
@= Fm ON
@= Vm
@= Fn
@= Vn
@= T
@= FuncName TriFmOn
@ TriRenderFunction
@= FuncName QuadFmOn
@ QuadRenderFunction
@= FuncName GenFmOn
@ GenRenderFunction
@= Om
@= On ON
@= Fm ON
@= Vm
@= Fn
@= Vn
@= T ON
@= FuncName TriFmOnT
@ TriRenderFunction
@= FuncName QuadFmOnT
@ QuadRenderFunction
@= FuncName GenFmOnT
@ GenRenderFunction
@= Om
@= On
@= Fm ON
@= Vm
@= Fn ON
@= Vn
@= T
@= FuncName TriFmFn
@ TriRenderFunction
@= FuncName QuadFmFn
@ QuadRenderFunction
@= FuncName GenFmFn
@ GenRenderFunction
@= Om
@= On
@= Fm ON
@= Vm
@= Fn ON
@= Vn
@= T ON
@= FuncName TriFmFnT
@ TriRenderFunction
@= FuncName QuadFmFnT
@ QuadRenderFunction
@= FuncName GenFmFnT
@ GenRenderFunction
@= Om
@= On
@= Fm ON
@= Vm
@= Fn
@= Vn ON
@= T
@= FuncName TriFmVn
@ TriRenderFunction
@= FuncName QuadFmVn
@ QuadRenderFunction
@= FuncName GenFmVn
@ GenRenderFunction
@= Om
@= On
@= Fm ON
@= Vm
@= Fn
@= Vn ON
@= T ON
@= FuncName TriFmVnT
@ TriRenderFunction
@= FuncName QuadFmVnT
@ QuadRenderFunction
@= FuncName GenFmVnT
@ GenRenderFunction
@= Om
@= On ON
@= Fm
@= Vm ON
@= Fn
@= Vn
@= T
@= FuncName TriVmOn
@ TriRenderFunction
@= FuncName QuadVmOn
@ QuadRenderFunction
@= FuncName GenVmOn
@ GenRenderFunction
@= Om
@= On ON
@= Fm
@= Vm ON
@= Fn
@= Vn
@= T ON
@= FuncName TriVmOnT
@ TriRenderFunction
@= FuncName QuadVmOnT
@ QuadRenderFunction
@= FuncName GenVmOnT
@ GenRenderFunction
@= Om
@= On
@= Fm
@= Vm ON
@= Fn ON
@= Vn
@= T
@= FuncName TriVmFn
@ TriRenderFunction
@= FuncName QuadVmFn
@ QuadRenderFunction
@= FuncName GenVmFn
@ GenRenderFunction
@= Om
@= On
@= Fm
@= Vm ON
@= Fn ON
@= Vn
@= T ON
@= FuncName TriVmFnT
@ TriRenderFunction
@= FuncName QuadVmFnT
@ QuadRenderFunction
@= FuncName GenVmFnT
@ GenRenderFunction
@= Om
@= On
@= Fm
@= Vm ON
@= Fn
@= Vn ON
@= T
@= FuncName TriVmVn
@ TriRenderFunction
@= FuncName QuadVmVn
@ QuadRenderFunction
@= FuncName GenVmVn
@ GenRenderFunction
@= Om
@= On
@= Fm
@= Vm ON
@= Fn
@= Vn ON
@= T ON
@= FuncName TriVmVnT
@ TriRenderFunction
@= FuncName QuadVmVnT
@ QuadRenderFunction
@= FuncName GenVmVnT
@ GenRenderFunction
|