/**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * ("GPL") version 2 as published by the Free Software Foundation. * See the file LICENSE.GPL at the root directory of this source * distribution for additional information about the GNU GPL. * * For using Coin with software that can not be combined with the GNU * GPL, and for taking advantage of the additional benefits of our * support services, please contact Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ /*! \class SoMaterial SoMaterial.h Inventor/nodes/SoMaterial.h \brief The SoMaterial class is a node type for setting up material values for scene geometry. \ingroup nodes After traversing an SoMaterial node, subsequent shape nodes with geometry in the scene graph will use values from the material "pool" of the traversal state set up from nodes of this type. For detailed information on the various components, see the OpenGL color model, presented in the chapter "Colors and Coloring" (chapter 2.13 in the OpenGL 1.4 specification). Note that values from a material node will \e replace the previous values from the traversal state, they will \e not accumulate. That's the case even when e.g. material changes are \e implicit in an iv-file, as illustrated by the following example: \verbatim #Inventor V2.1 ascii Material { ambientColor 1 0 0 } Cone { } Translation { translation 5 0 0 } Material { } Sphere { } \endverbatim (The SoSphere will not "inherit" the SoMaterial::ambientColor from the first SoMaterial node, even though it is not explicitly set in the second material node. The default value of SoMaterial::ambientColor will be used.) Note that nodes imported as part of a VRML V1.0 file has a special case, where the fields SoMaterial::ambientColor, SoMaterial::diffuseColor and SoMaterial::specularColor contains zero values, and SoMaterial::emissiveColor contains one or more values. The values in SoMaterial::emissiveColor should then be treated as precalculated lighting, and the other fields should be ignored. You can detect this case by checking the values of the material elements when the scene graph is traversed using an SoCallbackAction. SoDiffuseColorElement, SoAmbientColorElement, and SoSpecularColorElement will contain one value with a completely black color (0.0f, 0.0f, 0.0f), SoShininessElement will contain one value of 0.0f, and SoEmissiveColorElement will contain one or more values. It is done like this to make rendering work correctly on systems that do not test for this specific case. You should only check for this case when you're traversing a VRML V1.0 file scene graph, of course. See SoNode::getNodeType() for information about how nodes can be tested for whether or not they have been imported or otherwise set up as of VRML1 type versus Inventor type. When the scene graph is rendered using an SoGLRenderAction, the elements will be set differently to optimize rendering. The SoDiffuseColorElement will be set to the values in SoMaterial::emissiveColor, and the light model will be set to SoLightModel::BASE_COLOR. The SoMaterial::transparency values will always be treated normally. Here is a very simple usage example: \verbatim #Inventor V2.1 ascii Separator { Coordinate3 { point [ 0 0 0, 1 0 0, 1 1 0 ] } Material { diffuseColor [ 1 0 0, 1 1 0, 0 0 1 ] } MaterialBinding { value PER_VERTEX } IndexedFaceSet { coordIndex [ 0, 1, 2, -1 ] } } \endverbatim FILE FORMAT/DEFAULTS: \code Material { ambientColor 0.2 0.2 0.2 diffuseColor 0.8 0.8 0.8 specularColor 0 0 0 emissiveColor 0 0 0 shininess 0.2 transparency 0 } \endcode \sa SoMaterialBinding, SoBaseColor, SoPackedColor */ // ************************************************************************* // FIXME: should also describe what happens if the number of values in // the fields are not consistent. 20020119 mortene. // ************************************************************************* #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../misc/SoVBO.h" #include #include #include // ************************************************************************* /*! \var SoMFColor SoMaterial::ambientColor Ambient material part color values. Will by default contain a single color value of [0.2, 0.2, 0.2] (ie dark gray). The ambient part of the material is not influenced by any lightsources, and should be thought of conceptually as the constant, but small contribution of light to a scene "seeping in" from everywhere. (Think of the ambient contribution in the context that there's always photons fizzing around everywhere -- even in a black, lightsource-less room, for instance). \sa SoEnvironment::ambientIntensity */ /*! \var SoMFColor SoMaterial::diffuseColor Diffuse material part color values. This field is by default initialized to contain a single color value of [0.8, 0.8, 0.8] (light gray). The diffuse part is combined with the light emitted from the scene's light sources. Traditional Open Inventor uses the same override bit for both diffuse color and transparency. To get around this problem if you need to override one without the other, set the environment variable "COIN_SEPARATE_DIFFUSE_TRANSPARENCY_OVERRIDE". This is a Coin extension, and will not work on the other Open Inventor implementations. */ /*! \var SoMFColor SoMaterial::specularColor Specular material part color values. Defaults to a single color value of [0, 0, 0] (black). */ /*! \var SoMFColor SoMaterial::emissiveColor The color of the light "emitted" by the subsequent geometry, independent of lighting / shading. Defaults to contain a single color value of [0, 0, 0] (black, ie no contribution). */ /*! \var SoMFFloat SoMaterial::shininess Shininess values. Decides how the light from light sources are distributed across the geometry surfaces. Valid range is from 0.0 (which gives a dim appearance), to 1.0 (glossy-looking surfaces). Defaults to contain a single value of 0.2. */ /*! \var SoMFFloat SoMaterial::transparency Transparency values. Valid range is from 0.0 (completely opaque, which is the default) to 1.0 (completely transparent, i.e. invisible). Defaults to contain a single value of 0.0. Traditional Open Inventor uses the same override bit for both transparency and diffuse color. To get around this problem if you need to override one without the other, set the environment variable "COIN_SEPARATE_DIFFUSE_TRANSPARENCY_OVERRIDE". This is a Coin extension, and will not work on the other Open Inventor implementations. */ // defines for materialtype #define TYPE_UNKNOWN 0 #define TYPE_NORMAL 1 #define TYPE_VRML1_ONLYEMISSIVE 2 // special case in vrml1 // ************************************************************************* #ifndef DOXYGEN_SKIP_THIS class SoMaterialP { public: SoMaterialP() : vbo(NULL) { } ~SoMaterialP() { delete this->vbo; } int materialtype; int transparencyflag; SoColorPacker colorpacker; SoVBO * vbo; }; #endif // DOXYGEN_SKIP_THIS #undef THIS #define THIS this->pimpl SO_NODE_SOURCE(SoMaterial); /*! Constructor. */ SoMaterial::SoMaterial(void) { THIS = new SoMaterialP; SO_NODE_INTERNAL_CONSTRUCTOR(SoMaterial); SO_NODE_ADD_FIELD(ambientColor, (0.2f, 0.2f, 0.2f)); SO_NODE_ADD_FIELD(diffuseColor, (0.8f, 0.8f, 0.8f)); SO_NODE_ADD_FIELD(specularColor, (0.0f, 0.0f, 0.0f)); SO_NODE_ADD_FIELD(emissiveColor, (0.0f, 0.0f, 0.0f)); SO_NODE_ADD_FIELD(shininess, (0.2f)); SO_NODE_ADD_FIELD(transparency, (0.0f)); THIS->materialtype = TYPE_NORMAL; THIS->transparencyflag = FALSE; // we know it's not transparent } /*! Destructor. */ SoMaterial::~SoMaterial() { delete THIS; } // Doc from superclass. void SoMaterial::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoMaterial, SO_FROM_INVENTOR_1|SoNode::VRML1); SO_ENABLE(SoGLRenderAction, SoGLLazyElement); SO_ENABLE(SoCallbackAction, SoLazyElement); SO_ENABLE(SoCallbackAction, SoAmbientColorElement); SO_ENABLE(SoCallbackAction, SoDiffuseColorElement); SO_ENABLE(SoCallbackAction, SoEmissiveColorElement); SO_ENABLE(SoCallbackAction, SoSpecularColorElement); SO_ENABLE(SoCallbackAction, SoShininessElement); SO_ENABLE(SoCallbackAction, SoTransparencyElement); SO_ENABLE(SoGLRenderAction, SoAmbientColorElement); SO_ENABLE(SoGLRenderAction, SoDiffuseColorElement); SO_ENABLE(SoGLRenderAction, SoEmissiveColorElement); SO_ENABLE(SoGLRenderAction, SoSpecularColorElement); SO_ENABLE(SoGLRenderAction, SoShininessElement); SO_ENABLE(SoGLRenderAction, SoTransparencyElement); } // Doc from superclass. void SoMaterial::GLRender(SoGLRenderAction * action) { SoMaterial::doAction(action); } // Doc from superclass. void SoMaterial::doAction(SoAction * action) { SbBool istransparent = FALSE; SoState * state = action->getState(); uint32_t bitmask = 0; uint32_t flags = SoOverrideElement::getFlags(state); #define TEST_OVERRIDE(bit) ((SoOverrideElement::bit & flags) != 0) if (!this->ambientColor.isIgnored() && this->ambientColor.getNum() && !TEST_OVERRIDE(AMBIENT_COLOR)) { bitmask |= SoLazyElement::AMBIENT_MASK; if (this->isOverride()) { SoOverrideElement::setAmbientColorOverride(state, this, TRUE); } } if (!this->diffuseColor.isIgnored() && this->diffuseColor.getNum() && !TEST_OVERRIDE(DIFFUSE_COLOR)) { // Note: the override flag bit values for diffuseColor and // transparency are equal (done like that to match SGI/TGS // Inventor behavior), so overriding one will also override the // other. bitmask |= SoLazyElement::DIFFUSE_MASK; if (this->isOverride()) { SoOverrideElement::setDiffuseColorOverride(state, this, TRUE); } } if (!this->emissiveColor.isIgnored() && this->emissiveColor.getNum() && !TEST_OVERRIDE(EMISSIVE_COLOR)) { bitmask |= SoLazyElement::EMISSIVE_MASK; if (this->isOverride()) { SoOverrideElement::setEmissiveColorOverride(state, this, TRUE); } } if (!this->specularColor.isIgnored() && this->specularColor.getNum() && !TEST_OVERRIDE(SPECULAR_COLOR)) { bitmask |= SoLazyElement::SPECULAR_MASK; if (this->isOverride()) { SoOverrideElement::setSpecularColorOverride(state, this, TRUE); } } if (!this->shininess.isIgnored() && this->shininess.getNum() && !TEST_OVERRIDE(SHININESS)) { bitmask |= SoLazyElement::SHININESS_MASK; if (this->isOverride()) { SoOverrideElement::setShininessOverride(state, this, TRUE); } } if (!this->transparency.isIgnored() && this->transparency.getNum() && !TEST_OVERRIDE(TRANSPARENCY)) { // Note: the override flag bit values for diffuseColor and // transparency are equal (done like that to match SGI/TGS // Inventor behavior), so overriding one will also override the // other. bitmask |= SoLazyElement::TRANSPARENCY_MASK; if (this->isOverride()) { SoOverrideElement::setTransparencyOverride(state, this, TRUE); } // if we don't know if material is transparent, run through all // values and test if (THIS->transparencyflag < 0) { int i, n = this->transparency.getNum(); const float * p = this->transparency.getValues(0); for (i = 0; i < n; i++) { if (p[i] > 0.0f) { istransparent = TRUE; break; } } // we now know whether material is transparent or not THIS->transparencyflag = (int) istransparent; } istransparent = (SbBool) THIS->transparencyflag; } #undef TEST_OVERRIDE if (bitmask) { SbColor dummycolor(0.8f, 0.8f, 0.0f); float dummyval = 0.2f; const SbColor * diffuseptr = this->diffuseColor.getValues(0); int numdiffuse = this->diffuseColor.getNum(); if (this->getMaterialType() == TYPE_VRML1_ONLYEMISSIVE) { bitmask |= SoLazyElement::DIFFUSE_MASK; bitmask &= ~SoLazyElement::EMISSIVE_MASK; diffuseptr = this->emissiveColor.getValues(0); numdiffuse = this->emissiveColor.getNum(); // if only emissive color, turn off lighting and render as diffuse. // this is much faster SoLightModelElement::set(state, this, SoLightModelElement::BASE_COLOR); } else if (this->getNodeType() == SoNode::VRML1) { SoLightModelElement::set(state, this, SoLightModelElement::PHONG); } #if COIN_DEBUG if (bitmask & SoLazyElement::SHININESS_MASK) { static int didwarn = 0; if (!didwarn && (this->shininess[0] < 0.0f || this->shininess[0] > 1.0f)) { SoDebugError::postWarning("SoMaterial::GLRender", "Shininess out of range [0-1]. " "The shininess value will be clamped." "This warning will be printed only once, but there might be more errors. " "You should check and fix your code and/or Inventor exporter."); didwarn = 1; } } #endif // COIN_DEBUG const int numtransp = this->transparency.getNum(); SoLazyElement::setMaterials(state, this, bitmask, &THIS->colorpacker, diffuseptr, numdiffuse, this->transparency.getValues(0), numtransp, bitmask & SoLazyElement::AMBIENT_MASK ? this->ambientColor[0] : dummycolor, bitmask & SoLazyElement::EMISSIVE_MASK ? this->emissiveColor[0] : dummycolor, bitmask & SoLazyElement::SPECULAR_MASK ? this->specularColor[0] : dummycolor, bitmask & SoLazyElement::SHININESS_MASK ? SbClamp(this->shininess[0], 0.0f, 1.0f) : dummyval, istransparent); #ifdef COIN_NEXT_MINOR if (state->isElementEnabled(SoGLVBOElement::getClassStackIndex())) { SoBase::staticDataLock(); SbBool setvbo = FALSE; if (SoGLVBOElement::shouldCreateVBO(state, numdiffuse)) { setvbo = TRUE; if (THIS->vbo == NULL) { THIS->vbo = new SoVBO(GL_ARRAY_BUFFER, GL_STATIC_DRAW); } } else if (THIS->vbo) { THIS->vbo->setBufferData(NULL, 0, 0); } // don't fill in any data in the VBO. Data will be filled in // using the ColorPacker right before the VBO is used SoBase::staticDataUnlock(); if (setvbo) { SoGLVBOElement::setColorVBO(state, THIS->vbo); } } #endif // COIN_NEXT_MINOR } } // Doc from superclass. void SoMaterial::callback(SoCallbackAction * action) { SoMaterial::doAction(action); } void SoMaterial::notify(SoNotList *list) { SoField * f = list->getLastField(); if (f) THIS->materialtype = TYPE_UNKNOWN; if (f == &this->transparency) { THIS->transparencyflag = -1; // unknown } inherited::notify(list); } // // to test for special vrml1 case. It's not used right now, // but it might be enabled again later. pederb, 2002-09-11 // int SoMaterial::getMaterialType(void) { if (this->getNodeType() != SoNode::VRML1) return TYPE_NORMAL; else { if (THIS->materialtype == TYPE_UNKNOWN) { if (!this->diffuseColor.isIgnored() && this->diffuseColor.getNum() == 0 && !this->ambientColor.isIgnored() && this->ambientColor.getNum() == 0 && !this->specularColor.isIgnored() && this->specularColor.getNum() == 0 && !this->emissiveColor.isIgnored() && this->emissiveColor.getNum()) { THIS->materialtype = TYPE_VRML1_ONLYEMISSIVE; } else if (this->emissiveColor.getNum() > this->diffuseColor.getNum()) { THIS->materialtype = TYPE_VRML1_ONLYEMISSIVE; } else { THIS->materialtype = TYPE_NORMAL; } } return THIS->materialtype; } } #undef THIS #undef TYPE_UNKNOWN #undef TYPE_NORMAL #undef TYPE_ONLYEMISSIVE