/**************************************************************************\
*
* 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 SoPolygonOffset SoPolygonOffset.h Inventor/nodes/SoPolygonOffset.h
\brief The SoPolygonOffset class is a node type for "layering" rendering primitives.
\ingroup nodes
A common problem with realtime 3D rendering systems is that rendered
primitives which are at approximately the same depth with regard to
the camera viewpoint will appear to flicker. I.e.: from one angle
one primitive will appear to be closer, while at another angle,
another primitive will appear closer. When this happens, the
rendered graphics at that part of the scene will of course look a
lot less visually pleasing.
One common situation where this problem often occurs is when you
attempt to put a wireframe grid as an outline on top of filled
polygons.
The cause of the problem described above is that the Z-buffer of any
render system has a limited resolution, often at 16, 24 or 32
bits. Because of this, primitives which are close will sometimes get
the \e same depth value in the Z-buffer, even though they are \a not
actually at the same depth-coordinate.
To rectify the flickering problem, this node can be inserted in the
scene graph at the proper place(s) to explicitly define how
polygons, lines and/or points should be offset with regard to other
primitives.
As for the details of how the SoPolygonOffset::factor and
SoPolygonOffset::units should be set, we quote the OpenGL
documentation:
\verbatim
The value of the offset is
factor * DZ + r * units
where DZ is a measurement of the change in depth relative to the
screen area of the polygon, and r is the smallest value that is
guaranteed to produce a resolvable offset for a given
implementation. The offset is added before the depth test is
performed and before the value is written into the depth buffer.
\endverbatim
One word of notice with regard to the above quote from the OpenGL
documentation: it doesn't really make sense to set "factor" and
"units" to values with different signs, i.e. "factor" to a negative
value and "units" to a positive value, or vice versa.
The pixels would then be "pushed back" in z-order by one part of the
equation, but at the same time be "pushed forward" by the other part
of the equation. This would most likely give very inconsistent
results, but which may at first look ok.
We mention this potential for making a mistake, as it seems to be a
quite common error.
Below is a simple, correct usage example:
\verbatim
#Inventor V2.1 ascii
Separator {
Coordinate3 { point [ -1 -1 0, 1 -1 0, 1 1 0, -1 1 0 ] }
Separator {
BaseColor { rgb 1 1 0 }
# needs to draw polygons-as-line, and not "real" lines -- see
# documentation below on why this is so:
DrawStyle { style LINES }
# draw two triangles, to get a line crossing the face of the
# polygon:
IndexedFaceSet { coordIndex [ 0, 1, 2, -1, 0, 2, 3 -1 ] }
}
PolygonOffset {
styles FILLED
factor 1.0
units 1.0
}
BaseColor { rgb 0 0.5 0 }
FaceSet { numVertices [ 4 ] }
}
\endverbatim
Without the polygonoffset node in the above example, the lines may
look irregularly stippled with some graphics card drivers, as parts
of it will show through the faceset, others not. This happen on
seemingly random parts, as the z-buffer floating point calculations
will be fickle with regard to whether or not the polygon or the line
will be closer to the camera.
See the API documentation of the SoPolygonOffset::styles field below
for a discussion of one important limitation of OpenGL's Z-buffer
offset mechanism: it only works with polygons or polygons rendered
in line or point mode, using the SoDrawStyle::style field.
FILE FORMAT/DEFAULTS:
\code
PolygonOffset {
factor 1
units 1
styles FILLED
on TRUE
}
\endcode
\since TGS Inventor 2.5
\since Coin 1.0
*/
// *************************************************************************
#include
#include
#include
#include
#include
#include
// *************************************************************************
/*!
\enum SoPolygonOffset::Style
Enumeration of the rendering primitives which can be influenced by
an SoPolygonOffset node.
*/
/*!
\var SoSFFloat SoPolygonOffset::factor
Offset multiplication factor. Scales the variable depth in the
z-buffer of the rendered primitives.
See SoPolygonOffset's main class documentation above for detailed
information on how the factor value is used.
Default value is 1.0.
*/
/*!
\var SoSFFloat SoPolygonOffset::units
Offset translation multiplication factor. Will be multiplied with
the value which represents the smallest discrete step that can be
distinguished with the underlying Z-buffer resolution.
See SoPolygonOffset's main class documentation above for detailed
information on how the units value is used.
Note that positive values will push geometry "away" into the
Z-buffer, while negative values will "move" geometry closer.
Default value is 1.0.
*/
/*!
\var SoSFBitMask SoPolygonOffset::styles
The rendering primitive type to be influenced by this node. This is
a bitmask variable, so you can select several primitive types (out
of filled polygons, lines and points) be influenced by the offset at
the same time.
There is one very important OpenGL limitation to know about in this
regard: Z-buffer offsetting can \e only be done for either polygons,
or for \e polygons rendered \e as \e lines or \e as \e points.
So attempts at using this node to offset e.g. SoLineSet /
SoIndexedLineSet or SoPointSet primitives will \e not work.
See the comments in the scene graph below for a detailed example on
what SoPolygonOffset can and can not do:
\code
#Inventor V2.1 ascii
Separator {
# render polygon:
Coordinate3 { point [ -1.1 -1.1 0, 1.1 -1.1 0, 1.1 1.1 0, -1.1 1.1 0 ] }
BaseColor { rgb 0 0.5 0 }
FaceSet { numVertices [ 4 ] }
# offset polygon-as-lines to be in front of above polygon:
PolygonOffset {
styles LINES
factor -2.0
units 1.0
}
# render lines:
Coordinate3 { point [ -1 -1 0, 1 -1 0, 1 1 0, -1 1 0 ] }
BaseColor { rgb 1 1 0 }
Switch {
# change this to '0' to see how glPolygonOffset() does *not* work
# with "true" lines
whichChild 1
DEF child0 Group {
# can *not* be offset
IndexedLineSet { coordIndex [ 0, 1, 2, 3, 0, 2, -1, 1, 3 -1 ]
}
}
DEF child1 Group {
# will be offset
DrawStyle { style LINES }
FaceSet { numVertices [ 4 ] }
}
}
}
\endcode
Field default value is SoPolygonOffset::FILLED.
*/
/*!
\var SoSFBool SoPolygonOffset::on
Whether the offset is on or off. Default is for SoPolygonOffset::on
to be \c TRUE.
*/
// *************************************************************************
SO_NODE_SOURCE(SoPolygonOffset);
/*!
Constructor.
*/
SoPolygonOffset::SoPolygonOffset(void)
{
SO_NODE_INTERNAL_CONSTRUCTOR(SoPolygonOffset);
SO_NODE_ADD_FIELD(factor, (1.0f));
SO_NODE_ADD_FIELD(units, (1.0f));
SO_NODE_ADD_FIELD(styles, (SoPolygonOffset::FILLED));
SO_NODE_ADD_FIELD(on, (TRUE));
SO_NODE_DEFINE_ENUM_VALUE(Style, FILLED);
SO_NODE_DEFINE_ENUM_VALUE(Style, LINES);
SO_NODE_DEFINE_ENUM_VALUE(Style, POINTS);
SO_NODE_SET_SF_ENUM_TYPE(styles, Style);
}
/*!
Destructor.
*/
SoPolygonOffset::~SoPolygonOffset()
{
}
// doc in super
void
SoPolygonOffset::initClass(void)
{
SO_NODE_INTERNAL_INIT_CLASS(SoPolygonOffset, SO_FROM_INVENTOR_2_5|SO_FROM_COIN_1_0);
SO_ENABLE(SoCallbackAction, SoPolygonOffsetElement);
SO_ENABLE(SoGLRenderAction, SoGLPolygonOffsetElement);
}
void
SoPolygonOffset::doAction(SoAction * action)
{
SoState * state = action->getState();
if (SoOverrideElement::getPolygonOffsetOverride(state)) return;
float factorval, units_val;
SoPolygonOffsetElement::Style styles_val;
SbBool offset_on;
factorval = this->factor.getValue();
units_val = this->units.getValue();
styles_val = (SoPolygonOffsetElement::Style)this->styles.getValue();
offset_on = this->on.getValue();
SoPolygonOffsetElement::set(action->getState(),
this,
factorval,
units_val,
styles_val,
offset_on);
if (this->isOverride()) {
SoOverrideElement::setPolygonOffsetOverride(state, this, TRUE);
}
}
void
SoPolygonOffset::callback(SoCallbackAction * action)
{
SoPolygonOffset::doAction((SoAction *)action);
}
void
SoPolygonOffset::GLRender(SoGLRenderAction * action)
{
SoPolygonOffset::doAction((SoAction *)action);
}