/**************************************************************************\
*
* 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 SoShapeHints SoShapeHints.h Inventor/nodes/SoShapeHints.h
\brief The SoShapeHints class is a node containing hints about how to render geometry.
\ingroup nodes
The SoShapeHints node is used to set up clues to the rendering
subsystem about how particular aspects of the subsequent geometry in
the scene graph should be drawn.
The default settings of the rendering system is tuned towards
programmer convenience. For instance, the default is to render both
sides of all polygons to make sure we avoid any "holes" in the
geometry if the vertex ordering should happen to differ for
different polygons.
If the programmer gives up some of this convenience and uses
SoShapeHints nodes to more closely specify information about the
scene graph geometry, the clues given by the SoShapeHints node(s)
will then be used by the rendering subsystem to avoid certain costly
operations. Significant gains in rendering speed could be seen as a
result.
Be aware that the way backface culling and two-sided lighting is
decided by the rendering system is not at all intuitive. Here are
the common rules of how primitive shapes will render themselves with
regard to how the SoShapeHints::vertexOrdering and
SoShapeHints::shapeType fields are set:
- vertexOrdering == CLOCKWISE or COUNTERCLOCKWISE, shapeType ==
SOLID: causes primitives to be backface culled and rendered with
one-sided lighting.
- vertexOrdering == CLOCKWISE or COUNTERCLOCKWISE, shapeType ==
UNKNOWN_SHAPE_TYPE: primitives are \e not backface culled, and
they are rendered with two-sided lighting.
- vertexOrdering == UNKNOWN_ORDERING, any shapeType: primitives
are \e not backface culled, and they are rendered with one-sided
lighting. The OpenGL vertex ordering will be set to counter clockwise
ordering.
The UNKNOWN_ORDERING enum has a special and non-intuitive meaning.
The ordering is really set to counter clockwise -- in OpenGL and
when generating normals. However, if you want to render your
geometry with one-sided lighting and backface culling disabled, you
have to use this enum value, and your polygons need to be in counter
clockwise ordering.
FILE FORMAT/DEFAULTS:
\code
ShapeHints {
vertexOrdering UNKNOWN_ORDERING
shapeType UNKNOWN_SHAPE_TYPE
faceType CONVEX
creaseAngle 0
}
\endcode
*/
// *************************************************************************
#include
#include
#include
#include
#include
#include
#include
#include
// *************************************************************************
/*!
\enum SoShapeHints::VertexOrdering
Enumeration of available ways to specify ordering of vertices for a
polygon.
*/
/*!
\var SoShapeHints::VertexOrdering SoShapeHints::UNKNOWN_ORDERING
Ordering not known, render both sides of the polygon.
*/
/*!
\var SoShapeHints::VertexOrdering SoShapeHints::CLOCKWISE
Vertices are specified in a clockwise order.
*/
/*!
\var SoShapeHints::VertexOrdering SoShapeHints::COUNTERCLOCKWISE
Vertices are specified in a counter-clockwise order.
*/
/*!
\enum SoShapeHints::ShapeType
Enumeration of different shape types.
*/
/*!
\var SoShapeHints::ShapeType SoShapeHints::UNKNOWN_SHAPE_TYPE
Nothing known about the shape, be conservative when rendering.
*/
/*!
\var SoShapeHints::ShapeType SoShapeHints::SOLID
The subsequent shapes in the graph are all known to be completely
"closed", solid 3D shapes. Backface culling will be done if
vertexOrdering is known.
*/
/*!
\enum SoShapeHints::FaceType
Enumeration of polygon face types.
*/
/*!
\var SoShapeHints::FaceType SoShapeHints::UNKNOWN_FACE_TYPE
Signifies: nothing is known about subsequent polygon data, be
conservative when rendering.
All polygons in the scene will be analyzed to see if they needs to
be tessellated (broken up) into triangles before passed on to the
underlying immediate mode rendering system.
The OpenGL rendering system handles most complex polygon types, but
not all: it can for instance have problems with many-sided, concave
polygons (concave polygons are "hollow", that is: rounded
inwards). Coin's internal tessellator will most often handle the
cases that OpenGL fails on.
So if you are seeing weird artifacts in how complex polygons are
rendered, try to change the SoShapeHints::faceType field to this
value and see if they are then rendered correctly.
Beware that turning on this functionality might have the effect of
making the rendering performance worse. If it has a noticable effect
on your particular scenegraph, we advise that you investigate
whether you could change how the polygons are generated for Coin
rendering and then avoid using this flag.
*/
/*!
\var SoShapeHints::FaceType SoShapeHints::CONVEX
Subsequent faces are all convex, so turn off the check for and
tessellation of inconvex faces.
Subsequent polygons from faceset-type nodes (like SoFaceSet and
SoIndexedFaceSet) will be sent unmodified to OpenGL, thereby
assuming that the polygons are in a form handled by OpenGL.
*/
/*!
\var SoSFEnum SoShapeHints::vertexOrdering
Specifies how vertices are ordered for polygon faces.
Set this field to SoShapeHints::CLOCKWISE or
SoShapeHints::COUNTERCLOCKWISE if possible to turn on backface
culling and thereby optimize rendering.
Default value is SoShapeHints::UNKNOWN_ORDERING.
*/
/*!
\var SoSFEnum SoShapeHints::shapeType
Hint about whether or not shapes are known to be "closed". Default
value is SoShapeHints::UNKNOWN_SHAPE_TYPE.
*/
/*!
\var SoSFEnum SoShapeHints::faceType
Hint about whether or not polygon faces are known to be convex.
Default value is SoShapeHints::CONVEX.
*/
/*!
\var SoSFFloat SoShapeHints::creaseAngle
When normals are automatically generated by Coin (i.e. SoNormal
nodes are not used), this is the smallest angle between two faces
where we would still calculate normals to do flatshading.
If the angle between the normals of two neighboring faces is less
than the value of this field, the faces will be smoothshaded around
their common edge.
*/
// *************************************************************************
SO_NODE_SOURCE(SoShapeHints);
/*!
Constructor.
*/
SoShapeHints::SoShapeHints(void)
{
SO_NODE_INTERNAL_CONSTRUCTOR(SoShapeHints);
SO_NODE_ADD_FIELD(vertexOrdering, (UNKNOWN_ORDERING));
SO_NODE_ADD_FIELD(shapeType, (UNKNOWN_SHAPE_TYPE));
SO_NODE_ADD_FIELD(faceType, (CONVEX));
SO_NODE_ADD_FIELD(creaseAngle, (0.0f));
SO_NODE_DEFINE_ENUM_VALUE(VertexOrdering, UNKNOWN_ORDERING);
SO_NODE_DEFINE_ENUM_VALUE(VertexOrdering, CLOCKWISE);
SO_NODE_DEFINE_ENUM_VALUE(VertexOrdering, COUNTERCLOCKWISE);
SO_NODE_DEFINE_ENUM_VALUE(ShapeType, UNKNOWN_SHAPE_TYPE);
SO_NODE_DEFINE_ENUM_VALUE(ShapeType, SOLID);
SO_NODE_DEFINE_ENUM_VALUE(FaceType, UNKNOWN_FACE_TYPE);
SO_NODE_DEFINE_ENUM_VALUE(FaceType, CONVEX);
SO_NODE_SET_SF_ENUM_TYPE(vertexOrdering, VertexOrdering);
SO_NODE_SET_SF_ENUM_TYPE(shapeType, ShapeType);
SO_NODE_SET_SF_ENUM_TYPE(faceType, FaceType);
}
/*!
Destructor.
*/
SoShapeHints::~SoShapeHints()
{
}
// doc in super
void
SoShapeHints::initClass(void)
{
SO_NODE_INTERNAL_INIT_CLASS(SoShapeHints, SO_FROM_INVENTOR_2_0|SoNode::VRML1);
SO_ENABLE(SoCallbackAction, SoCreaseAngleElement);
SO_ENABLE(SoCallbackAction, SoShapeHintsElement);
SO_ENABLE(SoGLRenderAction, SoCreaseAngleElement);
SO_ENABLE(SoGLRenderAction, SoGLShapeHintsElement);
SO_ENABLE(SoGetBoundingBoxAction, SoCreaseAngleElement);
SO_ENABLE(SoGetBoundingBoxAction, SoShapeHintsElement);
SO_ENABLE(SoPickAction, SoCreaseAngleElement);
SO_ENABLE(SoPickAction, SoShapeHintsElement);
}
void
SoShapeHints::doAction(SoAction * action)
{
SoState * state = action->getState();
uint32_t flags = SoOverrideElement::getFlags(state);
#define TEST_OVERRIDE(bit) ((SoOverrideElement::bit & flags) != 0)
// store current values, in case some are overridden or ignored
SoShapeHintsElement::VertexOrdering vo;
SoShapeHintsElement::ShapeType st;
SoShapeHintsElement::FaceType ft;
SoShapeHintsElement::get(state, vo, st, ft);
if (!this->vertexOrdering.isIgnored() && !TEST_OVERRIDE(SHAPE_HINTS)) {
vo = (SoShapeHintsElement::VertexOrdering) this->vertexOrdering.getValue();
if (this->isOverride()) {
SoOverrideElement::setShapeHintsOverride(state, this, TRUE);
}
}
if (!this->shapeType.isIgnored() && !TEST_OVERRIDE(SHAPE_HINTS)) {
st = (SoShapeHintsElement::ShapeType) this->shapeType.getValue();
if (this->isOverride()) {
SoOverrideElement::setShapeHintsOverride(state, this, TRUE);
}
}
if (!this->faceType.isIgnored() && !TEST_OVERRIDE(SHAPE_HINTS)) {
ft = (SoShapeHintsElement::FaceType) this->faceType.getValue();
if (this->isOverride()) {
SoOverrideElement::setShapeHintsOverride(state, this, TRUE);
}
}
SoShapeHintsElement::set(action->getState(), this,
vo, st, ft);
if (!this->creaseAngle.isIgnored() && !TEST_OVERRIDE(CREASE_ANGLE)) {
float ca = this->creaseAngle.getValue();
// Fix to handle VRML1 ShapeHints nodes correctly. The default
// creaseAngle value for VRML1 is 0.5, while it's 0.0 for
// Inventor 2.1
if (this->creaseAngle.isDefault() &&
(this->getNodeType() == SoNode::VRML1) &&
(ca == 0.0f)) {
ca = 0.5f;
}
SoCreaseAngleElement::set(state, this, ca);
if (this->isOverride()) {
SoOverrideElement::setCreaseAngleOverride(state, this, TRUE);
}
}
#undef TEST_OVERRIDE
}
void
SoShapeHints::GLRender(SoGLRenderAction * action)
{
SoShapeHints::doAction(action);
}
void
SoShapeHints::callback(SoCallbackAction * action)
{
SoShapeHints::doAction(action);
}
void
SoShapeHints::pick(SoPickAction * action)
{
SoShapeHints::doAction(action);
}
void
SoShapeHints::getBoundingBox(SoGetBoundingBoxAction * action)
{
SoShapeHints::doAction(action);
}