/**************************************************************************\ * * 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: 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); }