/**************************************************************************\ * * 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 SoTextureCoordinate2 SoTextureCoordinate2.h Inventor/nodes/SoTextureCoordinate2.h \brief The SoTextureCoordinate2 class contains a set of coordinates for the mapping of 2D textures. \ingroup nodes When encountering nodes of this type during traversal, the coordinates it contains will be put on the state stack. Some shape nodes (for instance SoIndexedFaceSet, among many others) can then use these coordinates for explicit, detailed control of how textures are mapped to it's surfaces. (If texturemapping is used without any SoTextureCoordinate2 nodes in the scenegraph leading up to a shape node, all shape types have default fallbacks. So SoTextureCoordinate2 nodes are only necessary to use if you are not satisfied with the default mapping.) Note that an SoTextureCoordinate2 node will \e replace the coordinates already present in the state (if any). Here's a very simple example (in Inventor scenegraph file format -- mapping it to sourcecode is straightforward) that shows how to set up two quadratic polygons, one mapped 1:1 to the texture, the other using only the upper left quarter of the texture: \code Separator { Texture2 { image 6 8 3 0x00ff0000 0x00ff0000 0x000000ff 0x000000ff 0x00ff00ff 0x00ff00ff 0x00ff0000 0x00ff0000 0x000000ff 0x000000ff 0x00ff00ff 0x00ff00ff 0x00ff0000 0x00ff0000 0x000000ff 0x000000ff 0x00ff00ff 0x00ff00ff 0x0000ff00 0x0000ff00 0x0000ffff 0x0000ffff 0x0000ff00 0x0000ff00 0x0000ff00 0x0000ff00 0x0000ffff 0x0000ffff 0x0000ff00 0x0000ff00 0x00ffff00 0x00ffff00 0x000000ff 0x000000ff 0x00ffffff 0x00ffffff 0x00ffff00 0x00ffff00 0x000000ff 0x000000ff 0x00ffffff 0x00ffffff 0x00ffff00 0x00ffff00 0x000000ff 0x000000ff 0x00ffffff 0x00ffffff } Coordinate3 { point [ -1 -1 0, 1 -1 0, 1 1 0, -1 1 0 ] } # "1:1 mapping" to actual texture appearance. (Note that Y goes # from bottom to top, versus the common way of specifying bitmap # data from top to bottom.) TextureCoordinate2 { point [ 0 1, 1 1, 1 0, 0 0 ] } IndexedFaceSet { coordIndex [ 0, 1, 2, 3, -1 ] textureCoordIndex [ 0, 1, 2, 3, -1 ] } Translation { translation +4 0 0 } # Top left corner. TextureCoordinate2 { point [ 0 0.5, 0.5 0.5, 0.5 0, 0 0 ] } IndexedFaceSet { coordIndex [ 0, 1, 2, 3, -1 ] textureCoordIndex [ 0, 1, 2, 3, -1 ] } } \endcode FILE FORMAT/DEFAULTS: \code TextureCoordinate2 { point [ ] } \endcode \sa SoTextureCoordinateFunction, SoTextureCoordinateBinding */ // ************************************************************************* #include #include #include #include #include #include #include #include #include #include #include #include "../misc/SoVBO.h" #include "../misc/PointerMap.h" // ************************************************************************* /*! \var SoMFVec2f SoTextureCoordinate2::point The set of 2D texture coordinates. Default value of field is an empty set. Texture coordinates are usually specified in normalized coordinates, ie in the range [0, 1]. (0, 0) is the lower left corner, while (1, 1) is the upper right corner of the texture image. Coordinates outside the [0, 1] range can be used to repeat the texture across a surface. \sa SoTexure2::wrapS, SoTexture2::wrapT */ // ************************************************************************* class SoTextureCoordinate2P { public: SoTextureCoordinate2P() : vbo(NULL) { } ~SoTextureCoordinate2P() { delete this->vbo; } SoVBO * vbo; }; #define PRIVATE(obj) ((SoTextureCoordinate2P*) PointerMap::get(obj)) SO_NODE_SOURCE(SoTextureCoordinate2); /*! Constructor. */ SoTextureCoordinate2::SoTextureCoordinate2(void) { PointerMap::add(this, new SoTextureCoordinate2P); SO_NODE_INTERNAL_CONSTRUCTOR(SoTextureCoordinate2); SO_NODE_ADD_FIELD(point, (NULL)); } /*! Destructor. */ SoTextureCoordinate2::~SoTextureCoordinate2() { SoTextureCoordinate2P * pimpl = PRIVATE(this); PointerMap::remove(this); delete pimpl; } // Documented in superclass. void SoTextureCoordinate2::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoTextureCoordinate2, SO_FROM_INVENTOR_1|SoNode::VRML1); SO_ENABLE(SoGLRenderAction, SoGLTextureCoordinateElement); SO_ENABLE(SoCallbackAction, SoTextureCoordinateElement); SO_ENABLE(SoGLRenderAction, SoGLMultiTextureCoordinateElement); SO_ENABLE(SoCallbackAction, SoMultiTextureCoordinateElement); SO_ENABLE(SoPickAction, SoTextureCoordinateElement); SO_ENABLE(SoPickAction, SoMultiTextureCoordinateElement); } // Documented in superclass. void SoTextureCoordinate2::doAction(SoAction * action) { SoState * state = action->getState(); int unit = SoTextureUnitElement::get(state); if (unit == 0) { SoTextureCoordinateElement::set2(action->getState(), this, this->point.getNum(), this->point.getValues(0)); } else { SoMultiTextureCoordinateElement::set2(action->getState(), this, unit, this->point.getNum(), this->point.getValues(0)); } } // Documented in superclass. void SoTextureCoordinate2::GLRender(SoGLRenderAction * action) { SoTextureCoordinate2P * pimpl = PRIVATE(this); SoState * state = action->getState(); int unit = SoTextureUnitElement::get(state); if (unit == 0) { SoGLTextureCoordinateElement::setTexGen(action->getState(), this, NULL); SoTextureCoordinate2::doAction((SoAction *)action); } else { const cc_glglue * glue = cc_glglue_instance(SoGLCacheContextElement::get(state)); int maxunits = cc_glglue_max_texture_units(glue); if (unit < maxunits) { SoGLMultiTextureCoordinateElement::setTexGen(action->getState(), this, unit, NULL); SoMultiTextureCoordinateElement::set2(action->getState(), this, unit, point.getNum(), point.getValues(0)); } } #ifdef COIN_NEXT_MINOR SoBase::staticDataLock(); const int num = this->point.getNum(); SbBool setvbo = FALSE; if (SoGLVBOElement::shouldCreateVBO(state, num)) { setvbo = TRUE; SbBool dirty = FALSE; if (pimpl->vbo == NULL) { pimpl->vbo = new SoVBO(GL_ARRAY_BUFFER, GL_STATIC_DRAW); dirty = TRUE; } else if (pimpl->vbo->getBufferDataId() != this->getNodeId()) { dirty = TRUE; } if (dirty) { pimpl->vbo->setBufferData(this->point.getValues(0), num*sizeof(SbVec2f), this->getNodeId()); } } else if (pimpl->vbo && pimpl->vbo->getBufferDataId()) { // clear buffers to deallocate VBO memory pimpl->vbo->setBufferData(NULL, 0, 0); } SoBase::staticDataUnlock(); if (setvbo) { SoGLVBOElement::setVertexVBO(state, pimpl->vbo); } #endif // COIN_NEXT_MINOR } // Documented in superclass. void SoTextureCoordinate2::callback(SoCallbackAction * action) { SoTextureCoordinate2::doAction((SoAction *)action); } // Documented in superclass. void SoTextureCoordinate2::pick(SoPickAction * action) { SoTextureCoordinate2::doAction((SoAction *)action); } #undef PRIVATE