/**************************************************************************\
*
* 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