/**************************************************************************\ * * 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 SoTextureCoordinate3 SoTextureCoordinate3.h Inventor/nodes/SoTextureCoordinate3.h \brief The SoTextureCoordinate3 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 can then use these coordinates for explicit, detailed control of how 3D textures are mapped. (If 3D textures are used without any SoTextureCoordinate3 nodes in the scenegraph leading up to a shape node, the shape types have default fallbacks. So SoTextureCoordinate3 nodes are only necessary to use if you are not satisfied with the default mapping.) Note that an SoTextureCoordinate3 node will \e replace the coordinates already present in the state (if any). \COIN_CLASS_EXTENSION FILE FORMAT/DEFAULTS: \code TextureCoordinate3 { point [ ] } \endcode \sa SoTextureCoordinate2 \since Coin 2.0 \since TGS Inventor 2.6 */ // ************************************************************************* #include #include #include #include #include #include #include #include #include #include #include #include "../misc/SoVBO.h" #include "../misc/PointerMap.h" // ************************************************************************* /*! \var SoMFVec3f SoTextureCoordinate3::point The set of 3D texture coordinates. Default value of field is an empty set. Texture coordinates are usually specified in normalized coordinates, ie in the range [0, 1]. Coordinates outside the [0, 1] range can be used to repeat the texture across a surface. \sa SoTexture3::wrapR, SoTexure3::wrapS, SoTexture3::wrapT */ // ************************************************************************* class SoTextureCoordinate3P { public: SoTextureCoordinate3P() : vbo(NULL) { } ~SoTextureCoordinate3P() { delete this->vbo; } SoVBO * vbo; }; #define PRIVATE(obj) ((SoTextureCoordinate3P*) PointerMap::get(obj)) SO_NODE_SOURCE(SoTextureCoordinate3); /*! Constructor. */ SoTextureCoordinate3::SoTextureCoordinate3(void) { PointerMap::add(this, new SoTextureCoordinate3P); SO_NODE_INTERNAL_CONSTRUCTOR(SoTextureCoordinate3); SO_NODE_ADD_FIELD(point, (NULL)); } /*! Destructor. */ SoTextureCoordinate3::~SoTextureCoordinate3() { SoTextureCoordinate3P * pimpl = PRIVATE(this); PointerMap::remove(this); delete pimpl; } // Documented in superclass. void SoTextureCoordinate3::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoTextureCoordinate3, SO_FROM_INVENTOR_2_6|SO_FROM_COIN_2_0); SO_ENABLE(SoGLRenderAction, SoGLTextureCoordinateElement); SO_ENABLE(SoCallbackAction, SoTextureCoordinateElement); } // Documented in superclass. void SoTextureCoordinate3::doAction(SoAction * action) { SoState * state = action->getState(); int unit = SoTextureUnitElement::get(state); if (unit == 0) { SoTextureCoordinateElement::set3(action->getState(), this, this->point.getNum(), this->point.getValues(0)); } else { SoMultiTextureCoordinateElement::set3(action->getState(), this, unit, this->point.getNum(), this->point.getValues(0)); } } // Documented in superclass. void SoTextureCoordinate3::GLRender(SoGLRenderAction * action) { SoState * state = action->getState(); int unit = SoTextureUnitElement::get(state); if (unit == 0) { SoGLTextureCoordinateElement::setTexGen(action->getState(), this, NULL); SoTextureCoordinate3::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::set3(action->getState(), this, unit, this->point.getNum(), this->point.getValues(0)); } } #ifdef COIN_NEXT_MINOR SoTextureCoordinate3P * pimpl = PRIVATE(this); 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(SbVec3f), 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 SoTextureCoordinate3::callback(SoCallbackAction * action) { SoTextureCoordinate3::doAction((SoAction *)action); } // Documented in superclass. void SoTextureCoordinate3::pick(SoPickAction * action) { SoTextureCoordinate3::doAction((SoAction *)action); } #undef PRIVATE