/**************************************************************************\
*
* 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.
*
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* http://www.sim.no/ sales@sim.no coin-support@coin3d.org
*
\**************************************************************************/
/*!
\class SoIndexedTriangleStripSet SoIndexedTriangleStripSet.h Inventor/nodes/SoIndexedTriangleStripSet.h
\brief The SoIndexedTriangleStripSet class keeps data for rendering and otherwise representing triangle strips.
\ingroup nodes
Use nodes of this type as an effective way of drawing triangles
which are strung together.
For more information, see the documentation of the
SoTriangleStripSet node.
To render several strips within the same node, just separate the
coordinate indices with -1. For more information about indexed
shapes, see documentation in SoIndexedShape and SoIndexedFaceSet.
Example scene graph:
\verbatim
#Inventor V2.1 ascii
Separator {
Coordinate3 {
point [
-2 1 0, -1 -1 0, 0 1 0, 1 -1 0, 2 1 0, # first strip, z==0
-2 1 5, -1 -1 5, 0 1 5, 1 -1 5, 2 1 5 # second strip, z==5
]
}
IndexedTriangleStripSet {
coordIndex [
0, 1, 2, 3, 4, -1,
5, 6, 7, 8, 9, -1
]
}
}
\endverbatim
FILE FORMAT/DEFAULTS:
\code
IndexedTriangleStripSet {
vertexProperty NULL
coordIndex 0
materialIndex -1
normalIndex -1
textureCoordIndex -1
}
\endcode
*/
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#ifdef HAVE_CONFIG_H
#include
#endif // HAVE_CONFIG_H
#include
#include "../caches/normalcache_numcoords_hack.h"
#include
SO_NODE_SOURCE(SoIndexedTriangleStripSet);
/*!
Constructor. Default field values will equal those set in the
SoIndexedShape parent class.
*/
SoIndexedTriangleStripSet::SoIndexedTriangleStripSet(void)
{
SO_NODE_INTERNAL_CONSTRUCTOR(SoIndexedTriangleStripSet);
}
/*!
Destructor.
*/
SoIndexedTriangleStripSet::~SoIndexedTriangleStripSet()
{
}
// Documented in superclass.
void
SoIndexedTriangleStripSet::initClass(void)
{
SO_NODE_INTERNAL_INIT_CLASS(SoIndexedTriangleStripSet, SO_FROM_INVENTOR_1);
}
// private
SoIndexedTriangleStripSet::Binding
SoIndexedTriangleStripSet::findMaterialBinding(SoState * const state) const
{
Binding binding = OVERALL;
SoMaterialBindingElement::Binding matbind =
SoMaterialBindingElement::get(state);
switch (matbind) {
case SoMaterialBindingElement::OVERALL:
binding = OVERALL;
break;
case SoMaterialBindingElement::PER_VERTEX:
binding = PER_VERTEX;
break;
case SoMaterialBindingElement::PER_VERTEX_INDEXED:
binding = PER_VERTEX_INDEXED;
break;
case SoMaterialBindingElement::PER_PART:
binding = PER_STRIP;
break;
case SoMaterialBindingElement::PER_FACE:
binding = PER_TRIANGLE;
break;
case SoMaterialBindingElement::PER_PART_INDEXED:
binding = PER_STRIP_INDEXED;
break;
case SoMaterialBindingElement::PER_FACE_INDEXED:
binding = PER_TRIANGLE_INDEXED;
break;
default:
#if COIN_DEBUG
SoDebugError::postWarning("SoIndexedTriangleStripSet::findMaterialBinding",
"unknown material binding setting");
#endif // COIN_DEBUG
break;
}
return binding;
}
// private
SoIndexedTriangleStripSet::Binding
SoIndexedTriangleStripSet::findNormalBinding(SoState * const state) const
{
Binding binding = PER_VERTEX_INDEXED;
SoNormalBindingElement::Binding normbind =
SoNormalBindingElement::get(state);
switch (normbind) {
case SoNormalBindingElement::OVERALL:
binding = OVERALL;
break;
case SoNormalBindingElement::PER_VERTEX:
binding = PER_VERTEX;
break;
case SoNormalBindingElement::PER_VERTEX_INDEXED:
binding = PER_VERTEX_INDEXED;
break;
case SoNormalBindingElement::PER_PART:
binding = PER_STRIP;
break;
case SoNormalBindingElement::PER_FACE:
binding = PER_TRIANGLE;
break;
case SoNormalBindingElement::PER_PART_INDEXED:
binding = PER_STRIP_INDEXED;
break;
case SoNormalBindingElement::PER_FACE_INDEXED:
binding = PER_TRIANGLE_INDEXED;
break;
default:
#if COIN_DEBUG
SoDebugError::postWarning("SoIndexedTriangleStripSet::findNormalBinding",
"unknown normal binding setting");
#endif // COIN_DEBUG
break;
}
return binding;
}
// Documented in superclass.
void
SoIndexedTriangleStripSet::GLRender(SoGLRenderAction * action)
{
// Note: default coordIndex field setting is [ 0 ] so this check is
// absolutely necessary.
if (this->coordIndex.getNum() < 3) return;
SbBool didpush = FALSE;
SoState * state = action->getState();
if (this->vertexProperty.getValue()) {
state->push();
didpush = TRUE;
this->vertexProperty.getValue()->GLRender(action);
}
Binding mbind = this->findMaterialBinding(state);
Binding nbind = this->findNormalBinding(state);
if (((nbind == PER_TRIANGLE || nbind == PER_TRIANGLE_INDEXED) &&
(mbind != PER_VERTEX && mbind != PER_VERTEX_INDEXED)) ||
((mbind == PER_TRIANGLE || mbind == PER_TRIANGLE_INDEXED) &&
(nbind != PER_VERTEX && nbind != PER_VERTEX_INDEXED))) {
if (!didpush) {
state->push();
didpush = TRUE;
}
SoLazyElement::setShadeModel(state, TRUE);
}
if (!this->shouldGLRender(action)) {
if (didpush) {
state->pop();
}
return;
}
const SoCoordinateElement * coords;
const SbVec3f * normals;
const int32_t * cindices;
int numindices;
const int32_t * nindices;
const int32_t * tindices;
const int32_t * mindices;
SbBool dotextures;
SbBool normalcacheused;
SoMaterialBundle mb(action);
SbBool sendnormals = !mb.isColorOnly();
this->getVertexData(state, coords, normals, cindices,
nindices, tindices, mindices, numindices,
sendnormals, normalcacheused);
SoTextureCoordinateBundle tb(action, TRUE, FALSE);
dotextures = tb.needCoordinates();
if (dotextures) {
if (tb.isFunction() && !tb.needIndices()) {
tindices = NULL;
}
else if (SoTextureCoordinateBindingElement::get(state) ==
SoTextureCoordinateBindingElement::PER_VERTEX) {
tindices = NULL;
}
else if (tindices == NULL) {
tindices = cindices;
}
}
if (!sendnormals) nbind = OVERALL;
else if (nbind == OVERALL) {
if (normals) glNormal3fv(normals[0].getValue());
else glNormal3f(0.0f, 0.0f, 1.0f);
}
else if (normalcacheused && nbind == PER_VERTEX) {
nbind = PER_VERTEX_INDEXED;
}
else if (normalcacheused && nbind == PER_TRIANGLE_INDEXED) {
nbind = PER_TRIANGLE;
}
else if (normalcacheused && nbind == PER_STRIP_INDEXED) {
nbind = PER_STRIP;
}
mb.sendFirst(); // make sure we have the correct material
sogl_render_tristrip((SoGLCoordinateElement *)coords,
cindices,
numindices,
normals,
nindices,
&mb,
mindices,
&tb,
tindices,
(int)nbind,
(int)mbind,
dotextures?1:0);
if (normalcacheused) {
this->readUnlockNormalCache();
}
if (didpush) {
state->pop();
}
// send approx number of triangles for autocache handling
sogl_autocache_update(state, this->coordIndex.getNum() / 2);
}
// Documented in superclass.
SbBool
SoIndexedTriangleStripSet::generateDefaultNormals(SoState *, SoNormalBundle *)
{
// Normals are generated directly in normal cache.
return FALSE;
}
// doc in SoVertexShape
SbBool
SoIndexedTriangleStripSet::generateDefaultNormals(SoState * state,
SoNormalCache * nc)
{
// Note: default coordIndex field setting is [ 0 ] so this check is
// absolutely necessary.
if (this->coordIndex.getNum() < 3) return FALSE;
SbBool ccw = TRUE;
const SoCoordinateElement * coordelem =
SoCoordinateElement::getInstance(state);
if (SoShapeHintsElement::getVertexOrdering(state) == SoShapeHintsElement::CLOCKWISE)
ccw = FALSE;
SoNode *vpnode = this->vertexProperty.getValue();
SoVertexProperty *vp =
(vpnode && vpnode->isOfType(SoVertexProperty::getClassTypeId())) ?
(SoVertexProperty *)vpnode : NULL;
SbBool vpvtx = vp && (vp->vertex.getNum() > 0);
SbBool vpnorm = vp && (vp->normal.getNum() > 0);
const SbVec3f * coords = vpvtx ?
vp->vertex.getValues(0) :
coordelem->getArrayPtr3();
assert(coords);
normalcache_set_num_coords_hack(nc, SoCoordinateElement::getInstance(state)->getNum());
SoNormalBindingElement::Binding normbind = vpnorm ?
(SoNormalBindingElement::Binding) vp->normalBinding.getValue() :
SoNormalBindingElement::get(state);
switch (normbind) {
case SoNormalBindingElement::PER_VERTEX:
case SoNormalBindingElement::PER_VERTEX_INDEXED:
nc->generatePerVertex(coords,
this->coordIndex.getValues(0),
this->coordIndex.getNum(),
SoCreaseAngleElement::get(state),
NULL,
ccw,
TRUE);
break;
case SoNormalBindingElement::PER_FACE:
case SoNormalBindingElement::PER_FACE_INDEXED:
nc->generatePerFaceStrip(coords,
this->coordIndex.getValues(0),
this->coordIndex.getNum(),
ccw);
break;
case SoNormalBindingElement::PER_PART:
case SoNormalBindingElement::PER_PART_INDEXED:
nc->generatePerStrip(coords,
this->coordIndex.getValues(0),
this->coordIndex.getNum(),
ccw);
break;
default:
break;
}
return TRUE;
}
// private
void
SoIndexedTriangleStripSet::countPrimitives(int & strips, int & tris)
{
strips = 0;
tris = 0;
if (this->coordIndex.getNum() < 3) return;
const int32_t * ptr = this->coordIndex.getValues(0);
const int32_t * endptr = ptr + this->coordIndex.getNum();
int tmpcnt = 0;
while (ptr < endptr) {
if (*ptr++ >= 0) tmpcnt++;
else {
strips++;
tris += tmpcnt - 2;
tmpcnt = 0;
}
}
// in case array wasn't terminated by a -1
if (tmpcnt >= 3) {
strips++;
tris += tmpcnt-2;
}
}
// Documented in superclass.
void
SoIndexedTriangleStripSet::getPrimitiveCount(SoGetPrimitiveCountAction * action)
{
if (!this->shouldPrimitiveCount(action)) return;
// Note: default coordIndex field setting is [ 0 ] so this check is
// absolutely necessary.
int n = this->coordIndex.getNum();
if (n < 3) return;
if (action->canApproximateCount()) {
action->addNumTriangles(n - 2); // assumes one strip
}
else {
int tris, strips;
this->countPrimitives(strips, tris);
action->addNumTriangles(tris);
}
}
// Documented in superclass.
void
SoIndexedTriangleStripSet::generatePrimitives(SoAction * action)
{
// Note: default coordIndex field setting is [ 0 ] so this check is
// absolutely necessary.
if (this->coordIndex.getNum() < 3) return;
SoState * state = action->getState();
if (this->vertexProperty.getValue()) {
state->push();
this->vertexProperty.getValue()->doAction(action);
}
Binding mbind = this->findMaterialBinding(state);
Binding nbind = this->findNormalBinding(state);
const SoCoordinateElement * coords;
const SbVec3f * normals;
const int32_t * cindices;
int numindices;
const int32_t * nindices;
const int32_t * tindices;
const int32_t * mindices;
SbBool dotextures;
SbBool sendnormals = TRUE;
SbBool normalcacheused;
this->getVertexData(state, coords, normals, cindices,
nindices, tindices, mindices, numindices,
sendnormals, normalcacheused);
SoTextureCoordinateBundle tb(action, FALSE, FALSE);
dotextures = tb.needCoordinates();
if (dotextures) {
if (tb.isFunction() && !tb.needIndices()) {
tindices = NULL;
}
else if (SoTextureCoordinateBindingElement::get(state) ==
SoTextureCoordinateBindingElement::PER_VERTEX) {
tindices = NULL;
}
else if (tindices == NULL) {
tindices = cindices;
}
}
if (nbind == PER_VERTEX_INDEXED && nindices == NULL) {
nindices = cindices;
}
if (mbind == PER_VERTEX_INDEXED && mindices == NULL) {
mindices = cindices;
}
SbVec3f dummynormal(0.0f, 0.0f, 1.0f);
const SbVec3f * currnormal = &dummynormal;
if (!sendnormals) nbind = OVERALL;
else if (nbind == OVERALL) {
if (normals) currnormal = normals;
}
else if (normalcacheused && nbind == PER_VERTEX) {
nbind = PER_VERTEX_INDEXED;
}
else if (normalcacheused && nbind == PER_TRIANGLE_INDEXED) {
nbind = PER_TRIANGLE;
}
else if (normalcacheused && nbind == PER_STRIP_INDEXED) {
nbind = PER_STRIP;
}
int texidx = 0;
int matnr = 0;
int normnr = 0;
const int32_t * viptr = cindices;
const int32_t * viendptr = viptr + numindices;
int32_t v1, v2, v3;
SoPrimitiveVertex vertex;
SoPointDetail pointdetail;
SoFaceDetail facedetail;
vertex.setNormal(*currnormal);
vertex.setDetail(&pointdetail);
while (viptr + 2 < viendptr) {
facedetail.setFaceIndex(0);
v1 = *viptr++;
v2 = *viptr++;
v3 = *viptr++;
assert(v1 >= 0 && v2 >= 0 && v3 >= 0);
this->beginShape(action, TRIANGLE_STRIP, &facedetail);
if (mbind == PER_VERTEX || mbind == PER_TRIANGLE || mbind == PER_STRIP) {
pointdetail.setMaterialIndex(matnr);
vertex.setMaterialIndex(matnr++);
}
else if (mbind == PER_VERTEX_INDEXED || mbind == PER_STRIP_INDEXED ||
mbind == PER_TRIANGLE_INDEXED) {
pointdetail.setMaterialIndex(*mindices);
vertex.setMaterialIndex(*mindices++);
}
if (nbind == PER_VERTEX || nbind == PER_TRIANGLE || nbind == PER_STRIP) {
pointdetail.setNormalIndex(normnr);
currnormal = &normals[normnr++];
vertex.setNormal(*currnormal);
}
else if (nbind == PER_VERTEX_INDEXED ||
nbind == PER_TRIANGLE_INDEXED ||
nbind == PER_STRIP_INDEXED) {
pointdetail.setNormalIndex(*nindices);
currnormal = &normals[*nindices++];
vertex.setNormal(*currnormal);
}
if (dotextures) {
if (tb.isFunction()) {
vertex.setTextureCoords(tb.get(coords->get3(v1), *currnormal));
if (tb.needIndices()) pointdetail.setTextureCoordIndex(tindices ? *tindices++ : texidx++);
}
else {
pointdetail.setTextureCoordIndex(tindices ? *tindices : texidx);
vertex.setTextureCoords(tb.get(tindices ? *tindices++ : texidx++));
}
}
pointdetail.setCoordinateIndex(v1);
vertex.setPoint(coords->get3(v1));
this->shapeVertex(&vertex);
/* vertex 2 *********************************************************/
if (mbind == PER_VERTEX) {
pointdetail.setMaterialIndex(matnr);
vertex.setMaterialIndex(matnr++);
}
else if (mbind == PER_VERTEX_INDEXED) {
pointdetail.setMaterialIndex(*mindices);
vertex.setMaterialIndex(*mindices++);
}
if (nbind == PER_VERTEX) {
pointdetail.setNormalIndex(normnr);
currnormal = &normals[normnr++];
vertex.setNormal(*currnormal);
}
else if (nbind == PER_VERTEX_INDEXED) {
pointdetail.setNormalIndex(*nindices);
currnormal = &normals[*nindices++];
vertex.setNormal(*currnormal);
}
if (dotextures) {
if (tb.isFunction()) {
vertex.setTextureCoords(tb.get(coords->get3(v2), *currnormal));
if (tb.needIndices()) pointdetail.setTextureCoordIndex(tindices ? *tindices++ : texidx++);
}
else {
pointdetail.setTextureCoordIndex(tindices?*tindices:texidx);
vertex.setTextureCoords(tb.get(tindices ? *tindices++ : texidx++));
}
}
pointdetail.setCoordinateIndex(v2);
vertex.setPoint(coords->get3(v2));
this->shapeVertex(&vertex);
// vertex 3
if (mbind == PER_VERTEX) {
pointdetail.setMaterialIndex(matnr);
vertex.setMaterialIndex(matnr++);
}
else if (mbind == PER_VERTEX_INDEXED) {
pointdetail.setMaterialIndex(*mindices);
vertex.setMaterialIndex(*mindices++);
}
if (nbind == PER_VERTEX) {
pointdetail.setNormalIndex(normnr);
currnormal = &normals[normnr++];
vertex.setNormal(*currnormal);
}
else if (nbind == PER_VERTEX_INDEXED) {
pointdetail.setNormalIndex(*nindices);
currnormal = &normals[*nindices++];
vertex.setNormal(*currnormal);
}
if (dotextures) {
if (tb.isFunction()) {
vertex.setTextureCoords(tb.get(coords->get3(v3), *currnormal));
if (tb.needIndices()) pointdetail.setTextureCoordIndex(tindices ? *tindices++ : texidx++);
}
else {
pointdetail.setTextureCoordIndex(tindices?*tindices:texidx);
vertex.setTextureCoords(tb.get(tindices ? *tindices++ : texidx++));
}
}
pointdetail.setCoordinateIndex(v3);
vertex.setPoint(coords->get3(v3));
this->shapeVertex(&vertex);
facedetail.incFaceIndex();
v1 = viptr < viendptr ? *viptr++ : -1;
while (v1 >= 0) {
if (mbind == PER_VERTEX || mbind == PER_TRIANGLE) {
pointdetail.setMaterialIndex(matnr);
vertex.setMaterialIndex(matnr++);
}
else if (mbind == PER_VERTEX_INDEXED || mbind == PER_TRIANGLE_INDEXED) {
pointdetail.setMaterialIndex(*mindices);
vertex.setMaterialIndex(*mindices++);
}
if (nbind == PER_VERTEX || nbind == PER_TRIANGLE) {
pointdetail.setNormalIndex(normnr);
currnormal = &normals[normnr++];
vertex.setNormal(*currnormal);
}
else if (nbind == PER_VERTEX_INDEXED || nbind == PER_TRIANGLE_INDEXED) {
pointdetail.setNormalIndex(*nindices);
currnormal = &normals[*nindices++];
vertex.setNormal(*currnormal);
}
if (dotextures) {
if (tb.isFunction()) {
vertex.setTextureCoords(tb.get(coords->get3(v1), *currnormal));
if (tb.needIndices()) pointdetail.setTextureCoordIndex(tindices ? *tindices++ : texidx++);
}
else {
pointdetail.setTextureCoordIndex(tindices?*tindices:texidx);
vertex.setTextureCoords(tb.get(tindices ? *tindices++ : texidx++));
}
}
pointdetail.setCoordinateIndex(v1);
vertex.setPoint(coords->get3(v1));
this->shapeVertex(&vertex);
facedetail.incFaceIndex();
v1 = viptr < viendptr ? *viptr++ : -1;
}
this->endShape();
facedetail.incPartIndex();
if (mbind == PER_VERTEX_INDEXED)
mindices++;
if (nbind == PER_VERTEX_INDEXED)
nindices++;
if (tindices) tindices++;
}
if (normalcacheused) {
this->readUnlockNormalCache();
}
if (this->vertexProperty.getValue()) {
state->pop();
}
}