/**************************************************************************\ * * 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 * \**************************************************************************/ #ifdef HAVE_CONFIG_H #include #endif // HAVE_CONFIG_H #ifdef HAVE_VRML97 /*! \class SoVRMLAppearance SoVRMLAppearance.h Inventor/VRMLnodes/SoVRMLAppearance.h \brief The SoVRMLAppearance class specifies visual properties for shapes. \ingroup VRMLnodes \WEB3DCOPYRIGHT \verbatim Appearance { exposedField SFNode material NULL exposedField SFNode texture NULL exposedField SFNode textureTransform NULL } \endverbatim The Appearance node specifies the visual properties of geometry. The value for each of the fields in this node may be NULL. However, if the field is non-NULL, it shall contain one node of the appropriate type. The material field, if specified, shall contain a VRMLMaterial node. If the material field is NULL or unspecified, lighting is off (all lights are ignored during rendering of the object that references this Appearance) and the unlit object colour is (1, 1, 1). Details of the VRML lighting model are in 4.14, Lighting model (). The texture field, if specified, shall contain one of the various types of texture nodes (VRMLImageTexture, VRMLMovieTexture, or VRMLPixelTexture). If the texture node is NULL or the texture field is unspecified, the object that references this Appearance is not textured. The textureTransform field, if specified, shall contain a VRMLTextureTransform node. If the textureTransform is NULL or unspecified, the textureTransform field has no effect. */ /*! \var SoSFNode SoVRMLAppearance::material Can contain an SoVRMLMaterial node. Is NULL by default. */ /*! \var SoSFNode SoVRMLAppearance::texture Can contain a texture node. Is NULL by default. */ /*! \var SoSFNode SoVRMLAppearance::textureTransform Can contain an SoVRMLTextureTransform node. Is NULL by default. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #ifdef HAVE_THREADS #include #endif // HAVE_THREADS // ************************************************************************* class SoVRMLAppearanceP { public: SoChildList * childlist; SbBool childlistvalid; #ifdef COIN_THREADSAFE SbMutex mutex; void lock(void) { this->mutex.lock(); } void unlock(void) { this->mutex.unlock(); } #else // !COIN_THREADSAFE void lock(void) { } void unlock(void) { } #endif // !COIN_THREADSAFE uint32_t fakecolor; }; #define PRIVATE(thisp) ((thisp)->pimpl) // ************************************************************************* SO_NODE_SOURCE(SoVRMLAppearance); // ************************************************************************* // doc in parent void SoVRMLAppearance::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoVRMLAppearance, SO_VRML97_NODE_TYPE); } /*! Constructor. */ SoVRMLAppearance::SoVRMLAppearance(void) { PRIVATE(this) = new SoVRMLAppearanceP; // supply a NULL-pointer as parent, since notifications will be // handled by the fields that actually contain the node(s) PRIVATE(this)->childlist = new SoChildList(NULL); PRIVATE(this)->childlistvalid = FALSE; SO_VRMLNODE_INTERNAL_CONSTRUCTOR(SoVRMLAppearance); SO_VRMLNODE_ADD_EXPOSED_FIELD(material, (NULL)); SO_VRMLNODE_ADD_EXPOSED_FIELD(texture, (NULL)); SO_VRMLNODE_ADD_EXPOSED_FIELD(textureTransform, (NULL)); } /*! Destructor. */ SoVRMLAppearance::~SoVRMLAppearance() { delete PRIVATE(this)->childlist; delete PRIVATE(this); } // doc in parent void SoVRMLAppearance::doAction(SoAction * action) { int numindices; const int * indices; if (action->getPathCode(numindices, indices) == SoAction::IN_PATH) { this->getChildren()->traverseInPath(action, numindices, indices); } else { this->getChildren()->traverse(action); // traverse all children } } // doc in parent void SoVRMLAppearance::callback(SoCallbackAction * action) { SoVRMLAppearance::doAction(action); } // doc in parent void SoVRMLAppearance::GLRender(SoGLRenderAction * action) { SoState * state = action->getState(); int numindices; const int * indices; SoAction::PathCode pathcode = action->getPathCode(numindices, indices); SoNode ** childarray = (SoNode**) this->getChildren()->getArrayPtr(); if (pathcode == SoAction::IN_PATH) { int lastchild = indices[numindices - 1]; for (int i = 0; i <= lastchild && !action->hasTerminated(); i++) { SoNode * child = childarray[i]; action->pushCurPath(i, child); if (action->getCurPathCode() != SoAction::OFF_PATH || child->affectsState()) { if (!action->abortNow()) { child->GLRender(action); } else { SoCacheElement::invalidate(state); } } action->popCurPath(pathcode); } } else { action->pushCurPath(); int n = this->getChildren()->getLength(); for (int i = 0; i < n && !action->hasTerminated(); i++) { action->popPushCurPath(i, childarray[i]); if (action->abortNow()) { // only cache if we do a full traversal SoCacheElement::invalidate(state); break; } childarray[i]->GLRender(action); } action->popCurPath(); } // workaround for weird (IMO) VRML97 texture/material handling. For // RGB[A] textures, the texture color should replace the diffuse color. SbVec2s size; int nc; (void) SoTextureImageElement::getImage(state, size, nc); if (this->texture.getValue() && SoTextureQualityElement::get(state) > 0.0f && size != SbVec2s(0,0) && nc >= 3) { SoVRMLMaterial * mat = (SoVRMLMaterial*) this->material.getValue(); uint32_t alpha = 0xff; if (mat) { alpha = (uint32_t) ((1.0f - mat->transparency.getValue()) * 255.0f); if (alpha > 255) alpha = 255; } // lock just in case two threads get here at the same time PRIVATE(this)->lock(); PRIVATE(this)->fakecolor = 0xffffff00 | alpha; PRIVATE(this)->unlock(); SoLazyElement::setPacked(state, this, 1, &PRIVATE(this)->fakecolor, alpha != 255); } } // doc in parent void SoVRMLAppearance::search(SoSearchAction * action) { SoNode::search(action); if (action->isFound()) return; SoVRMLAppearance::doAction(action); } // doc in parent SoChildList * SoVRMLAppearance::getChildren(void) const { if (!PRIVATE(this)->childlistvalid) { // this is not 100% thread safe. The assumption is that no nodes // will be added or removed while a scene graph is being // traversed. For Coin, this is an ok assumption. PRIVATE(this)->lock(); // test again after we've locked if (!PRIVATE(this)->childlistvalid) { SoVRMLAppearance * thisp = (SoVRMLAppearance*) this; SoVRMLParent::updateChildList(thisp, *(PRIVATE(thisp)->childlist)); PRIVATE(thisp)->childlistvalid = TRUE; } PRIVATE(this)->unlock(); } return PRIVATE(this)->childlist; } // doc in parent void SoVRMLAppearance::notify(SoNotList * list) { SoField * f = list->getLastField(); if (f && f->getTypeId() == SoSFNode::getClassTypeId()) { PRIVATE(this)->childlistvalid = FALSE; } inherited::notify(list); } // doc in parent void SoVRMLAppearance::copyContents(const SoFieldContainer * from, SbBool copyConn) { inherited::copyContents(from, copyConn); PRIVATE(this)->childlistvalid = FALSE; PRIVATE(this)->childlist->truncate(0); } #undef PRIVATE #endif // HAVE_VRML97