/**************************************************************************\ * * 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 SoVRMLPointSet SoVRMLPointSet.h Inventor/VRMLnodes/SoVRMLPointSet.h \brief The SoVRMLPointSet class is used to represent a set of 3D points. \ingroup VRMLnodes \WEB3DCOPYRIGHT \verbatim PointSet { exposedField SFNode color NULL exposedField SFNode coord NULL } \endverbatim The PointSet node specifies a set of 3D points, in the local coordinate system, with associated colours at each point. The coord field specifies a SoVRMLCoordinate node (or instance of a Coordinate node). The results are undefined if the coord field specifies any other type of node. PointSet uses the coordinates in order. If the coord field is NULL, the point set is considered empty. PointSet nodes are not lit, not texture-mapped, nor do they participate in collision detection. The size of each point is implementation- dependent. If the color field is not NULL, it shall specify a SoVRMLColor node that contains at least the number of points contained in the coord node. The results are undefined if the color field specifies any other type of node. Colours shall be applied to each point in order. The results are undefined if the number of values in the Color node is less than the number of values specified in the Coordinate node. If the color field is NULL and there is a SoVRMLMaterial node defined for the SoVRMLAppearance node affecting this PointSet node, the emissiveColor of the Material node shall be used to draw the points. More details on lighting equations can be found in 4.14, Lighting model (). */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../misc/SoVBO.h" #if COIN_DEBUG #include #endif // COIN_DEBUG static SbBool is_material_per_vertex(SoVRMLPointSet * ps, SoState * state) { if (SoOverrideElement::getMaterialBindingOverride(state)) { if (SoMaterialBindingElement::get(state) != SoMaterialBindingElement::OVERALL) return TRUE; return FALSE; } return ps->color.getValue() != NULL; } SO_NODE_SOURCE(SoVRMLPointSet); // Doc in parent void SoVRMLPointSet::initClass(void) { SO_NODE_INTERNAL_INIT_CLASS(SoVRMLPointSet, SO_VRML97_NODE_TYPE); } /*! Constructor. */ SoVRMLPointSet::SoVRMLPointSet(void) { SO_VRMLNODE_INTERNAL_CONSTRUCTOR(SoVRMLPointSet); } /*! Destructor. */ SoVRMLPointSet::~SoVRMLPointSet() { } // Doc in parent void SoVRMLPointSet::GLRender(SoGLRenderAction * action) { SoState * state = action->getState(); SoLazyElement::setLightModel(state, SoLazyElement::BASE_COLOR); SoGLTextureEnabledElement::set(state, this, FALSE); SoGLTexture3EnabledElement::set(state, this, FALSE); SoVRMLVertexPoint::GLRender(action); if (!this->shouldGLRender(action)) return; const SoCoordinateElement * coords; coords = SoCoordinateElement::getInstance(state); SoMaterialBundle mb(action); SbBool matpervertex = is_material_per_vertex(this, state); if (!matpervertex) { const SbColor & col = SoLazyElement::getEmissive(state); SbColor4f c(col[0], col[1], col[2], 1.0f); SoGLLazyElement::sendPackedDiffuse(state, c.getPackedValue()); } else { mb.sendFirst(); } const cc_glglue * glue = sogl_glue_instance(state); const int numpts = coords->getNum(); #ifdef COIN_NEXT_MINOR const uint32_t contextid = action->getCacheContext(); SbBool dova = SoVBO::shouldRenderAsVertexArrays(contextid, numpts) && cc_glglue_has_vertex_array(glue); if (dova && matpervertex) { const SoGLVBOElement * vboelem = SoGLVBOElement::getInstance(state); if (vboelem->getColorVBO() == NULL) { dova = FALSE; // we might be able to do VA-rendering, but need to check the // diffuse color type first. SoGLLazyElement * lelem = (SoGLLazyElement*) SoLazyElement::getInstance(state); if (!lelem->isPacked() && lelem->getNumTransparencies() <= 1) { dova = TRUE; } } } if (dova) { SbBool vbo = this->startVertexArray(action, coords, NULL, FALSE, matpervertex); cc_glglue_glDrawArrays(glue, GL_POINTS, 0, numpts); this->finishVertexArray(action, vbo, FALSE, FALSE, matpervertex); } #else // COIN_NEXT_MINOR if (0) { } #endif // !COIN_NEXT_MINOR else { sogl_render_pointset((SoGLCoordinateElement*) coords, NULL, matpervertex ? &mb : NULL, NULL, numpts, 0); } // send approx number of points for autocache handling sogl_autocache_update(state, numpts); } // Doc in parent void SoVRMLPointSet::getBoundingBox(SoGetBoundingBoxAction * action) { inherited::getBoundingBox(action); // notify open (if any) bbox caches about points in this shape SoBoundingBoxCache::setHasLinesOrPoints(action->getState()); } // Doc in parent void SoVRMLPointSet::generatePrimitives(SoAction * action) { SoVRMLCoordinate * coordnode = (SoVRMLCoordinate*) this->coord.getValue(); if (!coordnode || coordnode->point.getNum() == 0) return; SoNode * colornode = this->color.getValue(); const SbVec3f * coords = coordnode->point.getValues(0); SoPrimitiveVertex vertex; SoPointDetail pointDetail; vertex.setDetail(&pointDetail); int32_t numpts = coordnode->point.getNum(); int matnr = 0; int idx = 0; SbBool matpervertex = is_material_per_vertex(this, action->getState()); this->beginShape(action, SoShape::POINTS); for (int i = 0; i < numpts; i++) { if (matpervertex) { pointDetail.setMaterialIndex(matnr); vertex.setMaterialIndex(matnr++); } pointDetail.setCoordinateIndex(idx); vertex.setPoint(coords[idx++]); this->shapeVertex(&vertex); } this->endShape(); } #endif // HAVE_VRML97