1516 lines
53 KiB
C++
1516 lines
53 KiB
C++
/***************************************************************************
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* Copyright (c) 2011 Werner Mayer <wmayer[at]users.sourceforge.net> *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#include "PreCompiled.h"
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#ifndef FC_OS_WIN32
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#define GL_GLEXT_PROTOTYPES
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#endif
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#ifndef _PreComp_
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#include <float.h>
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#include <algorithm>
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#include <map>
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#include <Inventor/SoPickedPoint.h>
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#include <Inventor/SoPrimitiveVertex.h>
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#include <Inventor/actions/SoCallbackAction.h>
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#include <Inventor/actions/SoGetBoundingBoxAction.h>
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#include <Inventor/actions/SoGetPrimitiveCountAction.h>
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#include <Inventor/actions/SoGLRenderAction.h>
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#include <Inventor/actions/SoPickAction.h>
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#include <Inventor/actions/SoWriteAction.h>
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#include <Inventor/bundles/SoMaterialBundle.h>
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#include <Inventor/bundles/SoTextureCoordinateBundle.h>
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#include <Inventor/elements/SoLazyElement.h>
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#include <Inventor/elements/SoOverrideElement.h>
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#include <Inventor/elements/SoCoordinateElement.h>
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#include <Inventor/elements/SoGLCoordinateElement.h>
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#include <Inventor/elements/SoGLCacheContextElement.h>
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#include <Inventor/elements/SoGLVBOElement.h>
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#include <Inventor/elements/SoLineWidthElement.h>
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#include <Inventor/elements/SoPointSizeElement.h>
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#include <Inventor/errors/SoDebugError.h>
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#include <Inventor/errors/SoReadError.h>
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#include <Inventor/details/SoFaceDetail.h>
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#include <Inventor/details/SoLineDetail.h>
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#include <Inventor/misc/SoState.h>
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#include <Inventor/misc/SoContextHandler.h>
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#endif
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#include "SoBrepFaceSet.h"
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#include <Gui/SoFCUnifiedSelection.h>
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#include <Gui/SoFCSelectionAction.h>
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#include <Gui/SoFCInteractiveElement.h>
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#ifdef FC_OS_WIN32
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#else
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#ifdef FC_OS_MACOSX
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#include <OpenGL/gl.h>
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#include <OpenGL/glext.h>
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#else
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#include <GL/gl.h>
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#include <GL/glext.h>
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#endif
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#endif
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// Should come after glext.h to avoid warnings
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#include <Inventor/C/glue/gl.h>
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using namespace PartGui;
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SO_NODE_SOURCE(SoBrepFaceSet);
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#define PRIVATE(p) ((p)->pimpl)
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class SoBrepFaceSet::VBO {
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public:
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struct Buffer {
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uint32_t myvbo[2];
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};
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static SbBool vboAvailable;
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SbBool updateVbo;
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SbBool vboLoaded;
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uint32_t indice_array;
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std::map<uint32_t, Buffer> vbomap;
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VBO()
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{
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SoContextHandler::addContextDestructionCallback(context_destruction_cb, this);
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//SoBase::staticDataLock();
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static bool init = false;
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if (!init) {
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std::string ext = (const char*)(glGetString(GL_EXTENSIONS));
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vboAvailable = (ext.find("GL_ARB_vertex_buffer_object") != std::string::npos);
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init = true;
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}
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//SoBase::staticDataUnlock();
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updateVbo = false;
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vboLoaded = false;
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indice_array = 0;
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}
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~VBO()
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{
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SoContextHandler::removeContextDestructionCallback(context_destruction_cb, this);
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// schedule delete for all allocated GL resources
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std::map<uint32_t, Buffer>::iterator it;
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for (it = vbomap.begin(); it != vbomap.end(); ++it) {
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void * ptr0 = (void*) ((uintptr_t) it->second.myvbo[0]);
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SoGLCacheContextElement::scheduleDeleteCallback(it->first, VBO::vbo_delete, ptr0);
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void * ptr1 = (void*) ((uintptr_t) it->second.myvbo[1]);
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SoGLCacheContextElement::scheduleDeleteCallback(it->first, VBO::vbo_delete, ptr1);
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}
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}
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static void context_destruction_cb(uint32_t context, void * userdata)
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{
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Buffer buffer;
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VBO * self = static_cast<VBO*>(userdata);
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std::map<uint32_t, Buffer>::iterator it = self->vbomap.find(context);
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if (it != self->vbomap.end()) {
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#ifdef FC_OS_WIN32
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const cc_glglue * glue = cc_glglue_instance((int) context);
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PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)cc_glglue_getprocaddress(glue, "glDeleteBuffersARB");
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#endif
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//cc_glglue_glDeleteBuffers(glue, buffer.size(), buffer.data());
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buffer = it->second;
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glDeleteBuffersARB(2, buffer.myvbo);
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self->vbomap.erase(it);
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}
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}
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static void vbo_delete(void * closure, uint32_t contextid)
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{
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const cc_glglue * glue = cc_glglue_instance((int) contextid);
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GLuint id = (GLuint) ((uintptr_t) closure);
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cc_glglue_glDeleteBuffers(glue, 1, &id);
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}
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};
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SbBool SoBrepFaceSet::VBO::vboAvailable = false;
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void SoBrepFaceSet::initClass()
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{
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SO_NODE_INIT_CLASS(SoBrepFaceSet, SoIndexedFaceSet, "IndexedFaceSet");
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}
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SoBrepFaceSet::SoBrepFaceSet()
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{
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SO_NODE_CONSTRUCTOR(SoBrepFaceSet);
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SO_NODE_ADD_FIELD(partIndex, (-1));
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SO_NODE_ADD_FIELD(highlightIndex, (-1));
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SO_NODE_ADD_FIELD(selectionIndex, (-1));
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selectionIndex.setNum(0);
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pimpl.reset(new VBO);
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}
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SoBrepFaceSet::~SoBrepFaceSet()
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{
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}
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void SoBrepFaceSet::doAction(SoAction* action)
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{
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if (action->getTypeId() == Gui::SoHighlightElementAction::getClassTypeId()) {
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Gui::SoHighlightElementAction* hlaction = static_cast<Gui::SoHighlightElementAction*>(action);
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if (!hlaction->isHighlighted()) {
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this->highlightIndex = -1;
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return;
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}
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const SoDetail* detail = hlaction->getElement();
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if (detail) {
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if (detail->isOfType(SoFaceDetail::getClassTypeId())) {
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int index = static_cast<const SoFaceDetail*>(detail)->getPartIndex();
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this->highlightIndex.setValue(index);
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this->highlightColor = hlaction->getColor();
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}
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else {
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this->highlightIndex = -1;
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return;
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}
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}
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}
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else if (action->getTypeId() == Gui::SoSelectionElementAction::getClassTypeId()) {
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Gui::SoSelectionElementAction* selaction = static_cast<Gui::SoSelectionElementAction*>(action);
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this->selectionColor = selaction->getColor();
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if (selaction->getType() == Gui::SoSelectionElementAction::All) {
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int num = this->partIndex.getNum();
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this->selectionIndex.setNum(num);
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int32_t* v = this->selectionIndex.startEditing();
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for (int i=0; i<num;i++)
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v[i] = i;
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this->selectionIndex.finishEditing();
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PRIVATE(this)->updateVbo = true;
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return;
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}
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else if (selaction->getType() == Gui::SoSelectionElementAction::None) {
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this->selectionIndex.setNum(0);
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PRIVATE(this)->updateVbo = true;
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return;
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}
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const SoDetail* detail = selaction->getElement();
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if (detail) {
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if (!detail->isOfType(SoFaceDetail::getClassTypeId())) {
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return;
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}
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int index = static_cast<const SoFaceDetail*>(detail)->getPartIndex();
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switch (selaction->getType()) {
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case Gui::SoSelectionElementAction::Append:
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{
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if (this->selectionIndex.find(index) < 0) {
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int start = this->selectionIndex.getNum();
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this->selectionIndex.set1Value(start, index);
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}
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}
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break;
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case Gui::SoSelectionElementAction::Remove:
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{
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int start = this->selectionIndex.find(index);
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if (start >= 0)
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this->selectionIndex.deleteValues(start,1);
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}
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break;
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default:
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break;
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}
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}
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}
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else if (action->getTypeId() == Gui::SoVRMLAction::getClassTypeId()) {
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// update the materialIndex field to match with the number of triangles if needed
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SoState * state = action->getState();
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Binding mbind = this->findMaterialBinding(state);
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if (mbind == PER_PART) {
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const SoLazyElement* mat = SoLazyElement::getInstance(state);
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int numColor = 1;
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int numParts = partIndex.getNum();
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if (mat) {
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numColor = mat->getNumDiffuse();
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if (numColor == numParts) {
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int count = 0;
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const int32_t * indices = this->partIndex.getValues(0);
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for (int i=0; i<numParts; i++) {
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count += indices[i];
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}
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this->materialIndex.setNum(count);
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int32_t * matind = this->materialIndex.startEditing();
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int32_t k = 0;
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for (int i=0; i<numParts; i++) {
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for (int j=0; j<indices[i]; j++) {
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matind[k++] = i;
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}
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}
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this->materialIndex.finishEditing();
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}
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}
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}
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}
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// The recommended way to set 'updateVbo' is to reimplement the method 'notify'
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// but the base class made this method private so that we can't override it.
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// So, the alternative way is to write a custom SoAction class.
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else if (action->getTypeId() == Gui::SoUpdateVBOAction::getClassTypeId()) {
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PRIVATE(this)->updateVbo = true;
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}
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inherited::doAction(action);
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}
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#ifdef RENDER_GLARRAYS
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void SoBrepFaceSet::GLRender(SoGLRenderAction *action)
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{
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SoState * state = action->getState();
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SoMaterialBundle mb(action);
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Binding mbind = this->findMaterialBinding(state);
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SoTextureCoordinateBundle tb(action, true, false);
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SbBool doTextures = tb.needCoordinates();
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int32_t hl_idx = this->highlightIndex.getValue();
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int32_t num_selected = this->selectionIndex.getNum();
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if (this->coordIndex.getNum() < 3)
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return;
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if (num_selected > 0)
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renderSelection(action);
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if (hl_idx >= 0)
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renderHighlight(action);
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// When setting transparency shouldGLRender() handles the rendering and returns false.
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// Therefore generatePrimitives() needs to be re-implemented to handle the materials
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// correctly.
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if (!this->shouldGLRender(action))
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return;
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#ifdef RENDER_GLARRAYS
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if (!doTextures && index_array.size() && hl_idx < 0 && num_selected <= 0) {
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if (mbind == 0) {
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mb.sendFirst(); // only one material -> apply it!
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renderSimpleArray();
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return;
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}
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else if (mbind == 1) {
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renderColoredArray(&mb);
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return;
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}
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}
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#endif
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Binding nbind = this->findNormalBinding(state);
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const SoCoordinateElement * coords;
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const SbVec3f * normals;
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const int32_t * cindices;
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int numindices;
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const int32_t * nindices;
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const int32_t * tindices;
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const int32_t * mindices;
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const int32_t * pindices;
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int numparts;
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SbBool normalCacheUsed;
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SbBool sendNormals = !mb.isColorOnly() || tb.isFunction();
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this->getVertexData(state, coords, normals, cindices,
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nindices, tindices, mindices, numindices,
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sendNormals, normalCacheUsed);
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mb.sendFirst(); // make sure we have the correct material
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// just in case someone forgot
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if (!mindices) mindices = cindices;
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if (!nindices) nindices = cindices;
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pindices = this->partIndex.getValues(0);
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numparts = this->partIndex.getNum();
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renderShape(state, vboAvailable, static_cast<const SoGLCoordinateElement*>(coords), cindices, numindices,
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pindices, numparts, normals, nindices, &mb, mindices, &tb, tindices, nbind, mbind, doTextures?1:0);
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// Disable caching for this node
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SoGLCacheContextElement::shouldAutoCache(state, SoGLCacheContextElement::DONT_AUTO_CACHE);
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// Workaround for #0000433
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//#if !defined(FC_OS_WIN32)
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if (hl_idx >= 0)
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renderHighlight(action);
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if (num_selected > 0)
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renderSelection(action);
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//#endif
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if(normalCacheUsed)
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this->readUnlockNormalCache();
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}
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//****************************************************************************
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// renderSimpleArray: normal and coord from vertex_array;
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// no texture, color, highlight or selection but highet possible speed;
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// all vertices written in one go!
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//
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void SoBrepFaceSet::renderSimpleArray()
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{
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int cnt = index_array.size();
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if (cnt == 0) return;
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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#if 0
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glInterleavedArrays(GL_N3F_V3F, 0, vertex_array.data());
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glDrawElements(GL_TRIANGLES, cnt, GL_UNSIGNED_INT, index_array.data());
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#else
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glInterleavedArrays(GL_N3F_V3F, 0, &(vertex_array[0]));
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glDrawElements(GL_TRIANGLES, cnt, GL_UNSIGNED_INT, &(index_array[0]));
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#endif
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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}
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//****************************************************************************
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// renderColoredArray: normal and coord from vertex_array;
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// no texture, highlight or selection but color / material array.
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// needs to iterate over parts (i.e. geometry faces)
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//
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void SoBrepFaceSet::renderColoredArray(SoMaterialBundle *const materials)
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{
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int num_parts = partIndex.getNum();
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int cnt = index_array.size();
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if (cnt == 0) return;
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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#if 0
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glInterleavedArrays(GL_N3F_V3F, 0, vertex_array.data());
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const int32_t* ptr = index_array.data();
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#else
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glInterleavedArrays(GL_N3F_V3F, 0, &(vertex_array[0]));
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const int32_t* ptr = &(index_array[0]);
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#endif
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for (int part_id = 0; part_id < num_parts; part_id++) {
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int tris = partIndex[part_id];
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if (tris > 0) {
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materials->send(part_id, true);
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glDrawElements(GL_TRIANGLES, 3 * tris, GL_UNSIGNED_INT, ptr);
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ptr += 3 * tris;
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}
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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}
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#else
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void SoBrepFaceSet::GLRender(SoGLRenderAction *action)
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{
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if (this->coordIndex.getNum() < 3)
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return;
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if (this->selectionIndex.getNum() > 0)
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renderSelection(action);
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if (this->highlightIndex.getValue() >= 0)
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renderHighlight(action);
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// When setting transparency shouldGLRender() handles the rendering and returns false.
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// Therefore generatePrimitives() needs to be re-implemented to handle the materials
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// correctly.
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if (!this->shouldGLRender(action))
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return;
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SoState * state = action->getState();
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Binding mbind = this->findMaterialBinding(state);
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Binding nbind = this->findNormalBinding(state);
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const SoCoordinateElement * coords;
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const SbVec3f * normals;
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const int32_t * cindices;
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int numindices;
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const int32_t * nindices;
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const int32_t * tindices;
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const int32_t * mindices;
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const int32_t * pindices;
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int numparts;
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SbBool doTextures;
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SbBool normalCacheUsed;
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SoMaterialBundle mb(action);
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SoTextureCoordinateBundle tb(action, true, false);
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doTextures = tb.needCoordinates();
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SbBool sendNormals = !mb.isColorOnly() || tb.isFunction();
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this->getVertexData(state, coords, normals, cindices,
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nindices, tindices, mindices, numindices,
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sendNormals, normalCacheUsed);
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mb.sendFirst(); // make sure we have the correct material
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// just in case someone forgot
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if (!mindices) mindices = cindices;
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if (!nindices) nindices = cindices;
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pindices = this->partIndex.getValues(0);
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numparts = this->partIndex.getNum();
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SbBool hasVBO = PRIVATE(this)->vboAvailable;
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if (hasVBO) {
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// get the VBO status of the viewer
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Gui::SoGLVBOActivatedElement::get(state, hasVBO);
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//
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//if (SoGLVBOElement::shouldCreateVBO(state, numindices)) {
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// this->startVertexArray(action, coords, normals, false, false);
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//}
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}
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renderShape(action, hasVBO, static_cast<const SoGLCoordinateElement*>(coords), cindices, numindices,
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pindices, numparts, normals, nindices, &mb, mindices, &tb, tindices, nbind, mbind, doTextures?1:0);
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|
|
// Disable caching for this node
|
|
SoGLCacheContextElement::shouldAutoCache(state, SoGLCacheContextElement::DONT_AUTO_CACHE);
|
|
|
|
if (normalCacheUsed)
|
|
this->readUnlockNormalCache();
|
|
|
|
// Workaround for #0000433
|
|
//#if !defined(FC_OS_WIN32)
|
|
if (this->highlightIndex.getValue() >= 0)
|
|
renderHighlight(action);
|
|
if (this->selectionIndex.getNum() > 0)
|
|
renderSelection(action);
|
|
//#endif
|
|
}
|
|
#endif
|
|
|
|
void SoBrepFaceSet::GLRenderBelowPath(SoGLRenderAction * action)
|
|
{
|
|
inherited::GLRenderBelowPath(action);
|
|
}
|
|
|
|
// this macro actually makes the code below more readable :-)
|
|
#define DO_VERTEX(idx) \
|
|
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 (tb.isFunction()) { \
|
|
vertex.setTextureCoords(tb.get(coords->get3(idx), *currnormal)); \
|
|
if (tb.needIndices()) pointDetail.setTextureCoordIndex(tindices ? *tindices++ : texidx++); \
|
|
} \
|
|
else if (tbind != NONE) { \
|
|
pointDetail.setTextureCoordIndex(tindices ? *tindices : texidx); \
|
|
vertex.setTextureCoords(tb.get(tindices ? *tindices++ : texidx++)); \
|
|
} \
|
|
vertex.setPoint(coords->get3(idx)); \
|
|
pointDetail.setCoordinateIndex(idx); \
|
|
this->shapeVertex(&vertex);
|
|
|
|
void SoBrepFaceSet::generatePrimitives(SoAction * action)
|
|
{
|
|
//TODO
|
|
#if 0
|
|
inherited::generatePrimitives(action);
|
|
#else
|
|
//This is highly experimental!!!
|
|
|
|
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;
|
|
SbBool normalCacheUsed;
|
|
|
|
sendNormals = true; // always generate normals
|
|
|
|
this->getVertexData(state, coords, normals, cindices,
|
|
nindices, tindices, mindices, numindices,
|
|
sendNormals, normalCacheUsed);
|
|
|
|
SoTextureCoordinateBundle tb(action, false, false);
|
|
doTextures = tb.needCoordinates();
|
|
|
|
if (!sendNormals) nbind = OVERALL;
|
|
else if (normalCacheUsed && nbind == PER_VERTEX) {
|
|
nbind = PER_VERTEX_INDEXED;
|
|
}
|
|
else if (normalCacheUsed && nbind == PER_FACE_INDEXED) {
|
|
nbind = PER_FACE;
|
|
}
|
|
|
|
if (this->getNodeType() == SoNode::VRML1) {
|
|
// For VRML1, PER_VERTEX means per vertex in shape, not PER_VERTEX
|
|
// on the state.
|
|
if (mbind == PER_VERTEX) {
|
|
mbind = PER_VERTEX_INDEXED;
|
|
mindices = cindices;
|
|
}
|
|
if (nbind == PER_VERTEX) {
|
|
nbind = PER_VERTEX_INDEXED;
|
|
nindices = cindices;
|
|
}
|
|
}
|
|
|
|
Binding tbind = NONE;
|
|
if (doTextures) {
|
|
if (tb.isFunction() && !tb.needIndices()) {
|
|
tbind = NONE;
|
|
tindices = NULL;
|
|
}
|
|
// FIXME: just call inherited::areTexCoordsIndexed() instead of
|
|
// the if-check? 20020110 mortene.
|
|
else if (SoTextureCoordinateBindingElement::get(state) ==
|
|
SoTextureCoordinateBindingElement::PER_VERTEX) {
|
|
tbind = PER_VERTEX;
|
|
tindices = NULL;
|
|
}
|
|
else {
|
|
tbind = PER_VERTEX_INDEXED;
|
|
if (tindices == NULL) tindices = cindices;
|
|
}
|
|
}
|
|
|
|
if (nbind == PER_VERTEX_INDEXED && nindices == NULL) {
|
|
nindices = cindices;
|
|
}
|
|
if (mbind == PER_VERTEX_INDEXED && mindices == NULL) {
|
|
mindices = cindices;
|
|
}
|
|
|
|
int texidx = 0;
|
|
TriangleShape mode = POLYGON;
|
|
TriangleShape newmode;
|
|
const int32_t *viptr = cindices;
|
|
const int32_t *viendptr = viptr + numindices;
|
|
const int32_t *piptr = this->partIndex.getValues(0);
|
|
int num_partindices = this->partIndex.getNum();
|
|
const int32_t *piendptr = piptr + num_partindices;
|
|
int32_t v1, v2, v3, v4, v5 = 0, pi; // v5 init unnecessary, but kills a compiler warning.
|
|
|
|
SoPrimitiveVertex vertex;
|
|
SoPointDetail pointDetail;
|
|
SoFaceDetail faceDetail;
|
|
|
|
vertex.setDetail(&pointDetail);
|
|
|
|
SbVec3f dummynormal(0,0,1);
|
|
const SbVec3f *currnormal = &dummynormal;
|
|
if (normals) currnormal = normals;
|
|
vertex.setNormal(*currnormal);
|
|
|
|
int matnr = 0;
|
|
int normnr = 0;
|
|
int trinr = 0;
|
|
pi = piptr < piendptr ? *piptr++ : -1;
|
|
while (pi == 0) {
|
|
// It may happen that a part has no triangles
|
|
pi = piptr < piendptr ? *piptr++ : -1;
|
|
if (mbind == PER_PART)
|
|
matnr++;
|
|
else if (mbind == PER_PART_INDEXED)
|
|
mindices++;
|
|
}
|
|
|
|
while (viptr + 2 < viendptr) {
|
|
v1 = *viptr++;
|
|
v2 = *viptr++;
|
|
v3 = *viptr++;
|
|
if (v1 < 0 || v2 < 0 || v3 < 0) {
|
|
break;
|
|
}
|
|
v4 = viptr < viendptr ? *viptr++ : -1;
|
|
if (v4 < 0) newmode = TRIANGLES;
|
|
else {
|
|
v5 = viptr < viendptr ? *viptr++ : -1;
|
|
if (v5 < 0) newmode = QUADS;
|
|
else newmode = POLYGON;
|
|
}
|
|
if (newmode != mode) {
|
|
if (mode != POLYGON) this->endShape();
|
|
mode = newmode;
|
|
this->beginShape(action, mode, &faceDetail);
|
|
}
|
|
else if (mode == POLYGON) this->beginShape(action, POLYGON, &faceDetail);
|
|
|
|
// vertex 1 can't use DO_VERTEX
|
|
if (mbind == PER_PART) {
|
|
if (trinr == 0) {
|
|
pointDetail.setMaterialIndex(matnr);
|
|
vertex.setMaterialIndex(matnr++);
|
|
}
|
|
}
|
|
else if (mbind == PER_PART_INDEXED) {
|
|
if (trinr == 0) {
|
|
pointDetail.setMaterialIndex(*mindices);
|
|
vertex.setMaterialIndex(*mindices++);
|
|
}
|
|
}
|
|
else if (mbind == PER_VERTEX || mbind == PER_FACE) {
|
|
pointDetail.setMaterialIndex(matnr);
|
|
vertex.setMaterialIndex(matnr++);
|
|
}
|
|
else if (mbind == PER_VERTEX_INDEXED || mbind == PER_FACE_INDEXED) {
|
|
pointDetail.setMaterialIndex(*mindices);
|
|
vertex.setMaterialIndex(*mindices++);
|
|
}
|
|
if (nbind == PER_VERTEX || nbind == PER_FACE) {
|
|
pointDetail.setNormalIndex(normnr);
|
|
currnormal = &normals[normnr++];
|
|
vertex.setNormal(*currnormal);
|
|
}
|
|
else if (nbind == PER_FACE_INDEXED || nbind == PER_VERTEX_INDEXED) {
|
|
pointDetail.setNormalIndex(*nindices);
|
|
currnormal = &normals[*nindices++];
|
|
vertex.setNormal(*currnormal);
|
|
}
|
|
|
|
if (tb.isFunction()) {
|
|
vertex.setTextureCoords(tb.get(coords->get3(v1), *currnormal));
|
|
if (tb.needIndices()) pointDetail.setTextureCoordIndex(tindices ? *tindices++ : texidx++);
|
|
}
|
|
else if (tbind != NONE) {
|
|
pointDetail.setTextureCoordIndex(tindices ? *tindices : texidx);
|
|
vertex.setTextureCoords(tb.get(tindices ? *tindices++ : texidx++));
|
|
}
|
|
pointDetail.setCoordinateIndex(v1);
|
|
vertex.setPoint(coords->get3(v1));
|
|
this->shapeVertex(&vertex);
|
|
|
|
DO_VERTEX(v2);
|
|
DO_VERTEX(v3);
|
|
|
|
if (mode != TRIANGLES) {
|
|
DO_VERTEX(v4);
|
|
if (mode == POLYGON) {
|
|
DO_VERTEX(v5);
|
|
v1 = viptr < viendptr ? *viptr++ : -1;
|
|
while (v1 >= 0) {
|
|
DO_VERTEX(v1);
|
|
v1 = viptr < viendptr ? *viptr++ : -1;
|
|
}
|
|
this->endShape();
|
|
}
|
|
}
|
|
faceDetail.incFaceIndex();
|
|
if (mbind == PER_VERTEX_INDEXED) {
|
|
mindices++;
|
|
}
|
|
if (nbind == PER_VERTEX_INDEXED) {
|
|
nindices++;
|
|
}
|
|
if (tindices) tindices++;
|
|
|
|
trinr++;
|
|
if (pi == trinr) {
|
|
pi = piptr < piendptr ? *piptr++ : -1;
|
|
while (pi == 0) {
|
|
// It may happen that a part has no triangles
|
|
pi = piptr < piendptr ? *piptr++ : -1;
|
|
if (mbind == PER_PART)
|
|
matnr++;
|
|
else if (mbind == PER_PART_INDEXED)
|
|
mindices++;
|
|
}
|
|
trinr = 0;
|
|
}
|
|
}
|
|
if (mode != POLYGON) this->endShape();
|
|
|
|
if (normalCacheUsed) {
|
|
this->readUnlockNormalCache();
|
|
}
|
|
|
|
if (this->vertexProperty.getValue()) {
|
|
state->pop();
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#undef DO_VERTEX
|
|
|
|
void SoBrepFaceSet::renderHighlight(SoGLRenderAction *action)
|
|
{
|
|
SoState * state = action->getState();
|
|
state->push();
|
|
|
|
SoLazyElement::setEmissive(state, &this->highlightColor);
|
|
SoOverrideElement::setEmissiveColorOverride(state, this, true);
|
|
#if 0 // disables shading effect
|
|
// sendNormals will be false
|
|
SoLazyElement::setDiffuse(state, this,1, &this->highlightColor,&this->colorpacker);
|
|
SoOverrideElement::setDiffuseColorOverride(state, this, true);
|
|
SoLazyElement::setLightModel(state, SoLazyElement::BASE_COLOR);
|
|
#endif
|
|
|
|
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;
|
|
const int32_t * pindices;
|
|
SbBool doTextures;
|
|
SbBool normalCacheUsed;
|
|
|
|
SoMaterialBundle mb(action);
|
|
SoTextureCoordinateBundle tb(action, true, false);
|
|
doTextures = tb.needCoordinates();
|
|
SbBool sendNormals = !mb.isColorOnly() || tb.isFunction();
|
|
|
|
this->getVertexData(state, coords, normals, cindices,
|
|
nindices, tindices, mindices, numindices,
|
|
sendNormals, normalCacheUsed);
|
|
|
|
mb.sendFirst(); // make sure we have the correct material
|
|
|
|
int32_t id = this->highlightIndex.getValue();
|
|
if (id >= this->partIndex.getNum()) {
|
|
SoDebugError::postWarning("SoBrepFaceSet::renderHighlight", "highlightIndex out of range");
|
|
}
|
|
else {
|
|
// just in case someone forgot
|
|
if (!mindices) mindices = cindices;
|
|
if (!nindices) nindices = cindices;
|
|
pindices = this->partIndex.getValues(0);
|
|
|
|
// coords
|
|
int length = (int)pindices[id]*4;
|
|
int start=0;
|
|
for (int i=0;i<id;i++)
|
|
start+=(int)pindices[i];
|
|
start *= 4;
|
|
|
|
// normals
|
|
if (nbind == PER_VERTEX_INDEXED)
|
|
nindices = &(nindices[start]);
|
|
else if (nbind == PER_VERTEX)
|
|
normals = &(normals[start]);
|
|
else
|
|
nbind = OVERALL;
|
|
|
|
// materials
|
|
mbind = OVERALL;
|
|
doTextures = false;
|
|
|
|
renderShape(action, false, static_cast<const SoGLCoordinateElement*>(coords), &(cindices[start]), length,
|
|
&(pindices[id]), 1, normals, nindices, &mb, mindices, &tb, tindices, nbind, mbind, doTextures?1:0);
|
|
}
|
|
state->pop();
|
|
|
|
if (normalCacheUsed)
|
|
this->readUnlockNormalCache();
|
|
}
|
|
|
|
void SoBrepFaceSet::renderSelection(SoGLRenderAction *action)
|
|
{
|
|
int numSelected = this->selectionIndex.getNum();
|
|
const int32_t* selected = this->selectionIndex.getValues(0);
|
|
if (numSelected == 0) return;
|
|
|
|
SoState * state = action->getState();
|
|
state->push();
|
|
|
|
SoLazyElement::setEmissive(state, &this->selectionColor);
|
|
SoOverrideElement::setEmissiveColorOverride(state, this, true);
|
|
#if 0 // disables shading effect
|
|
SoLazyElement::setDiffuse(state, this,1, &this->selectionColor,&this->colorpacker);
|
|
SoOverrideElement::setDiffuseColorOverride(state, this, true);
|
|
SoLazyElement::setLightModel(state, SoLazyElement::BASE_COLOR);
|
|
#endif
|
|
|
|
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;
|
|
const int32_t * pindices;
|
|
SbBool doTextures;
|
|
SbBool normalCacheUsed;
|
|
|
|
SoMaterialBundle mb(action);
|
|
SoTextureCoordinateBundle tb(action, true, false);
|
|
doTextures = tb.needCoordinates();
|
|
SbBool sendNormals = !mb.isColorOnly() || tb.isFunction();
|
|
|
|
this->getVertexData(state, coords, normals, cindices,
|
|
nindices, tindices, mindices, numindices,
|
|
sendNormals, normalCacheUsed);
|
|
|
|
mb.sendFirst(); // make sure we have the correct material
|
|
|
|
// just in case someone forgot
|
|
if (!mindices) mindices = cindices;
|
|
if (!nindices) nindices = cindices;
|
|
pindices = this->partIndex.getValues(0);
|
|
|
|
// materials
|
|
mbind = OVERALL;
|
|
doTextures = false;
|
|
|
|
for (int i=0; i<numSelected; i++) {
|
|
int id = selected[i];
|
|
if (id >= this->partIndex.getNum()) {
|
|
SoDebugError::postWarning("SoBrepFaceSet::renderSelection", "selectionIndex out of range");
|
|
break;
|
|
}
|
|
|
|
// coords
|
|
int length = (int)pindices[id]*4;
|
|
int start=0;
|
|
for (int j=0;j<id;j++)
|
|
start+=(int)pindices[j];
|
|
start *= 4;
|
|
|
|
// normals
|
|
const SbVec3f * normals_s = normals;
|
|
const int32_t * nindices_s = nindices;
|
|
if (nbind == PER_VERTEX_INDEXED)
|
|
nindices_s = &(nindices[start]);
|
|
else if (nbind == PER_VERTEX)
|
|
normals_s = &(normals[start]);
|
|
else
|
|
nbind = OVERALL;
|
|
|
|
renderShape(action, false, static_cast<const SoGLCoordinateElement*>(coords), &(cindices[start]), length,
|
|
&(pindices[id]), 1, normals_s, nindices_s, &mb, mindices, &tb, tindices, nbind, mbind, doTextures?1:0);
|
|
}
|
|
state->pop();
|
|
|
|
if (normalCacheUsed)
|
|
this->readUnlockNormalCache();
|
|
}
|
|
|
|
void SoBrepFaceSet::renderShape(SoGLRenderAction * action,
|
|
SbBool hasVBO,
|
|
const SoGLCoordinateElement * const vertexlist,
|
|
const int32_t *vertexindices,
|
|
int num_indices,
|
|
const int32_t *partindices,
|
|
int num_partindices,
|
|
const SbVec3f *normals,
|
|
const int32_t *normalindices,
|
|
SoMaterialBundle *const materials,
|
|
const int32_t *matindices,
|
|
SoTextureCoordinateBundle * const texcoords,
|
|
const int32_t *texindices,
|
|
const int nbind,
|
|
const int mbind,
|
|
const int texture)
|
|
{
|
|
int texidx = 0;
|
|
|
|
const SbVec3f * coords3d = NULL;
|
|
SbVec3f * cur_coords3d = NULL;
|
|
SbColor mycolor1,mycolor2,mycolor3;
|
|
coords3d = vertexlist->getArrayPtr3();
|
|
cur_coords3d = ( SbVec3f *)coords3d;
|
|
|
|
const int32_t *viptr = vertexindices;
|
|
const int32_t *viendptr = viptr + num_indices;
|
|
const int32_t *piptr = partindices;
|
|
const int32_t *piendptr = piptr + num_partindices;
|
|
int32_t v1, v2, v3, v4, pi;
|
|
SbVec3f dummynormal(0,0,1);
|
|
int numverts = vertexlist->getNum();
|
|
|
|
const SbVec3f *currnormal = &dummynormal;
|
|
if (normals) currnormal = normals;
|
|
|
|
int matnr = 0;
|
|
int trinr = 0;
|
|
|
|
// Can we use vertex buffer objects?
|
|
if (hasVBO) {
|
|
float * vertex_array = NULL;
|
|
GLuint * index_array = NULL;
|
|
SbVec3f *mynormal1,*mynormal2,*mynormal3;
|
|
int indice=0;
|
|
uint32_t RGBA,R,G,B,A;
|
|
float Rf,Gf,Bf,Af;
|
|
|
|
VBO::Buffer buf;
|
|
uint32_t contextId = action->getCacheContext();
|
|
std::map<uint32_t, VBO::Buffer>::iterator it = PRIVATE(this)->vbomap.find(contextId);
|
|
if (it == PRIVATE(this)->vbomap.end()) {
|
|
#ifdef FC_OS_WIN32
|
|
const cc_glglue * glue = cc_glglue_instance(action->getCacheContext());
|
|
PFNGLGENBUFFERSPROC glGenBuffersARB = (PFNGLGENBUFFERSPROC)cc_glglue_getprocaddress(glue, "glGenBuffersARB");
|
|
#endif
|
|
glGenBuffersARB(2, buf.myvbo);
|
|
PRIVATE(this)->vbomap[contextId] = buf;
|
|
}
|
|
else {
|
|
buf = it->second;
|
|
}
|
|
|
|
// vbo loaded is defining if we must pre-load data into the VBO. When the variable is set to 0
|
|
// it means that the VBO has not been initialized
|
|
// updateVbo is tracking the need to update the content of the VBO which act as a buffer within
|
|
// the graphic card
|
|
// TODO FINISHING THE COLOR SUPPORT !
|
|
|
|
if (!PRIVATE(this)->vboLoaded || PRIVATE(this)->updateVbo) {
|
|
#ifdef FC_OS_WIN32
|
|
const cc_glglue * glue = cc_glglue_instance(action->getCacheContext());
|
|
#endif
|
|
if (PRIVATE(this)->updateVbo && PRIVATE(this)->vboLoaded) {
|
|
// TODO
|
|
// We must remember the buffer size ... If it has to be extended we must
|
|
// take care of that
|
|
#ifdef FC_OS_WIN32
|
|
PFNGLBINDBUFFERARBPROC glBindBufferARB = (PFNGLBINDBUFFERARBPROC) cc_glglue_getprocaddress(glue, "glBindBufferARB");
|
|
PFNGLMAPBUFFERARBPROC glMapBufferARB = (PFNGLMAPBUFFERARBPROC) cc_glglue_getprocaddress(glue, "glMapBufferARB");
|
|
#endif
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buf.myvbo[0]);
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, buf.myvbo[1]);
|
|
|
|
vertex_array=(float*)glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
|
|
index_array=(GLuint *)glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB);
|
|
PRIVATE(this)->indice_array=0;
|
|
}
|
|
else {
|
|
// We are allocating local buffer to transfer initial VBO content
|
|
vertex_array = ( float * ) malloc ( sizeof(float) * num_indices *10 );
|
|
index_array = ( GLuint *) malloc ( sizeof(GLuint) * num_indices *3 );
|
|
}
|
|
|
|
// Get the initial colors
|
|
SoState * state = action->getState();
|
|
mycolor1=SoLazyElement::getDiffuse(state,0);
|
|
mycolor2=SoLazyElement::getDiffuse(state,0);
|
|
mycolor3=SoLazyElement::getDiffuse(state,0);
|
|
|
|
pi = piptr < piendptr ? *piptr++ : -1;
|
|
while (pi == 0) {
|
|
// It may happen that a part has no triangles
|
|
pi = piptr < piendptr ? *piptr++ : -1;
|
|
if (mbind == PER_PART)
|
|
matnr++;
|
|
else if (mbind == PER_PART_INDEXED)
|
|
matindices++;
|
|
}
|
|
|
|
while (viptr + 2 < viendptr) {
|
|
v1 = *viptr++;
|
|
v2 = *viptr++;
|
|
v3 = *viptr++;
|
|
// This test is for robustness upon buggy data sets
|
|
if (v1 < 0 || v2 < 0 || v3 < 0 ||
|
|
v1 >= numverts || v2 >= numverts || v3 >= numverts) {
|
|
break;
|
|
}
|
|
v4 = viptr < viendptr ? *viptr++ : -1;
|
|
(void)v4;
|
|
|
|
if (mbind == PER_PART) {
|
|
if (trinr == 0) {
|
|
materials->send(matnr++, true);
|
|
mycolor1=SoLazyElement::getDiffuse(state,matnr-1);
|
|
mycolor2=mycolor1;
|
|
mycolor3=mycolor1;
|
|
}
|
|
}
|
|
else if (mbind == PER_PART_INDEXED) {
|
|
if (trinr == 0)
|
|
materials->send(*matindices++, true);
|
|
}
|
|
else if (mbind == PER_VERTEX || mbind == PER_FACE) {
|
|
materials->send(matnr++, true);
|
|
}
|
|
else if (mbind == PER_VERTEX_INDEXED || mbind == PER_FACE_INDEXED) {
|
|
materials->send(*matindices++, true);
|
|
}
|
|
|
|
if (normals) {
|
|
if (nbind == PER_VERTEX || nbind == PER_FACE) {
|
|
currnormal = normals++;
|
|
mynormal1=(SbVec3f *)currnormal;
|
|
}
|
|
else if (nbind == PER_VERTEX_INDEXED || nbind == PER_FACE_INDEXED) {
|
|
currnormal = &normals[*normalindices++];
|
|
mynormal1 =(SbVec3f *) currnormal;
|
|
}
|
|
}
|
|
if (mbind == PER_VERTEX)
|
|
materials->send(matnr++, true);
|
|
else if (mbind == PER_VERTEX_INDEXED)
|
|
materials->send(*matindices++, true);
|
|
|
|
if (normals) {
|
|
if (nbind == PER_VERTEX) {
|
|
currnormal = normals++;
|
|
mynormal2 = (SbVec3f *)currnormal;
|
|
}
|
|
else if (nbind == PER_VERTEX_INDEXED) {
|
|
currnormal = &normals[*normalindices++];
|
|
mynormal2 = (SbVec3f *)currnormal;
|
|
}
|
|
}
|
|
|
|
if (mbind == PER_VERTEX)
|
|
materials->send(matnr++, true);
|
|
else if (mbind == PER_VERTEX_INDEXED)
|
|
materials->send(*matindices++, true);
|
|
if (normals) {
|
|
if (nbind == PER_VERTEX) {
|
|
currnormal = normals++;
|
|
mynormal3 =(SbVec3f *)currnormal;
|
|
}
|
|
else if (nbind == PER_VERTEX_INDEXED) {
|
|
currnormal = &normals[*normalindices++];
|
|
mynormal3 = (SbVec3f *)currnormal;
|
|
}
|
|
}
|
|
if (nbind == PER_VERTEX_INDEXED)
|
|
normalindices++;
|
|
|
|
/* We building the Vertex dataset there and push it to a VBO */
|
|
/* The Vertex array shall contain per element vertex_coordinates[3],
|
|
normal_coordinates[3], color_value[3] (RGBA format) */
|
|
|
|
index_array[PRIVATE(this)->indice_array] = PRIVATE(this)->indice_array;
|
|
index_array[PRIVATE(this)->indice_array+1] = PRIVATE(this)->indice_array + 1;
|
|
index_array[PRIVATE(this)->indice_array+2] = PRIVATE(this)->indice_array + 2;
|
|
PRIVATE(this)->indice_array += 3;
|
|
|
|
|
|
((SbVec3f *)(cur_coords3d+v1 ))->getValue(vertex_array[indice+0],
|
|
vertex_array[indice+1],
|
|
vertex_array[indice+2]);
|
|
|
|
((SbVec3f *)(mynormal1))->getValue(vertex_array[indice+3],
|
|
vertex_array[indice+4],
|
|
vertex_array[indice+5]);
|
|
|
|
/* We decode the Vertex1 color */
|
|
RGBA = mycolor1.getPackedValue();
|
|
R = ( RGBA & 0xFF000000 ) >> 24 ;
|
|
G = ( RGBA & 0xFF0000 ) >> 16;
|
|
B = ( RGBA & 0xFF00 ) >> 8;
|
|
A = ( RGBA & 0xFF );
|
|
|
|
Rf = (((float )R) / 255.0);
|
|
Gf = (((float )G) / 255.0);
|
|
Bf = (((float )B) / 255.0);
|
|
Af = (((float )A) / 255.0);
|
|
|
|
vertex_array[indice+6] = Rf;
|
|
vertex_array[indice+7] = Gf;
|
|
vertex_array[indice+8] = Bf;
|
|
vertex_array[indice+9] = Af;
|
|
indice+=10;
|
|
|
|
((SbVec3f *)(cur_coords3d+v2))->getValue(vertex_array[indice+0],
|
|
vertex_array[indice+1],
|
|
vertex_array[indice+2]);
|
|
((SbVec3f *)(mynormal2))->getValue(vertex_array[indice+3],
|
|
vertex_array[indice+4],
|
|
vertex_array[indice+5]);
|
|
|
|
RGBA = mycolor2.getPackedValue();
|
|
R = ( RGBA & 0xFF000000 ) >> 24 ;
|
|
G = ( RGBA & 0xFF0000 ) >> 16;
|
|
B = ( RGBA & 0xFF00 ) >> 8;
|
|
A = ( RGBA & 0xFF );
|
|
|
|
Rf = (((float )R) / 255.0);
|
|
Gf = (((float )G) / 255.0);
|
|
Bf = (((float )B) / 255.0);
|
|
Af = (((float )A) / 255.0);
|
|
|
|
vertex_array[indice+6] = Rf;
|
|
vertex_array[indice+7] = Gf;
|
|
vertex_array[indice+8] = Bf;
|
|
vertex_array[indice+9] = Af;
|
|
indice+=10;
|
|
|
|
((SbVec3f *)(cur_coords3d+v3))->getValue(vertex_array[indice+0],
|
|
vertex_array[indice+1],
|
|
vertex_array[indice+2]);
|
|
((SbVec3f *)(mynormal3))->getValue(vertex_array[indice+3],
|
|
vertex_array[indice+4],
|
|
vertex_array[indice+5]);
|
|
|
|
RGBA = mycolor3.getPackedValue();
|
|
R = ( RGBA & 0xFF000000 ) >> 24 ;
|
|
G = ( RGBA & 0xFF0000 ) >> 16;
|
|
B = ( RGBA & 0xFF00 ) >> 8;
|
|
A = ( RGBA & 0xFF );
|
|
|
|
Rf = (((float )R) / 255.0);
|
|
Gf = (((float )G) / 255.0);
|
|
Bf = (((float )B) / 255.0);
|
|
Af = (((float )A) / 255.0);
|
|
|
|
vertex_array[indice+6] = Rf;
|
|
vertex_array[indice+7] = Gf;
|
|
vertex_array[indice+8] = Bf;
|
|
vertex_array[indice+9] = Af;
|
|
indice+=10;
|
|
|
|
/* ============================================================ */
|
|
trinr++;
|
|
if (pi == trinr) {
|
|
pi = piptr < piendptr ? *piptr++ : -1;
|
|
while (pi == 0) {
|
|
// It may happen that a part has no triangles
|
|
pi = piptr < piendptr ? *piptr++ : -1;
|
|
if (mbind == PER_PART)
|
|
matnr++;
|
|
else if (mbind == PER_PART_INDEXED)
|
|
matindices++;
|
|
}
|
|
trinr = 0;
|
|
}
|
|
}
|
|
|
|
if (!PRIVATE(this)->updateVbo || !PRIVATE(this)->vboLoaded) {
|
|
// Push the content to the VBO
|
|
#ifdef FC_OS_WIN32
|
|
PFNGLBINDBUFFERARBPROC glBindBufferARB = (PFNGLBINDBUFFERARBPROC)cc_glglue_getprocaddress(glue, "glBindBufferARB");
|
|
PFNGLBUFFERDATAARBPROC glBufferDataARB = (PFNGLBUFFERDATAARBPROC)cc_glglue_getprocaddress(glue, "glBufferDataARB");
|
|
#endif
|
|
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buf.myvbo[0]);
|
|
glBufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(float) * indice , vertex_array, GL_DYNAMIC_DRAW_ARB);
|
|
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, buf.myvbo[1]);
|
|
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, sizeof(GLuint) * PRIVATE(this)->indice_array , &index_array[0], GL_DYNAMIC_DRAW_ARB);
|
|
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
|
|
|
PRIVATE(this)->vboLoaded = true;
|
|
PRIVATE(this)->updateVbo = false;
|
|
free(vertex_array);
|
|
free(index_array);
|
|
}
|
|
else {
|
|
#ifdef FC_OS_WIN32
|
|
PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)cc_glglue_getprocaddress(glue, "glUnmapBufferARB");
|
|
#endif
|
|
glUnmapBufferARB(GL_ARRAY_BUFFER_ARB);
|
|
glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB);
|
|
PRIVATE(this)->updateVbo = false;
|
|
}
|
|
}
|
|
|
|
// This is the VBO rendering code
|
|
#ifdef FC_OS_WIN32
|
|
const cc_glglue * glue = cc_glglue_instance(action->getCacheContext());
|
|
PFNGLBINDBUFFERARBPROC glBindBufferARB = (PFNGLBINDBUFFERARBPROC)cc_glglue_getprocaddress(glue, "glBindBufferARB");
|
|
#endif
|
|
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, buf.myvbo[0]);
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, buf.myvbo[1]);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
|
|
glVertexPointer(3,GL_FLOAT,10*sizeof(GLfloat),0);
|
|
glNormalPointer(GL_FLOAT,10*sizeof(GLfloat),(GLvoid *)(3*sizeof(GLfloat)));
|
|
glColorPointer(4,GL_FLOAT,10*sizeof(GLfloat),(GLvoid *)(6*sizeof(GLfloat)));
|
|
|
|
glDrawElements(GL_TRIANGLES, PRIVATE(this)->indice_array, GL_UNSIGNED_INT, (void *)0);
|
|
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
|
|
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
|
|
// The data is within the VBO we can clear it at application level
|
|
return;
|
|
}
|
|
|
|
// Legacy code without VBO support
|
|
pi = piptr < piendptr ? *piptr++ : -1;
|
|
while (pi == 0) {
|
|
// It may happen that a part has no triangles
|
|
pi = piptr < piendptr ? *piptr++ : -1;
|
|
if (mbind == PER_PART)
|
|
matnr++;
|
|
else if (mbind == PER_PART_INDEXED)
|
|
matindices++;
|
|
}
|
|
|
|
glBegin(GL_TRIANGLES);
|
|
while (viptr + 2 < viendptr) {
|
|
v1 = *viptr++;
|
|
v2 = *viptr++;
|
|
v3 = *viptr++;
|
|
if (v1 < 0 || v2 < 0 || v3 < 0 ||
|
|
v1 >= numverts || v2 >= numverts || v3 >= numverts) {
|
|
break;
|
|
}
|
|
v4 = viptr < viendptr ? *viptr++ : -1;
|
|
(void)v4;
|
|
/* vertex 1 *********************************************************/
|
|
if (mbind == PER_PART) {
|
|
if (trinr == 0)
|
|
materials->send(matnr++, true);
|
|
}
|
|
else if (mbind == PER_PART_INDEXED) {
|
|
if (trinr == 0)
|
|
materials->send(*matindices++, true);
|
|
}
|
|
else if (mbind == PER_VERTEX || mbind == PER_FACE) {
|
|
materials->send(matnr++, true);
|
|
}
|
|
else if (mbind == PER_VERTEX_INDEXED || mbind == PER_FACE_INDEXED) {
|
|
materials->send(*matindices++, true);
|
|
}
|
|
|
|
if (normals) {
|
|
if (nbind == PER_VERTEX || nbind == PER_FACE) {
|
|
currnormal = normals++;
|
|
glNormal3fv((const GLfloat*)currnormal);
|
|
}
|
|
else if (nbind == PER_VERTEX_INDEXED || nbind == PER_FACE_INDEXED) {
|
|
currnormal = &normals[*normalindices++];
|
|
glNormal3fv((const GLfloat*)currnormal);
|
|
}
|
|
}
|
|
|
|
if (texture) {
|
|
texcoords->send(texindices ? *texindices++ : texidx++,
|
|
vertexlist->get3(v1),
|
|
*currnormal);
|
|
}
|
|
glVertex3fv((const GLfloat*) (coords3d + v1));
|
|
|
|
/* vertex 2 *********************************************************/
|
|
if (mbind == PER_VERTEX)
|
|
materials->send(matnr++, true);
|
|
else if (mbind == PER_VERTEX_INDEXED)
|
|
materials->send(*matindices++, true);
|
|
|
|
if (normals) {
|
|
if (nbind == PER_VERTEX) {
|
|
currnormal = normals++;
|
|
glNormal3fv((const GLfloat*)currnormal);
|
|
}
|
|
else if (nbind == PER_VERTEX_INDEXED) {
|
|
currnormal = &normals[*normalindices++];
|
|
glNormal3fv((const GLfloat*)currnormal);
|
|
}
|
|
}
|
|
|
|
if (texture) {
|
|
texcoords->send(texindices ? *texindices++ : texidx++,
|
|
vertexlist->get3(v2),
|
|
*currnormal);
|
|
}
|
|
|
|
glVertex3fv((const GLfloat*) (coords3d + v2));
|
|
|
|
/* vertex 3 *********************************************************/
|
|
if (mbind == PER_VERTEX)
|
|
materials->send(matnr++, true);
|
|
else if (mbind == PER_VERTEX_INDEXED)
|
|
materials->send(*matindices++, true);
|
|
|
|
if (normals) {
|
|
if (nbind == PER_VERTEX) {
|
|
currnormal = normals++;
|
|
glNormal3fv((const GLfloat*)currnormal);
|
|
}
|
|
else if (nbind == PER_VERTEX_INDEXED) {
|
|
currnormal = &normals[*normalindices++];
|
|
glNormal3fv((const GLfloat*)currnormal);
|
|
}
|
|
}
|
|
|
|
if (texture) {
|
|
texcoords->send(texindices ? *texindices++ : texidx++,
|
|
vertexlist->get3(v3),
|
|
*currnormal);
|
|
}
|
|
|
|
glVertex3fv((const GLfloat*) (coords3d + v3));
|
|
|
|
if (mbind == PER_VERTEX_INDEXED)
|
|
matindices++;
|
|
|
|
if (nbind == PER_VERTEX_INDEXED)
|
|
normalindices++;
|
|
|
|
if (texture && texindices) {
|
|
texindices++;
|
|
}
|
|
|
|
trinr++;
|
|
if (pi == trinr) {
|
|
pi = piptr < piendptr ? *piptr++ : -1;
|
|
while (pi == 0) {
|
|
// It may happen that a part has no triangles
|
|
pi = piptr < piendptr ? *piptr++ : -1;
|
|
if (mbind == PER_PART)
|
|
matnr++;
|
|
else if (mbind == PER_PART_INDEXED)
|
|
matindices++;
|
|
}
|
|
trinr = 0;
|
|
}
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
SoDetail * SoBrepFaceSet::createTriangleDetail(SoRayPickAction * action,
|
|
const SoPrimitiveVertex * v1,
|
|
const SoPrimitiveVertex * v2,
|
|
const SoPrimitiveVertex * v3,
|
|
SoPickedPoint * pp)
|
|
{
|
|
SoDetail* detail = inherited::createTriangleDetail(action, v1, v2, v3, pp);
|
|
const int32_t * indices = this->partIndex.getValues(0);
|
|
int num = this->partIndex.getNum();
|
|
if (indices) {
|
|
SoFaceDetail* face_detail = static_cast<SoFaceDetail*>(detail);
|
|
int index = face_detail->getFaceIndex();
|
|
int count = 0;
|
|
for (int i=0; i<num; i++) {
|
|
count += indices[i];
|
|
if (index < count) {
|
|
face_detail->setPartIndex(i);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return detail;
|
|
}
|
|
|
|
SoBrepFaceSet::Binding
|
|
SoBrepFaceSet::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_PART;
|
|
break;
|
|
case SoMaterialBindingElement::PER_FACE:
|
|
binding = PER_FACE;
|
|
break;
|
|
case SoMaterialBindingElement::PER_PART_INDEXED:
|
|
binding = PER_PART_INDEXED;
|
|
break;
|
|
case SoMaterialBindingElement::PER_FACE_INDEXED:
|
|
binding = PER_FACE_INDEXED;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
return binding;
|
|
}
|
|
|
|
SoBrepFaceSet::Binding
|
|
SoBrepFaceSet::findNormalBinding(SoState * const state) const
|
|
{
|
|
Binding binding = PER_VERTEX_INDEXED;
|
|
SoNormalBindingElement::Binding normbind =
|
|
(SoNormalBindingElement::Binding) 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_PART;
|
|
break;
|
|
case SoNormalBindingElement::PER_FACE:
|
|
binding = PER_FACE;
|
|
break;
|
|
case SoNormalBindingElement::PER_PART_INDEXED:
|
|
binding = PER_PART_INDEXED;
|
|
break;
|
|
case SoNormalBindingElement::PER_FACE_INDEXED:
|
|
binding = PER_FACE_INDEXED;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
return binding;
|
|
}
|
|
|
|
#undef PRIVATE
|