Files
create/src/Mod/Part/Gui/SoBrepFaceSet.cpp
2022-11-15 14:19:30 -06:00

1999 lines
72 KiB
C++

/***************************************************************************
* Copyright (c) 2011 Werner Mayer <wmayer[at]users.sourceforge.net> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#include "PreCompiled.h"
#ifndef FC_OS_WIN32
# ifndef GL_GLEXT_PROTOTYPES
# define GL_GLEXT_PROTOTYPES 1
# endif
#endif
#ifndef _PreComp_
# include <algorithm>
# include <cfloat>
# include <map>
# include <Inventor/SoPickedPoint.h>
# include <Inventor/SoPrimitiveVertex.h>
# include <Inventor/actions/SoGetBoundingBoxAction.h>
# include <Inventor/actions/SoGLRenderAction.h>
# include <Inventor/bundles/SoMaterialBundle.h>
# include <Inventor/bundles/SoTextureCoordinateBundle.h>
# include <Inventor/elements/SoLazyElement.h>
# include <Inventor/elements/SoOverrideElement.h>
# include <Inventor/elements/SoCoordinateElement.h>
# include <Inventor/elements/SoGLCoordinateElement.h>
# include <Inventor/elements/SoGLCacheContextElement.h>
# include <Inventor/elements/SoGLVBOElement.h>
# include <Inventor/errors/SoDebugError.h>
# include <Inventor/details/SoFaceDetail.h>
# include <Inventor/misc/SoState.h>
# include <Inventor/misc/SoContextHandler.h>
# include <Inventor/elements/SoCacheElement.h>
# include <Inventor/elements/SoTextureEnabledElement.h>
# ifdef FC_OS_WIN32
# include <windows.h>
# include <GL/gl.h>
# include <GL/glext.h>
# else
# ifdef FC_OS_MACOSX
# include <OpenGL/gl.h>
# include <OpenGL/glext.h>
# else
# include <GL/gl.h>
# include <GL/glext.h>
# endif //FC_OS_MACOSX
# endif //FC_OS_WIN32
// Should come after glext.h to avoid warnings
# include <Inventor/C/glue/gl.h>
#endif
#include <Gui/SoFCInteractiveElement.h>
#include <Gui/SoFCSelectionAction.h>
#include <Gui/SoFCUnifiedSelection.h>
#include "SoBrepFaceSet.h"
using namespace PartGui;
SO_NODE_SOURCE(SoBrepFaceSet)
#define PRIVATE(p) ((p)->pimpl)
class SoBrepFaceSet::VBO {
public:
struct Buffer {
uint32_t myvbo[2];
std::size_t vertex_array_size;
std::size_t index_array_size;
bool updateVbo;
bool vboLoaded;
};
static SbBool vboAvailable;
uint32_t indice_array;
std::map<uint32_t, Buffer> vbomap;
VBO()
{
SoContextHandler::addContextDestructionCallback(context_destruction_cb, this);
indice_array = 0;
}
~VBO()
{
SoContextHandler::removeContextDestructionCallback(context_destruction_cb, this);
// schedule delete for all allocated GL resources
std::map<uint32_t, Buffer>::iterator it;
for (it = vbomap.begin(); it != vbomap.end(); ++it) {
void * ptr0 = (void*) ((uintptr_t) it->second.myvbo[0]);
SoGLCacheContextElement::scheduleDeleteCallback(it->first, VBO::vbo_delete, ptr0);
void * ptr1 = (void*) ((uintptr_t) it->second.myvbo[1]);
SoGLCacheContextElement::scheduleDeleteCallback(it->first, VBO::vbo_delete, ptr1);
}
}
void render(SoGLRenderAction * action,
const SoGLCoordinateElement * const vertexlist,
const int32_t *vertexindices,
int num_vertexindices,
const int32_t *partindices,
int num_partindices,
const SbVec3f *normals,
const int32_t *normindices,
SoMaterialBundle *const materials,
const int32_t *matindices,
SoTextureCoordinateBundle * const texcoords,
const int32_t *texindices,
const int nbind,
const int mbind,
SbBool texture);
static void context_destruction_cb(uint32_t context, void * userdata)
{
VBO * self = static_cast<VBO*>(userdata);
std::map<uint32_t, Buffer>::iterator it = self->vbomap.find(context);
if (it != self->vbomap.end()) {
#ifdef FC_OS_WIN32
const cc_glglue * glue = cc_glglue_instance((int) context);
PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)cc_glglue_getprocaddress(glue, "glDeleteBuffersARB");
#endif
//cc_glglue_glDeleteBuffers(glue, buffer.size(), buffer.data());
auto &buffer = it->second;
glDeleteBuffersARB(2, buffer.myvbo);
self->vbomap.erase(it);
}
}
static void vbo_delete(void * closure, uint32_t contextid)
{
const cc_glglue * glue = cc_glglue_instance((int) contextid);
GLuint id = (GLuint) ((uintptr_t) closure);
cc_glglue_glDeleteBuffers(glue, 1, &id);
}
};
SbBool SoBrepFaceSet::VBO::vboAvailable = false;
void SoBrepFaceSet::initClass()
{
SO_NODE_INIT_CLASS(SoBrepFaceSet, SoIndexedFaceSet, "IndexedFaceSet");
}
SoBrepFaceSet::SoBrepFaceSet()
{
SO_NODE_CONSTRUCTOR(SoBrepFaceSet);
SO_NODE_ADD_FIELD(partIndex, (-1));
selContext = std::make_shared<SelContext>();
selContext2 = std::make_shared<SelContext>();
packedColor = 0;
pimpl.reset(new VBO);
}
SoBrepFaceSet::~SoBrepFaceSet()
{
}
void SoBrepFaceSet::doAction(SoAction* action)
{
if (action->getTypeId() == Gui::SoHighlightElementAction::getClassTypeId()) {
Gui::SoHighlightElementAction* hlaction = static_cast<Gui::SoHighlightElementAction*>(action);
selCounter.checkAction(hlaction);
if (!hlaction->isHighlighted()) {
SelContextPtr ctx = Gui::SoFCSelectionRoot::getActionContext(action,this,selContext,false);
if(ctx) {
ctx->highlightIndex = -1;
touch();
}
return;
}
const SoDetail* detail = hlaction->getElement();
if (!detail) {
SelContextPtr ctx = Gui::SoFCSelectionRoot::getActionContext(action,this,selContext);
ctx->highlightIndex = INT_MAX;
ctx->highlightColor = hlaction->getColor();
touch();
}else {
if (!detail->isOfType(SoFaceDetail::getClassTypeId())) {
SelContextPtr ctx = Gui::SoFCSelectionRoot::getActionContext(action,this,selContext,false);
if(ctx) {
ctx->highlightIndex = -1;
touch();
}
}else {
int index = static_cast<const SoFaceDetail*>(detail)->getPartIndex();
SelContextPtr ctx = Gui::SoFCSelectionRoot::getActionContext(action,this,selContext);
ctx->highlightIndex = index;
ctx->highlightColor = hlaction->getColor();
touch();
}
}
return;
}
else if (action->getTypeId() == Gui::SoSelectionElementAction::getClassTypeId()) {
Gui::SoSelectionElementAction* selaction = static_cast<Gui::SoSelectionElementAction*>(action);
switch(selaction->getType()) {
case Gui::SoSelectionElementAction::All: {
SelContextPtr ctx = Gui::SoFCSelectionRoot::getActionContext<SelContext>(action,this,selContext);
selCounter.checkAction(selaction,ctx);
ctx->selectionColor = selaction->getColor();
ctx->selectionIndex.clear();
ctx->selectionIndex.insert(-1);
touch();
return;
} case Gui::SoSelectionElementAction::None:
if(selaction->isSecondary()) {
if(Gui::SoFCSelectionRoot::removeActionContext(action,this))
touch();
}else {
SelContextPtr ctx = Gui::SoFCSelectionRoot::getActionContext(action,this,selContext,false);
if(ctx) {
ctx->selectionIndex.clear();
ctx->colors.clear();
touch();
}
}
return;
case Gui::SoSelectionElementAction::Color:
if(selaction->isSecondary()) {
const auto &colors = selaction->getColors();
auto ctx = Gui::SoFCSelectionRoot::getActionContext(action,this,selContext,false);
if(colors.empty()) {
if(ctx) {
ctx->colors.clear();
if(ctx->isSelectAll())
Gui::SoFCSelectionRoot::removeActionContext(action,this);
touch();
}
return;
}
static std::string element("Face");
if(colors.begin()->first.empty() || colors.lower_bound(element)!=colors.end()) {
if(!ctx) {
ctx = Gui::SoFCSelectionRoot::getActionContext<SelContext>(action,this);
selCounter.checkAction(selaction,ctx);
ctx->selectAll();
}
if(ctx->setColors(selaction->getColors(),element))
touch();
}
}
return;
case Gui::SoSelectionElementAction::Remove:
case Gui::SoSelectionElementAction::Append: {
const SoDetail* detail = selaction->getElement();
if (!detail || !detail->isOfType(SoFaceDetail::getClassTypeId())) {
if(selaction->isSecondary()) {
// For secondary context, a detail of different type means
// the user may want to partial render only other type of
// geometry. So we call below to obtain a action context.
// If no secondary context exist, it will create an empty
// one, and an empty secondary context inhibites drawing
// here.
auto ctx = Gui::SoFCSelectionRoot::getActionContext<SelContext>(action,this);
selCounter.checkAction(selaction,ctx);
touch();
}
return;
}
int index = static_cast<const SoFaceDetail*>(detail)->getPartIndex();
if (selaction->getType() == Gui::SoSelectionElementAction::Append) {
auto ctx = Gui::SoFCSelectionRoot::getActionContext(action,this,selContext);
selCounter.checkAction(selaction,ctx);
ctx->selectionColor = selaction->getColor();
if(ctx->isSelectAll())
ctx->selectionIndex.clear();
if(ctx->selectionIndex.insert(index).second)
touch();
}else{
auto ctx = Gui::SoFCSelectionRoot::getActionContext(action,this,selContext,false);
if(ctx && ctx->removeIndex(index))
touch();
}
break;
} default:
break;
}
return;
}
else if (action->getTypeId() == Gui::SoVRMLAction::getClassTypeId()) {
// update the materialIndex field to match with the number of triangles if needed
SoState * state = action->getState();
Binding mbind = this->findMaterialBinding(state);
if (mbind == PER_PART) {
const SoLazyElement* mat = SoLazyElement::getInstance(state);
int numColor = 1;
int numParts = partIndex.getNum();
if (mat) {
numColor = mat->getNumDiffuse();
if (numColor == numParts) {
int count = 0;
const int32_t * indices = this->partIndex.getValues(0);
for (int i=0; i<numParts; i++) {
count += indices[i];
}
this->materialIndex.setNum(count);
int32_t * matind = this->materialIndex.startEditing();
int32_t k = 0;
for (int i=0; i<numParts; i++) {
for (int j=0; j<indices[i]; j++) {
matind[k++] = i;
}
}
this->materialIndex.finishEditing();
}
}
}
}
// The recommended way to set 'updateVbo' is to reimplement the method 'notify'
// but the base class made this method private so that we can't override it.
// So, the alternative way is to write a custom SoAction class.
else if (action->getTypeId() == Gui::SoUpdateVBOAction::getClassTypeId()) {
for(auto &v : PRIVATE(this)->vbomap) {
v.second.updateVbo = true;
v.second.vboLoaded = false;
}
}
inherited::doAction(action);
}
#ifdef RENDER_GLARRAYS
void SoBrepFaceSet::GLRender(SoGLRenderAction *action)
{
SoState * state = action->getState();
// Disable caching for this node
SoGLCacheContextElement::shouldAutoCache(state, SoGLCacheContextElement::DONT_AUTO_CACHE);
SoMaterialBundle mb(action);
Binding mbind = this->findMaterialBinding(state);
SoTextureCoordinateBundle tb(action, true, false);
SbBool doTextures = tb.needCoordinates();
if (ctx->coordIndex.getNum() < 3)
return;
SelContextPtr ctx2;
SelContextPtr ctx = Gui::SoFCSelectionRoot::getRenderContext<SelContext>(this,selContext,ctx2);
if(ctx2 && ctx2->selectionIndex.empty())
return;
int32_t hl_idx = ctx?ctx->highlightIndex:-1;
int32_t num_selected = ctx?ctx->selectionIndex.size():0;
renderHighlight(action,ctx);
if(ctx && ctx->selectionIndex.size()) {
if(ctx->isSelectAll()) {
if(ctx2 && ctx2->selectionIndex.size()) {
ctx2->selectionColor = ctx->selectionColor;
renderSelection(action,ctx2);
} else
renderSelection(action,ctx);
return;
}
renderSelection(action,ctx);
}
if(ctx2 && ctx2->selectionIndex.size()) {
renderSelection(action,ctx2,false);
}else{
// When setting transparency shouldGLRender() handles the rendering and returns false.
// Therefore generatePrimitives() needs to be re-implemented to handle the materials
// correctly.
if (!this->shouldGLRender(action))
return;
#ifdef RENDER_GLARRAYS
if (!doTextures && index_array.size() && hl_idx < 0 && num_selected <= 0) {
if (mbind == 0) {
mb.sendFirst(); // only one material -> apply it!
renderSimpleArray();
return;
}
else if (mbind == 1) {
renderColoredArray(&mb);
return;
}
}
#endif
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;
int numparts;
SbBool normalCacheUsed;
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);
numparts = this->partIndex.getNum();
renderShape(state, vboAvailable, static_cast<const SoGLCoordinateElement*>(coords), cindices, numindices,
pindices, numparts, normals, nindices, &mb, mindices, &tb, tindices, nbind, mbind, doTextures?1:0);
if(normalCacheUsed)
this->readUnlockNormalCache();
}
// Workaround for #0000433
//#if !defined(FC_OS_WIN32)
renderHighlight(action,ctx);
renderSelection(action,ctx);
//#endif
}
//****************************************************************************
// renderSimpleArray: normal and coord from vertex_array;
// no texture, color, highlight or selection but highet possible speed;
// all vertices written in one go!
//
void SoBrepFaceSet::renderSimpleArray()
{
int cnt = index_array.size();
if (cnt == 0)
return;
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
#if 0
glInterleavedArrays(GL_N3F_V3F, 0, vertex_array.data());
glDrawElements(GL_TRIANGLES, cnt, GL_UNSIGNED_INT, index_array.data());
#else
glInterleavedArrays(GL_N3F_V3F, 0, &(vertex_array[0]));
glDrawElements(GL_TRIANGLES, cnt, GL_UNSIGNED_INT, &(index_array[0]));
#endif
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
//****************************************************************************
// renderColoredArray: normal and coord from vertex_array;
// no texture, highlight or selection but color / material array.
// needs to iterate over parts (i.e. geometry faces)
//
void SoBrepFaceSet::renderColoredArray(SoMaterialBundle *const materials)
{
int num_parts = partIndex.getNum();
int cnt = index_array.size();
if (cnt == 0)
return;
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
#if 0
glInterleavedArrays(GL_N3F_V3F, 0, vertex_array.data());
const int32_t* ptr = index_array.data();
#else
glInterleavedArrays(GL_N3F_V3F, 0, &(vertex_array[0]));
const int32_t* ptr = &(index_array[0]);
#endif
for (int part_id = 0; part_id < num_parts; part_id++) {
int tris = partIndex[part_id];
if (tris > 0) {
materials->send(part_id, true);
glDrawElements(GL_TRIANGLES, 3 * tris, GL_UNSIGNED_INT, ptr);
ptr += 3 * tris;
}
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
}
#else
void SoBrepFaceSet::GLRender(SoGLRenderAction *action)
{
//SoBase::staticDataLock();
static bool init = false;
if (!init) {
std::string ext = (const char*)(glGetString(GL_EXTENSIONS));
PRIVATE(this)->vboAvailable = (ext.find("GL_ARB_vertex_buffer_object") != std::string::npos);
init = true;
}
//SoBase::staticDataUnlock();
if (this->coordIndex.getNum() < 3)
return;
SelContextPtr ctx2;
std::vector<SelContextPtr> ctxs;
SelContextPtr ctx = Gui::SoFCSelectionRoot::getRenderContext(this,selContext,ctx2);
if(ctx2 && ctx2->selectionIndex.empty())
return;
if(selContext2->checkGlobal(ctx))
ctx = selContext2;
if(ctx && (ctx->selectionIndex.empty() && ctx->highlightIndex<0))
ctx.reset();
auto state = action->getState();
selCounter.checkRenderCache(state);
// override material binding to PER_PART_INDEX to achieve
// preselection/selection with transparency
bool pushed = overrideMaterialBinding(action,ctx,ctx2);
if(!pushed){
// for non transparent cases, we still use the old selection rendering
// code, because it can override emission color, which gives a more
// distinguishable selection highlight. The above material binding
// override method can't, because Coin does not support per part
// emission color
// There are a few factors affects the rendering order.
//
// 1) For normal case, the highlight (pre-selection) is the top layer. And since
// the depth buffer clipping is on here, we shall draw highlight first, then
// selection, then the rest part.
//
// 2) If action->isRenderingDelayedPaths() is true, it means we are rendering
// with depth buffer clipping turned off (always on top rendering), so we shall
// draw the top layer last, i.e. renderHighlight() last
//
// 3) If highlightIndex==INT_MAX, it means we are rendering full object highlight
// In order to not obscure selection layer, we shall draw highlight after selection
// if and only if it is not a full object selection.
//
// Transparency complicates stuff even more, but not here. It will be handled inside
// overrideMaterialBinding()
//
if(ctx && ctx->highlightIndex==INT_MAX) {
if(ctx->selectionIndex.empty() || ctx->isSelectAll()) {
if(ctx2) {
ctx2->selectionColor = ctx->highlightColor;
renderSelection(action,ctx2);
} else
renderHighlight(action,ctx);
}else{
if(!action->isRenderingDelayedPaths())
renderSelection(action,ctx);
if(ctx2) {
ctx2->selectionColor = ctx->highlightColor;
renderSelection(action,ctx2);
} else
renderHighlight(action,ctx);
if(action->isRenderingDelayedPaths())
renderSelection(action,ctx);
}
return;
}
if(!action->isRenderingDelayedPaths())
renderHighlight(action,ctx);
if(ctx && !ctx->selectionIndex.empty()) {
if(ctx->isSelectAll()) {
if(ctx2) {
ctx2->selectionColor = ctx->selectionColor;
renderSelection(action,ctx2);
} else
renderSelection(action,ctx);
if(action->isRenderingDelayedPaths())
renderHighlight(action,ctx);
return;
}
if(!action->isRenderingDelayedPaths())
renderSelection(action,ctx);
}
if(ctx2) {
renderSelection(action,ctx2,false);
if(action->isRenderingDelayedPaths()) {
renderSelection(action,ctx);
renderHighlight(action,ctx);
}
return;
}
}
SoMaterialBundle mb(action);
// It is important to send material before shouldGLRender(), otherwise
// material override with transparncy won't work.
mb.sendFirst();
// When setting transparency shouldGLRender() handles the rendering and returns false.
// Therefore generatePrimitives() needs to be re-implemented to handle the materials
// correctly.
if(this->shouldGLRender(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;
const int32_t * pindices;
int numparts;
SbBool doTextures;
SbBool normalCacheUsed;
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);
// just in case someone forgot
if (!mindices) mindices = cindices;
if (!nindices) nindices = cindices;
pindices = this->partIndex.getValues(0);
numparts = this->partIndex.getNum();
SbBool hasVBO = !ctx2 && PRIVATE(this)->vboAvailable;
if (hasVBO) {
// get the VBO status of the viewer
Gui::SoGLVBOActivatedElement::get(state, hasVBO);
//
//if (SoGLVBOElement::shouldCreateVBO(state, numindices)) {
// this->startVertexArray(action, coords, normals, false, false);
//}
}
renderShape(action, hasVBO, static_cast<const SoGLCoordinateElement*>(coords), cindices, numindices,
pindices, numparts, normals, nindices, &mb, mindices, &tb, tindices, nbind, mbind, doTextures?1:0);
// if (!hasVBO) {
// // Disable caching for this node
// SoGLCacheContextElement::shouldAutoCache(state, SoGLCacheContextElement::DONT_AUTO_CACHE);
// }else
// SoGLCacheContextElement::setAutoCacheBits(state, SoGLCacheContextElement::DO_AUTO_CACHE);
if (normalCacheUsed)
this->readUnlockNormalCache();
}
if(pushed) {
SbBool notify = enableNotify(FALSE);
materialIndex.setNum(0);
if(notify) enableNotify(notify);
state->pop();
}else if(action->isRenderingDelayedPaths()) {
renderSelection(action,ctx);
renderHighlight(action,ctx);
}
}
#endif
bool SoBrepFaceSet::overrideMaterialBinding(SoGLRenderAction *action, SelContextPtr ctx, SelContextPtr ctx2) {
if(!ctx && !ctx2)
return false;
auto state = action->getState();
auto mb = SoMaterialBindingElement::get(state);
auto element = SoLazyElement::getInstance(state);
const SbColor *diffuse = element->getDiffusePointer();
if(!diffuse)
return false;
int diffuse_size = element->getNumDiffuse();
const float *trans = element->getTransparencyPointer();
int trans_size = element->getNumTransparencies();
if(!trans || !trans_size)
return false;
float trans0=0.0;
bool hasTransparency = false;
for(int i=0;i<trans_size;++i) {
if(trans[i]!=0.0) {
hasTransparency = true;
trans0 = trans[i]>0.5?0.5:trans[i];
break;
}
}
// Override material binding to PER_PART_INDEXED so that we can reuse coin
// rendering for both selection, preselection and partial rendering. The
// main purpose is such that selection and preselection can have correct
// transparency, too.
//
// Criteria of using material binding override:
// 1) original material binding is either overall or per_part. We can
// support others, but omitted here to simplify coding logic, and
// because it seems FC only uses these two.
// 2) either of the following :
// a) has highlight or selection and Selection().needPickPoint, so that
// any preselected/selected part automatically become transparent
// b) has transparency
// c) has color override in secondary context
if((mb==SoMaterialBindingElement::OVERALL ||
(mb==SoMaterialBindingElement::PER_PART && diffuse_size>=partIndex.getNum()))
&&
((ctx && Gui::Selection().needPickedList()) ||
trans0!=0.0 ||
(ctx2 && !ctx2->colors.empty())))
{
state->push();
packedColors.clear();
if(ctx && Gui::Selection().needPickedList()) {
hasTransparency = true;
if(trans0 < 0.5)
trans0=0.5;
trans_size = 1;
if(ctx2)
ctx2->trans0 = trans0;
}else if(ctx2)
ctx2->trans0 = 0.0;
uint32_t diffuseColor = diffuse[0].getPackedValue(trans0);
int singleColor = 0;
if(ctx && ctx->isHighlightAll()) {
singleColor = 1;
diffuseColor = ctx->highlightColor.getPackedValue(trans0);
}else if(ctx && ctx->isSelectAll()) {
diffuseColor = ctx->selectionColor.getPackedValue(trans0);
singleColor = ctx->isHighlighted()?-1:1;
} else if(ctx2 && ctx2->isSingleColor(diffuseColor,hasTransparency)) {
singleColor = ctx?-1:1;
}
bool partialRender = ctx2 && !ctx2->isSelectAll();
if(singleColor>0 && !partialRender) {
//optimization for single color non-partial rendering
SoMaterialBindingElement::set(state,SoMaterialBindingElement::OVERALL);
SoOverrideElement::setMaterialBindingOverride(state, this, true);
packedColors.push_back(diffuseColor);
SoLazyElement::setPacked(state, this,1, &packedColors[0], hasTransparency);
SoTextureEnabledElement::set(state,this,false);
if(hasTransparency && action->isRenderingDelayedPaths()) {
// rendering delayed paths means we are doing annotation (e.g.
// always on top rendering). To render transparency correctly in
// this case, we shall use openGL transparency blend. Override
// using SoLazyElement::setTransparencyType() doesn't seem to work
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(false);
}
return true;
}
matIndex.clear();
matIndex.reserve(partIndex.getNum());
if(ctx && (ctx->isSelectAll() || ctx->isHighlightAll())) {
matIndex.resize(partIndex.getNum(),0);
if(!partialRender)
packedColors.push_back(diffuseColor);
else {
// default to full transparent
packedColors.push_back(SbColor(1.0,1.0,1.0).getPackedValue(1.0));
packedColors.push_back(diffuseColor);
for(auto idx : ctx2->selectionIndex) {
if(idx>=0 && idx<partIndex.getNum())
matIndex[idx] = packedColors.size()-1; // show only the selected
}
}
if(ctx->highlightIndex>=0 && ctx->highlightIndex<partIndex.getNum()) {
packedColors.push_back(ctx->highlightColor.getPackedValue(trans0));
matIndex[ctx->highlightIndex] = packedColors.size()-1;
}
}else{
if(partialRender) {
packedColors.push_back(SbColor(1.0,1.0,1.0).getPackedValue(1.0));
matIndex.resize(partIndex.getNum(),0);
if(mb == SoMaterialBindingElement::OVERALL || singleColor) {
packedColors.push_back(diffuseColor);
auto cidx = packedColors.size()-1;
for(auto idx : ctx2->selectionIndex) {
if(idx>=0 && idx<partIndex.getNum()) {
if(!singleColor && ctx2->applyColor(idx,packedColors,hasTransparency))
matIndex[idx] = packedColors.size()-1;
else
matIndex[idx] = cidx;
}
}
}else{
assert(diffuse_size >= partIndex.getNum());
for(auto idx : ctx2->selectionIndex) {
if(idx>=0 && idx<partIndex.getNum()) {
if(!ctx2->applyColor(idx,packedColors,hasTransparency)) {
auto t = idx<trans_size?trans[idx]:trans0;
packedColors.push_back(diffuse[idx].getPackedValue(t));
}
matIndex[idx] = packedColors.size()-1;
}
}
}
}else if(mb==SoMaterialBindingElement::OVERALL || singleColor) {
packedColors.push_back(diffuseColor);
matIndex.resize(partIndex.getNum(),0);
if(ctx2 && !singleColor) {
for(auto &v : ctx2->colors) {
int idx = v.first;
if(idx>=0 && idx<partIndex.getNum()) {
packedColors.push_back(ctx2->packColor(v.second,hasTransparency));
matIndex[idx] = packedColors.size()-1;
}
}
}
}else{
assert(diffuse_size >= partIndex.getNum());
packedColors.reserve(diffuse_size+3);
for(int i=0;i<diffuse_size;++i) {
auto t = i<trans_size?trans[i]:trans0;
matIndex.push_back(i);
if(!ctx2 || !ctx2->applyColor(i,packedColors,hasTransparency))
packedColors.push_back(diffuse[i].getPackedValue(t));
}
}
if(ctx && !ctx->selectionIndex.empty()) {
packedColors.push_back(ctx->selectionColor.getPackedValue(trans0));
for(auto idx : ctx->selectionIndex) {
if(idx>=0 && idx<partIndex.getNum())
matIndex[idx] = packedColors.size()-1;
}
}
if(ctx && ctx->highlightIndex>=0 && ctx->highlightIndex<partIndex.getNum()) {
packedColors.push_back(ctx->highlightColor.getPackedValue(trans0));
matIndex[ctx->highlightIndex] = packedColors.size()-1;
}
}
SbBool notify = enableNotify(FALSE);
materialIndex.setValuesPointer(matIndex.size(),&matIndex[0]);
if(notify) enableNotify(notify);
SoMaterialBindingElement::set(state, this, SoMaterialBindingElement::PER_PART_INDEXED);
SoLazyElement::setPacked(state, this, packedColors.size(), &packedColors[0], hasTransparency);
SoTextureEnabledElement::set(state,this,false);
if(hasTransparency && action->isRenderingDelayedPaths()) {
// rendering delayed paths means we are doing annotation (e.g.
// always on top rendering). To render transparency correctly in
// this case, we shall use openGL transparency blend. Override
// using SoLazyElement::setTransparencyType() doesn't seem to work
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(false);
}
return true;
}
return false;
}
void SoBrepFaceSet::GLRenderBelowPath(SoGLRenderAction * action)
{
inherited::GLRenderBelowPath(action);
}
void SoBrepFaceSet::getBoundingBox(SoGetBoundingBoxAction * action) {
if (this->coordIndex.getNum() < 3)
return;
SelContextPtr ctx2 = Gui::SoFCSelectionRoot::getSecondaryActionContext<SelContext>(action,this);
if(!ctx2 || ctx2->isSelectAll()) {
inherited::getBoundingBox(action);
return;
}
if(ctx2->selectionIndex.empty())
return;
auto state = action->getState();
auto coords = SoCoordinateElement::getInstance(state);
const SbVec3f *coords3d = static_cast<const SoGLCoordinateElement*>(coords)->getArrayPtr3();
const int32_t *cindices = this->coordIndex.getValues(0);
const int32_t *pindices = this->partIndex.getValues(0);
int numparts = this->partIndex.getNum();
SbBox3f bbox;
for(auto id : ctx2->selectionIndex) {
if (id<0 || id >= numparts)
break;
// coords
int length=0;
int start=0;
length = (int)pindices[id]*4;
for (int j=0;j<id;j++)
start+=(int)pindices[j];
start *= 4;
auto viptr = &cindices[start];
auto viendptr = viptr + length;
while (viptr + 2 < viendptr) {
bbox.extendBy(coords3d[*viptr++]);
bbox.extendBy(coords3d[*viptr++]);
bbox.extendBy(coords3d[*viptr++]);
++viptr;
}
}
if(!bbox.isEmpty())
action->extendBy(bbox);
}
// 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 = nullptr;
}
// FIXME: just call inherited::areTexCoordsIndexed() instead of
// the if-check? 20020110 mortene.
else if (SoTextureCoordinateBindingElement::get(state) ==
SoTextureCoordinateBindingElement::PER_VERTEX) {
tbind = PER_VERTEX;
tindices = nullptr;
}
else {
tbind = PER_VERTEX_INDEXED;
if (!tindices)
tindices = cindices;
}
}
if (nbind == PER_VERTEX_INDEXED && !nindices) {
nindices = cindices;
}
if (mbind == PER_VERTEX_INDEXED && !mindices) {
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, SelContextPtr ctx)
{
if(!ctx || ctx->highlightIndex < 0)
return;
SoState * state = action->getState();
state->push();
SoLazyElement::setEmissive(state, &ctx->highlightColor);
// if shading is disabled then set also the diffuse color
if (SoLazyElement::getLightModel(state) == SoLazyElement::BASE_COLOR) {
packedColor = ctx->highlightColor.getPackedValue(0.0);
SoLazyElement::setPacked(state, this,1, &packedColor,false);
}
SoTextureEnabledElement::set(state,this,false);
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
int id = ctx->highlightIndex;
if (id!=INT_MAX && 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 start=0;
int length;
if(id==INT_MAX) {
length = numindices;
id = 0;
} else {
length = (int)pindices[id]*4;
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);
}
state->pop();
if (normalCacheUsed)
this->readUnlockNormalCache();
}
void SoBrepFaceSet::renderSelection(SoGLRenderAction *action, SelContextPtr ctx, bool push)
{
if(!ctx || ctx->selectionIndex.empty())
return;
SoState * state = action->getState();
if(push) {
state->push();
SoLazyElement::setEmissive(state, &ctx->selectionColor);
// if shading is disabled then set also the diffuse color
if (SoLazyElement::getLightModel(state) == SoLazyElement::BASE_COLOR) {
packedColor = ctx->selectionColor.getPackedValue(0.0);
SoLazyElement::setPacked(state, this,1, &packedColor,false);
}
SoTextureEnabledElement::set(state,this,false);
}
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);
if(push) {
// materials
mbind = OVERALL;
doTextures = false;
}
for(auto id : ctx->selectionIndex) {
if (id >= this->partIndex.getNum()) {
SoDebugError::postWarning("SoBrepFaceSet::renderSelection", "selectionIndex out of range");
break;
}
if (id>=0 && id==ctx->highlightIndex)
continue;
// coords
int length=0;
int start=0;
int numparts=1;
// if < 0 then select everything
if (id < 0) {
length = numindices;
id = 0;
} else {
length = (int)pindices[id]*4;
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]), numparts, normals_s, nindices_s, &mb, mindices, &tb, tindices, nbind, mbind, doTextures?1:0);
}
if (push) {
state->pop();
// SoCacheElement::invalidate(state);
}
if (normalCacheUsed)
this->readUnlockNormalCache();
}
void SoBrepFaceSet::VBO::render(SoGLRenderAction * action,
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,
SbBool texture)
{
(void)texcoords; (void)texindices; (void)texture;
const SbVec3f * coords3d = vertexlist->getArrayPtr3();
SbVec3f * cur_coords3d = const_cast<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;
float * vertex_array = nullptr;
GLuint * index_array = nullptr;
SbColor mycolor1,mycolor2,mycolor3;
SbVec3f *mynormal1 = const_cast<SbVec3f *>(currnormal);
SbVec3f *mynormal2 = const_cast<SbVec3f *>(currnormal);
SbVec3f *mynormal3 = const_cast<SbVec3f *>(currnormal);
int indice=0;
uint32_t RGBA,R,G,B,A;
float Rf,Gf,Bf,Af;
uint32_t contextId = action->getCacheContext();
auto res = this->vbomap.insert(std::make_pair(contextId,VBO::Buffer()));
VBO::Buffer &buf = res.first->second;
if (res.second) {
#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);
buf.vertex_array_size = 0;
buf.index_array_size = 0;
buf.vboLoaded = false;
}
if ((buf.vertex_array_size != (sizeof(float) * num_indices * 10)) ||
(buf.index_array_size != (sizeof(GLuint) * num_indices))) {
if ((buf.vertex_array_size != 0 ) && ( buf.index_array_size != 0))
buf.updateVbo = true;
}
// 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 (!buf.vboLoaded || buf.updateVbo) {
#ifdef FC_OS_WIN32
const cc_glglue * glue = cc_glglue_instance(action->getCacheContext());
PFNGLBINDBUFFERARBPROC glBindBufferARB = (PFNGLBINDBUFFERARBPROC) cc_glglue_getprocaddress(glue, "glBindBufferARB");
//PFNGLMAPBUFFERARBPROC glMapBufferARB = (PFNGLMAPBUFFERARBPROC) cc_glglue_getprocaddress(glue, "glMapBufferARB");
PFNGLGENBUFFERSPROC glGenBuffersARB = (PFNGLGENBUFFERSPROC)cc_glglue_getprocaddress(glue, "glGenBuffersARB");
PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)cc_glglue_getprocaddress(glue, "glDeleteBuffersARB");
PFNGLBUFFERDATAARBPROC glBufferDataARB = (PFNGLBUFFERDATAARBPROC)cc_glglue_getprocaddress(glue, "glBufferDataARB");
#endif
// We must manage buffer size increase let's clear everything and re-init to test the
// clearing process
glDeleteBuffersARB(2, buf.myvbo);
glGenBuffersARB(2, buf.myvbo);
vertex_array = ( float * ) malloc ( sizeof(float) * num_indices * 10 );
index_array = ( GLuint *) malloc ( sizeof(GLuint) * num_indices );
buf.vertex_array_size = sizeof(float) * num_indices * 10;
buf.index_array_size = sizeof(GLuint) * num_indices;
this->vbomap[contextId] = buf;
this->indice_array = 0;
// 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 = const_cast<SbVec3f *>(currnormal);
}
else if (nbind == PER_VERTEX_INDEXED || nbind == PER_FACE_INDEXED) {
currnormal = &normals[*normalindices++];
mynormal1 = const_cast<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 = const_cast<SbVec3f *>(currnormal);
}
else if (nbind == PER_VERTEX_INDEXED) {
currnormal = &normals[*normalindices++];
mynormal2 = const_cast<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 =const_cast<SbVec3f *>(currnormal);
}
else if (nbind == PER_VERTEX_INDEXED) {
currnormal = &normals[*normalindices++];
mynormal3 = const_cast<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[this->indice_array] = this->indice_array;
index_array[this->indice_array+1] = this->indice_array + 1;
index_array[this->indice_array+2] = this->indice_array + 2;
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;
}
}
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) * this->indice_array , &index_array[0], GL_DYNAMIC_DRAW_ARB);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
buf.vboLoaded = true;
buf.updateVbo = false;
free(vertex_array);
free(index_array);
}
// 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
if (!buf.updateVbo) {
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),nullptr);
glNormalPointer(GL_FLOAT,10*sizeof(GLfloat),(GLvoid *)(3*sizeof(GLfloat)));
glColorPointer(4,GL_FLOAT,10*sizeof(GLfloat),(GLvoid *)(6*sizeof(GLfloat)));
glDrawElements(GL_TRIANGLES, this->indice_array, GL_UNSIGNED_INT, (void *)nullptr);
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);
buf.updateVbo = false;
// The data is within the VBO we can clear it at application level
}
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,
SbBool texture)
{
// Can we use vertex buffer objects?
if (hasVBO) {
int nbinding = nbind;
SoState* state = action->getState();
if (SoLazyElement::getLightModel(state) == SoLazyElement::BASE_COLOR) {
// if no shading is set then the normals are all equal
nbinding = static_cast<int>(OVERALL);
}
PRIVATE(this)->render(action, vertexlist, vertexindices, num_indices, partindices, num_partindices, normals,
normalindices, materials, matindices, texcoords, texindices, nbinding, mbind, texture);
return;
}
int texidx = 0;
const SbVec3f * coords3d = nullptr;
coords3d = vertexlist->getArrayPtr3();
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;
// 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