Source

Coin / src / nodes / SoNormal.cpp

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/**************************************************************************\
 * Copyright (c) Kongsberg Oil & Gas Technologies AS
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are
 * met:
 * 
 * Redistributions of source code must retain the above copyright notice,
 * this list of conditions and the following disclaimer.
 * 
 * Redistributions in binary form must reproduce the above copyright
 * notice, this list of conditions and the following disclaimer in the
 * documentation and/or other materials provided with the distribution.
 * 
 * Neither the name of the copyright holder nor the names of its
 * contributors may be used to endorse or promote products derived from
 * this software without specific prior written permission.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 * HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
\**************************************************************************/

/*!
  \class SoNormal SoNormal.h Inventor/nodes/SoNormal.h
  \brief The SoNormal class is a node for providing normals to the state.
  \ingroup nodes

  Coin will automatically calculate normals for you if no SoNormal
  nodes are present in the scene graph, but explicitly setting normals
  is useful for at least two purposes: 1) a potential increase in
  performance, 2) you can calculate and use "incorrect" normals to do
  various special effects.

  <b>FILE FORMAT/DEFAULTS:</b>
  \code
    Normal {
        vector [  ]
    }
  \endcode

  \sa SoNormalBinding
*/

// *************************************************************************

#include <Inventor/nodes/SoNormal.h>

#include <Inventor/actions/SoCallbackAction.h>
#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/actions/SoGetPrimitiveCountAction.h>
#include <Inventor/actions/SoPickAction.h>
#include <Inventor/elements/SoNormalElement.h>
#include <Inventor/elements/SoOverrideElement.h>
#include <Inventor/elements/SoGLVBOElement.h>

#include "nodes/SoSubNodeP.h"
#include "rendering/SoVBO.h"

// *************************************************************************

/*!
  \var SoMFVec3f SoNormal::vector
  Sets a pool of normal vectors in the traversal state.
*/

// *************************************************************************

class SoNormalP {
 public:
  SoNormalP() : vbo(NULL) { }
  ~SoNormalP() { delete this->vbo; }

  SoVBO * vbo;
};

#define PRIVATE(obj) obj->pimpl

SO_NODE_SOURCE(SoNormal);

/*!
  Constructor.
*/
SoNormal::SoNormal(void)
{
  PRIVATE(this) = new SoNormalP;
  SO_NODE_INTERNAL_CONSTRUCTOR(SoNormal);

  SO_NODE_ADD_FIELD(vector, (NULL));
}

/*!
  Destructor.
*/
SoNormal::~SoNormal()
{
  delete PRIVATE(this);
}

// Doc in superclass.
void
SoNormal::initClass(void)
{
  SO_NODE_INTERNAL_INIT_CLASS(SoNormal, SO_FROM_INVENTOR_1|SoNode::VRML1);

  SO_ENABLE(SoCallbackAction, SoNormalElement);
  SO_ENABLE(SoGLRenderAction, SoNormalElement);
  SO_ENABLE(SoGetPrimitiveCountAction, SoNormalElement);
  SO_ENABLE(SoPickAction, SoNormalElement);
}

// Doc in superclass.
void
SoNormal::GLRender(SoGLRenderAction * action)
{
  //
  // FIXME: code to test if all normals are unit length, and store
  // this in some cached variable.  should be passed on to
  // SoGLNormalizeElement to optimize rendering (pederb)
  //
  SoNormal::doAction(action);
  SoState * state = action->getState();
  
  SoBase::staticDataLock();
  SbBool setvbo = FALSE;
  const int num = this->vector.getNum();
  if (SoGLVBOElement::shouldCreateVBO(state, num)) {
    setvbo = TRUE;
    SbBool dirty = FALSE;
    if (PRIVATE(this)->vbo == NULL) {
      PRIVATE(this)->vbo = new SoVBO(GL_ARRAY_BUFFER, GL_STATIC_DRAW); 
      dirty =  TRUE;
    }
    else if (PRIVATE(this)->vbo->getBufferDataId() != this->getNodeId()) {
      dirty = TRUE;
    }
    if (dirty) {
      PRIVATE(this)->vbo->setBufferData(this->vector.getValues(0),
                                        num*sizeof(SbVec3f),
                                        this->getNodeId());
    }
  }
  else if (PRIVATE(this)->vbo && PRIVATE(this)->vbo->getBufferDataId()) {
    // clear buffers to deallocate VBO memory
    PRIVATE(this)->vbo->setBufferData(NULL, 0, 0);
  }
  SoBase::staticDataUnlock();
  SoGLVBOElement::setNormalVBO(state, setvbo? PRIVATE(this)->vbo : NULL);
}

// Doc in superclass.
void
SoNormal::doAction(SoAction * action)
{
  SoState * state = action->getState();
  if (!this->vector.isIgnored() &&
      !SoOverrideElement::getNormalVectorOverride(state)) {
    SoNormalElement::set(state, this,
                         this->vector.getNum(), this->vector.getValues(0));
    if (this->isOverride()) {
      SoOverrideElement::setNormalVectorOverride(state, this, TRUE);
    }
  }
}

// Doc in superclass.
void
SoNormal::callback(SoCallbackAction * action)
{
  SoNormal::doAction(action);
}

// Doc in superclass.
void
SoNormal::pick(SoPickAction * action)
{
  SoNormal::doAction(action);
}

// Doc in superclass.
void
SoNormal::getPrimitiveCount(SoGetPrimitiveCountAction * action)
{
  SoNormal::doAction(action);
}

#undef PRIVATE