Coin / src / nodes / SoTextureMatrixTransform.cpp

Peder Blekken 2c43cbf 
Marius Kintel 3ba6b41 




























Peder Blekken 2c43cbf 














Peder Blekken 7fae936 
Peder Blekken 2c43cbf 













Lars J. Aas 92263e4 
Peder Blekken 2c43cbf 






Peder Blekken 7fae936 
Peder Blekken 2c43cbf 

Lars J. Aas 92263e4 

Peder Blekken 2c43cbf 

















Peder Blekken 7fae936 
Peder Blekken 2c43cbf 















Peder Blekken 725d60b 


Peder Blekken 2c43cbf 







Peder Blekken 7fae936 




Peder Blekken 725d60b 






Peder Blekken 2c43cbf 

Peder Blekken 725d60b 
Peder Blekken 2c43cbf 









Peder Blekken 725d60b 

Peder Blekken 2c43cbf 












Peder Blekken 8f9b7c4 





Peder Blekken 2c43cbf 






/**************************************************************************\
 * 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 SoTextureMatrixTransform SoTextureMatrixTransform.h Inventor/nodes/SoTextureMatrixTransform.h
  \brief The SoTextureMatrixTransform class is used to define a texture matrix transformation.
  \ingroup nodes

  Textures applied to shapes in the scene can be transformed by
  "prefixing" in the state with instances of this node type.

  \COIN_CLASS_EXTENSION

  <b>FILE FORMAT/DEFAULTS:</b>
  \code
    TextureMatrixTransform {
        matrix
          1 0 0 0
          0 1 0 0
          0 0 1 0
          0 0 0 1
    }
  \endcode

  \sa SoTexture3Transform
  \since Coin 2.5
*/

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

#include <Inventor/nodes/SoTextureMatrixTransform.h>

#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/actions/SoPickAction.h>
#include <Inventor/actions/SoGetMatrixAction.h>
#include <Inventor/actions/SoCallbackAction.h>
#include <Inventor/elements/SoGLMultiTextureMatrixElement.h>
#include <Inventor/elements/SoTextureUnitElement.h>
#include <Inventor/elements/SoGLCacheContextElement.h>
#include <Inventor/elements/SoShapeStyleElement.h>
#include <Inventor/C/glue/gl.h>

#include "nodes/SoSubNodeP.h"

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

/*!
  \var SoSFVec3f SoTextureMatrixTransform::matrix

  Texture coordinate matrix. Default is the identity matrix.
*/

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

SO_NODE_SOURCE(SoTextureMatrixTransform);

/*!
  Constructor.
*/
SoTextureMatrixTransform::SoTextureMatrixTransform(void)
{
  SO_NODE_INTERNAL_CONSTRUCTOR(SoTextureMatrixTransform);

  SO_NODE_ADD_FIELD(matrix, (SbMatrix::identity()));
}

/*!
  Destructor.
*/
SoTextureMatrixTransform::~SoTextureMatrixTransform()
{
}

// Documented in superclass.
void
SoTextureMatrixTransform::initClass(void)
{
  SO_NODE_INTERNAL_INIT_CLASS(SoTextureMatrixTransform, SO_FROM_INVENTOR_1);

  SO_ENABLE(SoGLRenderAction, SoGLMultiTextureMatrixElement);
  SO_ENABLE(SoCallbackAction, SoMultiTextureMatrixElement);
  SO_ENABLE(SoPickAction, SoMultiTextureMatrixElement);
}


// Documented in superclass.
void
SoTextureMatrixTransform::GLRender(SoGLRenderAction * action)
{
  SoState * state = action->getState();

  // don't modify the texture matrix while rendering the shadow map
  if (SoShapeStyleElement::get(state)->getFlags() & SoShapeStyleElement::SHADOWMAP) return;

  int unit = SoTextureUnitElement::get(state);
  const cc_glglue * glue =
    cc_glglue_instance(SoGLCacheContextElement::get(state));
  int maxunits = cc_glglue_max_texture_units(glue);
  
  if (unit < maxunits) {
    SbMatrix mat = this->matrix.getValue();
    SoMultiTextureMatrixElement::mult(state, this, unit, mat);
  }
  else {
    // we already warned in SoTextureUnit. I think it's best to just
      // ignore the texture here so that all textures for non-supported
      // units will be ignored. pederb, 2003-11-11
  }
}

// Documented in superclass.
void
SoTextureMatrixTransform::doAction(SoAction *action)
{
  SbMatrix mat = this->matrix.getValue();
  int unit = SoTextureUnitElement::get(action->getState());
  SoMultiTextureMatrixElement::mult(action->getState(), this, unit, mat);
}

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

// Documented in superclass.
void
SoTextureMatrixTransform::getMatrix(SoGetMatrixAction * action)
{
  int unit = SoTextureUnitElement::get(action->getState()); 
  if (unit == 0) {
    SbMatrix mat = this->matrix.getValue();
    action->getTextureMatrix().multLeft(mat);
    action->getTextureInverse().multRight(mat.inverse());
  }
}

// Documented in superclass.
void
SoTextureMatrixTransform::pick(SoPickAction * action)
{
  SoTextureMatrixTransform::doAction(action);
}
Tip: Filter by directory path e.g. /media app.js to search for public/media/app.js.
Tip: Use camelCasing e.g. ProjME to search for ProjectModifiedEvent.java.
Tip: Filter by extension type e.g. /repo .js to search for all .js files in the /repo directory.
Tip: Separate your search with spaces e.g. /ssh pom.xml to search for src/ssh/pom.xml.
Tip: Use ↑ and ↓ arrow keys to navigate and return to view the file.
Tip: You can also navigate files with Ctrl+j (next) and Ctrl+k (previous) and view the file with Ctrl+o.
Tip: You can also navigate files with Alt+j (next) and Alt+k (previous) and view the file with Alt+o.