Source

Coin / src / nodes / SoTextureCoordinateNormalMap.cpp

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/*!
  \class SoTextureCoordinateNormalMap SoTextureCoordinateNormalMap.h Inventor/nodes/SoTextureCoordinateNormalMap.h
  \brief The SoTextureCoordinateNormalMap class generates texture coordinates by projecting onto a surrounding texture.
  \ingroup nodes

  The texture specifying the enviroment will be mapped around the 
  scenegraph below this node using a sphere. The texture will be mapped
  onto the scenegraph taking camera position into account. This will
  lead to an object reflecting its enviroment.

  Here is a scenegraph example showing how enviroment mapping can be
  applied to an object:

  <code>
  #Inventor V2.1 ascii

  Separator {

    Texture2 {
      filename "ocean.jpg" # the enviroment, in this case ocean
    }
    TextureCoordinateNormalMap {}

    Cube {} # the enviromentally mapped object
  }
  </code>

  <b>FILE FORMAT/DEFAULTS:</b>
  \code
    TextureCoordinateNormalMap {
    }
  \endcode
*/

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

// FIXME: Can this somehow relate to 3D textures? (kintel 20020203)

#include <Inventor/nodes/SoTextureCoordinateNormalMap.h>
#include "coindefs.h"

#include <stdlib.h>
#include <float.h>

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif // HAVE_CONFIG_H

#include <Inventor/SbVec3f.h>
#include <Inventor/actions/SoGLRenderAction.h>
#include <Inventor/elements/SoGLMultiTextureCoordinateElement.h>
#include <Inventor/elements/SoModelMatrixElement.h>
#include <Inventor/elements/SoTextureUnitElement.h>
#include <Inventor/system/gl.h>

#include "tidbitsp.h"
#include "nodes/SoSubNodeP.h"

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

class SoTextureCoordinateNormalMapP {
public:
  static SbVec4f * dummy_texcoords;
  static void cleanup_func(void);
};

SbVec4f * SoTextureCoordinateNormalMapP::dummy_texcoords = NULL;

void
SoTextureCoordinateNormalMapP::cleanup_func(void)
{
  delete SoTextureCoordinateNormalMapP::dummy_texcoords;
}

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

SO_NODE_SOURCE(SoTextureCoordinateNormalMap);

/*!
  Constructor.
*/
SoTextureCoordinateNormalMap::SoTextureCoordinateNormalMap()
{
  SO_NODE_INTERNAL_CONSTRUCTOR(SoTextureCoordinateNormalMap);
}

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

// doc in super
void
SoTextureCoordinateNormalMap::initClass(void)
{
  SO_NODE_INTERNAL_INIT_CLASS(SoTextureCoordinateNormalMap, SO_FROM_INVENTOR_1);

  SoTextureCoordinateNormalMapP::dummy_texcoords = new SbVec4f(0.0f, 0.0f, 0.0f, 1.0f);
  coin_atexit((coin_atexit_f *)SoTextureCoordinateNormalMapP::cleanup_func, CC_ATEXIT_NORMAL);
}

// generates texture coordinates for GLRender, callback and pick actions
const SbVec4f &
SoTextureCoordinateNormalMap::generate(void * COIN_UNUSED_ARG(userdata),
                                         const SbVec3f & COIN_UNUSED_ARG(p),
                                         const SbVec3f & COIN_UNUSED_ARG(n))
{
  return *SoTextureCoordinateNormalMapP::dummy_texcoords;
}

// doc from parent
void
SoTextureCoordinateNormalMap::doAction(SoAction * action)
{
  SoState * state = action->getState();
  int unit = SoTextureUnitElement::get(state);
  SoMultiTextureCoordinateElement::setFunction(action->getState(), this, unit,
                                               generate,
                                               action->getState());
}

// doc from parent
void
SoTextureCoordinateNormalMap::GLRender(SoGLRenderAction * action)
{
  SoState * state = action->getState();
  int unit = SoTextureUnitElement::get(state);
  SoMultiTextureCoordinateElement::setFunction(action->getState(), this,
                                               unit,
                                               generate,
                                               action->getState());
  SoGLMultiTextureCoordinateElement::setTexGen(action->getState(),
                                               this, unit, handleTexgen, 
                                               NULL,
                                               generate,
                                               action->getState());
  
}

// doc from parent
void
SoTextureCoordinateNormalMap::callback(SoCallbackAction * action)
{
  SoTextureCoordinateNormalMap::doAction((SoAction *)action);
}

// doc from parent
void
SoTextureCoordinateNormalMap::pick(SoPickAction * action)
{
  SoTextureCoordinateNormalMap::doAction((SoAction *)action);
}

void
SoTextureCoordinateNormalMap::handleTexgen(void * /* data */)
{
  glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
  glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);  
  glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
}