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31 \**************************************************************************/
32
33 /*!
34 \class SoTexture2Transform SoTexture2Transform.h Inventor/nodes/SoTexture2Transform.h
35 \brief The SoTexture2Transform class is used to define 2D texture transformations.
36
37 \ingroup nodes
38
39 Textures applied to shapes in the scene can be transformed by
40 "prefixing" in the state with instances of this node
41 type. Translations, rotations and scaling in 2D can all be done.
42
43 The default settings of this node's fields equals a "null
44 transform", ie no transformation.
45
46 <b>FILE FORMAT/DEFAULTS:</b>
47 \code
48 Texture2Transform {
49 translation 0 0
50 rotation 0
51 scaleFactor 1 1
52 center 0 0
53 }
54 \endcode
55
56 \sa SoTexture3Transform
57 */
58
59 // *************************************************************************
60
61 #include <Inventor/nodes/SoTexture2Transform.h>
62
63 #include <Inventor/actions/SoGLRenderAction.h>
64 #include <Inventor/actions/SoPickAction.h>
65 #include <Inventor/actions/SoGetMatrixAction.h>
66 #include <Inventor/elements/SoGLMultiTextureMatrixElement.h>
67 #include <Inventor/elements/SoTextureUnitElement.h>
68 #include <Inventor/elements/SoGLCacheContextElement.h>
69 #include <Inventor/elements/SoShapeStyleElement.h>
70 #include <Inventor/actions/SoCallbackAction.h>
71 #include <Inventor/C/glue/gl.h>
72
73 #include "nodes/SoSubNodeP.h"
74
75 // *************************************************************************
76
77 /*!
78 \var SoSFVec2f SoTexture2Transform::translation
79
80 Texture coordinate translation. Default value is [0, 0].
81 */
82 /*!
83 \var SoSFFloat SoTexture2Transform::rotation
84
85 Texture coordinate rotation in radians (around z-axis, s is x-axis and t is
86 y-axis). Defaults to an identity rotation (ie zero rotation).
87 */
88 /*!
89 \var SoSFVec2f SoTexture2Transform::scaleFactor
90
91 Texture coordinate scale factors. Default value is [1, 1].
92 */
93 /*!
94 \var SoSFVec2f SoTexture2Transform::center
95
96 Center for scale and rotation. Default value is [0, 0].
97 */
98
99 // *************************************************************************
100
101 SO_NODE_SOURCE(SoTexture2Transform);
102
103 /*!
104 Constructor.
105 */
SoTexture2Transform(void)106 SoTexture2Transform::SoTexture2Transform(void)
107 {
108 SO_NODE_INTERNAL_CONSTRUCTOR(SoTexture2Transform);
109
110 SO_NODE_ADD_FIELD(translation, (0.0f, 0.0f));
111 SO_NODE_ADD_FIELD(rotation, (0.0f));
112 SO_NODE_ADD_FIELD(scaleFactor, (1.0f, 1.0f));
113 SO_NODE_ADD_FIELD(center, (0.0f, 0.0f));
114 }
115
116 /*!
117 Destructor.
118 */
~SoTexture2Transform()119 SoTexture2Transform::~SoTexture2Transform()
120 {
121 }
122
123 // Documented in superclass.
124 void
initClass(void)125 SoTexture2Transform::initClass(void)
126 {
127 SO_NODE_INTERNAL_INIT_CLASS(SoTexture2Transform, SO_FROM_INVENTOR_1|SoNode::VRML1);
128
129 SO_ENABLE(SoGLRenderAction, SoGLMultiTextureMatrixElement);
130 SO_ENABLE(SoCallbackAction, SoMultiTextureMatrixElement);
131 SO_ENABLE(SoPickAction, SoMultiTextureMatrixElement);
132 }
133
134
135 // Documented in superclass.
136 void
GLRender(SoGLRenderAction * action)137 SoTexture2Transform::GLRender(SoGLRenderAction * action)
138 {
139 SoState * state = action->getState();
140
141 // don't modify the texture matrix while rendering the shadow map
142 if (SoShapeStyleElement::get(state)->getFlags() & SoShapeStyleElement::SHADOWMAP) return;
143
144 int unit = SoTextureUnitElement::get(state);
145
146 const cc_glglue * glue =
147 cc_glglue_instance(SoGLCacheContextElement::get(state));
148 int maxunits = cc_glglue_max_texture_units(glue);
149
150 if (unit < maxunits) {
151 SbMatrix mat;
152 this->makeMatrix(mat);
153 SoMultiTextureMatrixElement::mult(state, this, unit, mat);
154 }
155 else {
156 // we already warned in SoTextureUnit. I think it's best to just
157 // ignore the texture here so that all textures for non-supported
158 // units will be ignored. pederb, 2003-11-10
159 }
160 }
161
162 // Documented in superclass.
163 void
doAction(SoAction * action)164 SoTexture2Transform::doAction(SoAction *action)
165 {
166 SbMatrix mat;
167 this->makeMatrix(mat);
168 SoState * state = action->getState();
169 int unit = SoTextureUnitElement::get(state);
170 SoMultiTextureMatrixElement::mult(state, this, unit, mat);
171 }
172
173 // Documented in superclass.
174 void
callback(SoCallbackAction * action)175 SoTexture2Transform::callback(SoCallbackAction *action)
176 {
177 SoTexture2Transform::doAction(action);
178 }
179
180 // Documented in superclass.
181 void
getMatrix(SoGetMatrixAction * action)182 SoTexture2Transform::getMatrix(SoGetMatrixAction * action)
183 {
184 int unit = SoTextureUnitElement::get(action->getState());
185 if (unit == 0) {
186 SbMatrix mat;
187 this->makeMatrix(mat);
188 action->getTextureMatrix().multLeft(mat);
189 action->getTextureInverse().multRight(mat.inverse());
190 }
191 }
192
193 // Documented in superclass.
194 void
pick(SoPickAction * action)195 SoTexture2Transform::pick(SoPickAction * action)
196 {
197 SoTexture2Transform::doAction(action);
198 }
199
200 //
201 // generate a matrix based on the fields
202 //
203 void
makeMatrix(SbMatrix & mat)204 SoTexture2Transform::makeMatrix(SbMatrix & mat)
205 {
206 SbMatrix tmp;
207 SbVec2f c = this->center.isIgnored() ?
208 SbVec2f(0.0f, 0.0f) :
209 center.getValue();
210
211 mat.makeIdentity();
212 mat[3][0] = -c[0];
213 mat[3][1] = -c[1];
214
215 SbVec2f scale = this->scaleFactor.getValue();
216 if (!this->scaleFactor.isIgnored() &&
217 scale != SbVec2f(1.0f, 1.0f)) {
218 tmp.makeIdentity();
219 tmp[0][0] = scale[0];
220 tmp[1][1] = scale[1];
221 mat.multRight(tmp);
222 }
223 if (!this->rotation.isIgnored() && (this->rotation.getValue() != 0.0f)) {
224 float cosa = (float)cos(this->rotation.getValue());
225 float sina = (float)sin(this->rotation.getValue());
226 tmp.makeIdentity();
227 tmp[0][0] = cosa;
228 tmp[1][0] = -sina;
229 tmp[0][1] = sina;
230 tmp[1][1] = cosa;
231 mat.multRight(tmp);
232 }
233 if (!translation.isIgnored()) c+= this->translation.getValue();
234 if (c != SbVec2f(0.0f, 0.0f)) {
235 tmp.makeIdentity();
236 tmp[3][0] = c[0];
237 tmp[3][1] = c[1];
238 mat.multRight(tmp);
239 }
240 }
241