/* * Copyright (c) 2007 Sun Microsystems, Inc. All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * - Redistribution 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 Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any kind. ALL * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. * * You acknowledge that this software is not designed or intended for use * in the design, construction, operation or maintenance of any nuclear * facility. * */ package net.java.joglutils.msg.nodes; import java.nio.*; import java.util.*; import javax.media.opengl.*; import com.sun.opengl.util.texture.*; import net.java.joglutils.msg.actions.*; import net.java.joglutils.msg.elements.*; import net.java.joglutils.msg.math.*; import net.java.joglutils.msg.misc.*; /** A TriangleSet assembles the coordinates specified by a Coordinate3 node, and any auxiliary nodes such as a TextureCoordinate2 node, into a set of triangles. */ public class TriangleSet extends TriangleBasedShape { private int numTriangles; /** Sets the number of triangles this TriangleSet references. */ public void setNumTriangles(int numTriangles) { this.numTriangles = numTriangles; } /** Returns the number of triangles this TriangleSet references. */ public int getNumTriangles() { return numTriangles; } public void render(GLRenderAction action) { State state = action.getState(); if (!CoordinateElement.isEnabled(state)) return; if (CoordinateElement.get(state) != null) { // OK, we have coordinates to send down, at least GL gl = action.getGL(); Texture tex = null; boolean haveTexCoords = false; if (GLTextureElement.isEnabled(state) && GLTextureCoordinateElement.isEnabled(state)) { Texture2 texNode = GLTextureElement.get(state); if (texNode != null) { tex = texNode.getTexture(); } haveTexCoords = (GLTextureCoordinateElement.get(state) != null); } if (tex != null) { // Set up the texture matrix to uniformly map [0..1] to the used // portion of the texture image gl.glMatrixMode(GL.GL_TEXTURE); gl.glPushMatrix(); if (gl.isExtensionAvailable("GL_VERSION_1_3")) { gl.glLoadTransposeMatrixf(getTextureMatrix(tex).getRowMajorData(), 0); } else { float[] tmp = new float[16]; getTextureMatrix(tex).getColumnMajorData(tmp); gl.glLoadMatrixf(tmp, 0); } gl.glMatrixMode(GL.GL_MODELVIEW); } else if (haveTexCoords) { // Want to turn off the use of texture coordinates to avoid errors // FIXME: not 100% sure whether we need to do this, but think we should gl.glDisableClientState(GL.GL_TEXTURE_COORD_ARRAY); } // For now, assume the triangle set and the number of available // coordinates match -- may want to add debugging information // for this later gl.glDrawArrays(GL.GL_TRIANGLES, 0, 3 * getNumTriangles()); if (tex != null) { gl.glMatrixMode(GL.GL_TEXTURE); gl.glPopMatrix(); gl.glMatrixMode(GL.GL_MODELVIEW); } else if (haveTexCoords) { // Might want this the next time we render a shape gl.glEnableClientState(GL.GL_TEXTURE_COORD_ARRAY); } } } public void generateTriangles(Action action, TriangleCallback cb) { State state = action.getState(); FloatBuffer coords = null; FloatBuffer texCoords = null; // FIXME: normals and lighting not supported yet // FloatBuffer normals = null; FloatBuffer colors = null; if (CoordinateElement.isEnabled(state)) { coords = CoordinateElement.get(state); } // No point in continuing if we don't have coordinates if (coords == null) return; if (TextureCoordinateElement.isEnabled(state)) { texCoords = TextureCoordinateElement.get(state); } // if (NormalElement.isEnabled(state)) { // texCoords = NormalElement.get(state); // } if (ColorElement.isEnabled(state)) { colors = ColorElement.get(state); } PrimitiveVertex v0 = new PrimitiveVertex(); PrimitiveVertex v1 = new PrimitiveVertex(); PrimitiveVertex v2 = new PrimitiveVertex(); v0.setCoord(new Vec3f()); v1.setCoord(new Vec3f()); v2.setCoord(new Vec3f()); if (texCoords != null) { v0.setTexCoord(new Vec2f()); v1.setTexCoord(new Vec2f()); v2.setTexCoord(new Vec2f()); } if (colors != null) { v0.setColor(new Vec4f()); v1.setColor(new Vec4f()); v2.setColor(new Vec4f()); } int coordIdx = 0; for (int i = 0; i < numTriangles; i++) { // Vertex 0 v0.getCoord().set(coords.get(3 * coordIdx + 0), coords.get(3 * coordIdx + 1), coords.get(3 * coordIdx + 2)); if (texCoords != null) { v0.getTexCoord().set(texCoords.get(2 * coordIdx + 0), texCoords.get(2 * coordIdx + 1)); } if (colors != null) { v0.getColor().set(colors.get(4 * coordIdx + 0), colors.get(4 * coordIdx + 1), colors.get(4 * coordIdx + 2), colors.get(4 * coordIdx + 3)); } // Vertex 1 v1.getCoord().set(coords.get(3 * (coordIdx + 1) + 0), coords.get(3 * (coordIdx + 1) + 1), coords.get(3 * (coordIdx + 1) + 2)); if (texCoords != null) { v1.getTexCoord().set(texCoords.get(2 * (coordIdx + 1) + 0), texCoords.get(2 * (coordIdx + 1) + 1)); } if (colors != null) { v1.getColor().set(colors.get(4 * (coordIdx + 1) + 0), colors.get(4 * (coordIdx + 1) + 1), colors.get(4 * (coordIdx + 1) + 2), colors.get(4 * (coordIdx + 1) + 3)); } // Vertex 2 v2.getCoord().set(coords.get(3 * (coordIdx + 2) + 0), coords.get(3 * (coordIdx + 2) + 1), coords.get(3 * (coordIdx + 2) + 2)); if (texCoords != null) { v2.getTexCoord().set(texCoords.get(2 * (coordIdx + 2) + 0), texCoords.get(2 * (coordIdx + 2) + 1)); } if (colors != null) { v2.getColor().set(colors.get(4 * (coordIdx + 2) + 0), colors.get(4 * (coordIdx + 2) + 1), colors.get(4 * (coordIdx + 2) + 2), colors.get(4 * (coordIdx + 2) + 3)); } // Call callback cb.triangleCB(i, v0, 3 * i + 0, v1, 3 * i + 1, v2, 3 * i + 2); coordIdx += 3; } } // Helper routine for setting up a texture matrix to allow texture // coords in the scene graph to always be specified from (0..1) private Mat4f textureMatrix = new Mat4f(); private Mat4f getTextureMatrix(Texture texture) { textureMatrix.makeIdent(); TextureCoords coords = texture.getImageTexCoords(); // Horizontal scale textureMatrix.set(0, 0, coords.right() - coords.left()); // Vertical scale (may be negative if texture needs to be flipped vertically) float vertScale = coords.top() - coords.bottom(); textureMatrix.set(1, 1, vertScale); textureMatrix.set(0, 3, coords.left()); textureMatrix.set(1, 3, coords.bottom()); return textureMatrix; } }