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/*
* 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;
}
}
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