0000833: Color-per-face info lost when you set transparency

This commit is contained in:
wmayer 2012-09-14 14:01:24 +02:00
parent 25c0afbb80
commit 6e3b142cd8
3 changed files with 298 additions and 0 deletions

View File

@ -35,6 +35,7 @@
# include <float.h>
# include <algorithm>
# include <Inventor/SoPickedPoint.h>
# include <Inventor/SoPrimitiveVertex.h>
# include <Inventor/actions/SoCallbackAction.h>
# include <Inventor/actions/SoGetBoundingBoxAction.h>
# include <Inventor/actions/SoGetPrimitiveCountAction.h>
@ -154,6 +155,9 @@ void SoBrepFaceSet::GLRender(SoGLRenderAction *action)
renderSelection(action);
if (this->highlightIndex.getValue() >= 0)
renderHighlight(action);
// When setting transparency shouldGLRender() handles the rendering and returns false.
// Therefore generatePrimitives() needs to be re-implemented to handle the materials
// correctly.
if (!this->shouldGLRender(action))
return;
@ -210,6 +214,276 @@ void SoBrepFaceSet::GLRenderBelowPath(SoGLRenderAction * action)
inherited::GLRenderBelowPath(action);
}
// this macro actually makes the code below more readable :-)
#define DO_VERTEX(idx) \
if (mbind == PER_VERTEX) { \
pointDetail.setMaterialIndex(matnr); \
vertex.setMaterialIndex(matnr++); \
} \
else if (mbind == PER_VERTEX_INDEXED) { \
pointDetail.setMaterialIndex(*mindices); \
vertex.setMaterialIndex(*mindices++); \
} \
if (nbind == PER_VERTEX) { \
pointDetail.setNormalIndex(normnr); \
currnormal = &normals[normnr++]; \
vertex.setNormal(*currnormal); \
} \
else if (nbind == PER_VERTEX_INDEXED) { \
pointDetail.setNormalIndex(*nindices); \
currnormal = &normals[*nindices++]; \
vertex.setNormal(*currnormal); \
} \
if (tb.isFunction()) { \
vertex.setTextureCoords(tb.get(coords->get3(idx), *currnormal)); \
if (tb.needIndices()) pointDetail.setTextureCoordIndex(tindices ? *tindices++ : texidx++); \
} \
else if (tbind != NONE) { \
pointDetail.setTextureCoordIndex(tindices ? *tindices : texidx); \
vertex.setTextureCoords(tb.get(tindices ? *tindices++ : texidx++)); \
} \
vertex.setPoint(coords->get3(idx)); \
pointDetail.setCoordinateIndex(idx); \
this->shapeVertex(&vertex);
void SoBrepFaceSet::generatePrimitives(SoAction * action)
{
//TODO
#if 0
inherited::generatePrimitives(action);
#else
//This is highly experimental!!!
if (this->coordIndex.getNum() < 3) return;
SoState * state = action->getState();
if (this->vertexProperty.getValue()) {
state->push();
this->vertexProperty.getValue()->doAction(action);
}
Binding mbind = this->findMaterialBinding(state);
Binding nbind = this->findNormalBinding(state);
const SoCoordinateElement * coords;
const SbVec3f * normals;
const int32_t * cindices;
int numindices;
const int32_t * nindices;
const int32_t * tindices;
const int32_t * mindices;
SbBool doTextures;
SbBool sendNormals;
SbBool normalCacheUsed;
sendNormals = TRUE; // always generate normals
this->getVertexData(state, coords, normals, cindices,
nindices, tindices, mindices, numindices,
sendNormals, normalCacheUsed);
SoTextureCoordinateBundle tb(action, FALSE, FALSE);
doTextures = tb.needCoordinates();
if (!sendNormals) nbind = OVERALL;
else if (normalCacheUsed && nbind == PER_VERTEX) {
nbind = PER_VERTEX_INDEXED;
}
else if (normalCacheUsed && nbind == PER_FACE_INDEXED) {
nbind = PER_FACE;
}
if (this->getNodeType() == SoNode::VRML1) {
// For VRML1, PER_VERTEX means per vertex in shape, not PER_VERTEX
// on the state.
if (mbind == PER_VERTEX) {
mbind = PER_VERTEX_INDEXED;
mindices = cindices;
}
if (nbind == PER_VERTEX) {
nbind = PER_VERTEX_INDEXED;
nindices = cindices;
}
}
Binding tbind = NONE;
if (doTextures) {
if (tb.isFunction() && !tb.needIndices()) {
tbind = NONE;
tindices = NULL;
}
// FIXME: just call inherited::areTexCoordsIndexed() instead of
// the if-check? 20020110 mortene.
else if (SoTextureCoordinateBindingElement::get(state) ==
SoTextureCoordinateBindingElement::PER_VERTEX) {
tbind = PER_VERTEX;
tindices = NULL;
}
else {
tbind = PER_VERTEX_INDEXED;
if (tindices == NULL) tindices = cindices;
}
}
if (nbind == PER_VERTEX_INDEXED && nindices == NULL) {
nindices = cindices;
}
if (mbind == PER_VERTEX_INDEXED && mindices == NULL) {
mindices = cindices;
}
int texidx = 0;
TriangleShape mode = POLYGON;
TriangleShape newmode;
const int32_t *viptr = cindices;
const int32_t *viendptr = viptr + numindices;
const int32_t *piptr = this->partIndex.getValues(0);
int num_partindices = this->partIndex.getNum();
const int32_t *piendptr = piptr + num_partindices;
int32_t v1, v2, v3, v4, v5 = 0, pi; // v5 init unnecessary, but kills a compiler warning.
SoPrimitiveVertex vertex;
SoPointDetail pointDetail;
SoFaceDetail faceDetail;
vertex.setDetail(&pointDetail);
SbVec3f dummynormal(0,0,1);
const SbVec3f *currnormal = &dummynormal;
if (normals) currnormal = normals;
vertex.setNormal(*currnormal);
int matnr = 0;
int normnr = 0;
int trinr = 0;
pi = piptr < piendptr ? *piptr++ : -1;
while (pi == 0) {
// It may happen that a part has no triangles
pi = piptr < piendptr ? *piptr++ : -1;
if (mbind == PER_PART)
matnr++;
else if (mbind == PER_PART_INDEXED)
mindices++;
}
while (viptr + 2 < viendptr) {
v1 = *viptr++;
v2 = *viptr++;
v3 = *viptr++;
if (v1 < 0 || v2 < 0 || v3 < 0) {
break;
}
v4 = viptr < viendptr ? *viptr++ : -1;
if (v4 < 0) newmode = TRIANGLES;
else {
v5 = viptr < viendptr ? *viptr++ : -1;
if (v5 < 0) newmode = QUADS;
else newmode = POLYGON;
}
if (newmode != mode) {
if (mode != POLYGON) this->endShape();
mode = newmode;
this->beginShape(action, mode, &faceDetail);
}
else if (mode == POLYGON) this->beginShape(action, POLYGON, &faceDetail);
// vertex 1 can't use DO_VERTEX
if (mbind == PER_PART) {
if (trinr == 0) {
pointDetail.setMaterialIndex(matnr);
vertex.setMaterialIndex(matnr++);
}
}
else if (mbind == PER_PART_INDEXED) {
if (trinr == 0) {
pointDetail.setMaterialIndex(*mindices);
vertex.setMaterialIndex(*mindices++);
}
}
else if (mbind == PER_VERTEX || mbind == PER_FACE) {
pointDetail.setMaterialIndex(matnr);
vertex.setMaterialIndex(matnr++);
}
else if (mbind == PER_VERTEX_INDEXED || mbind == PER_FACE_INDEXED) {
pointDetail.setMaterialIndex(*mindices);
vertex.setMaterialIndex(*mindices++);
}
if (nbind == PER_VERTEX || nbind == PER_FACE) {
pointDetail.setNormalIndex(normnr);
currnormal = &normals[normnr++];
vertex.setNormal(*currnormal);
}
else if (nbind == PER_FACE_INDEXED || nbind == PER_VERTEX_INDEXED) {
pointDetail.setNormalIndex(*nindices);
currnormal = &normals[*nindices++];
vertex.setNormal(*currnormal);
}
if (tb.isFunction()) {
vertex.setTextureCoords(tb.get(coords->get3(v1), *currnormal));
if (tb.needIndices()) pointDetail.setTextureCoordIndex(tindices ? *tindices++ : texidx++);
}
else if (tbind != NONE) {
pointDetail.setTextureCoordIndex(tindices ? *tindices : texidx);
vertex.setTextureCoords(tb.get(tindices ? *tindices++ : texidx++));
}
pointDetail.setCoordinateIndex(v1);
vertex.setPoint(coords->get3(v1));
this->shapeVertex(&vertex);
DO_VERTEX(v2);
DO_VERTEX(v3);
if (mode != TRIANGLES) {
DO_VERTEX(v4);
if (mode == POLYGON) {
DO_VERTEX(v5);
v1 = viptr < viendptr ? *viptr++ : -1;
while (v1 >= 0) {
DO_VERTEX(v1);
v1 = viptr < viendptr ? *viptr++ : -1;
}
this->endShape();
}
}
faceDetail.incFaceIndex();
if (mbind == PER_VERTEX_INDEXED) {
mindices++;
}
if (nbind == PER_VERTEX_INDEXED) {
nindices++;
}
if (tindices) tindices++;
trinr++;
if (pi == trinr) {
pi = piptr < piendptr ? *piptr++ : -1;
while (pi == 0) {
// It may happen that a part has no triangles
pi = piptr < piendptr ? *piptr++ : -1;
if (mbind == PER_PART)
matnr++;
else if (mbind == PER_PART_INDEXED)
mindices++;
}
trinr = 0;
}
}
if (mode != POLYGON) this->endShape();
if (normalCacheUsed) {
this->readUnlockNormalCache();
}
if (this->vertexProperty.getValue()) {
state->pop();
}
#endif
}
#undef DO_VERTEX
void SoBrepFaceSet::renderHighlight(SoGLRenderAction *action)
{
SoState * state = action->getState();

View File

@ -63,6 +63,7 @@ protected:
const SoPrimitiveVertex * v2,
const SoPrimitiveVertex * v3,
SoPickedPoint * pp);
virtual void generatePrimitives(SoAction * action);
private:
enum Binding {

View File

@ -281,6 +281,29 @@ void ViewProviderPartExt::onChanged(const App::Property* prop)
ViewProviderGeometryObject::onChanged(prop);
DiffuseColor.setValue(ShapeColor.getValue());
}
else if (prop == &Transparency) {
const App::Material& Mat = ShapeMaterial.getValue();
long value = (long)(100*Mat.transparency);
if (value != Transparency.getValue()) {
float trans = Transparency.getValue()/100.0f;
if (pcShapeBind->value.getValue() == SoMaterialBinding::PER_PART) {
int cnt = pcShapeMaterial->diffuseColor.getNum();
pcShapeMaterial->transparency.setNum(cnt);
float *t = pcShapeMaterial->transparency.startEditing();
for (int i=0; i<cnt; i++)
t[i] = trans;
pcShapeMaterial->transparency.finishEditing();
}
else {
pcShapeMaterial->transparency = trans;
}
App::PropertyContainer* parent = ShapeMaterial.getContainer();
ShapeMaterial.setContainer(0);
ShapeMaterial.setTransparency(trans);
ShapeMaterial.setContainer(parent);
}
}
else if (prop == &Lighting) {
if (Lighting.getValue() == 0)
pShapeHints->vertexOrdering = SoShapeHints::UNKNOWN_ORDERING;