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#include <Inventor/nodes/SoTexture2.h>
Inherits SoTexture.
Shape nodes within the scope of SoTexture2 nodes in the scenegraph (ie below the same SoSeparator and to the righthand side of the SoTexture2) will have the texture applied according to each shape type's individual characteristics. See the documentation of the various shape types (SoFaceSet, SoCube, SoSphere, etc etc) for information about the specifics of how the textures will be applied.
For a simple usage example, see the class documentation for SoSFImage.
One common flaw with many programs that has support for exporting VRML or Inventor files, is that the same texture file is exported several times, but as different nodes. This can cause excessive texture memory usage and slow rendering. Below is an example program that fixes this by replacing all instances of the same texture with a pointer to the first node:
#include <Inventor/actions/SoSearchAction.h> #include <Inventor/actions/SoWriteAction.h> #include <Inventor/nodes/SoSeparator.h> #include <Inventor/nodes/SoTexture2.h> #include <Inventor/SoDB.h> #include <Inventor/SoInput.h> #include <Inventor/SoOutput.h> int main(int argc, char ** argv) { if (argc < 2) return -1; SoDB::init(); SoInput in; if (!in.openFile(argv[1])) return -1; SoSeparator * root = SoDB::readAll(&in); if (!root) return -1; root->ref(); SoSearchAction sa; sa.setType(SoTexture2::getClassTypeId()); sa.setInterest(SoSearchAction::ALL); sa.setSearchingAll(TRUE); sa.apply(root); SoPathList & pl = sa.getPaths(); SbDict namedict; for (int i = 0; i < pl.getLength(); i++) { SoFullPath * p = (SoFullPath*) pl[i]; if (p->getTail()->isOfType(SoTexture2::getClassTypeId())) { SoTexture2 * tex = (SoTexture2*) p->getTail(); if (tex->filename.getValue().getLength()) { SbName name = tex->filename.getValue().getString(); unsigned long key = (unsigned long) ((void*) name.getString()); void * tmp; if (!namedict.find(key, tmp)) { // new texture. just insert into list (void) namedict.enter(key, tex); } else if (tmp != (void*) tex) { // replace with node found in dict SoGroup * parent = (SoGroup*) p->getNodeFromTail(1); int idx = p->getIndexFromTail(0); parent->replaceChild(idx, (SoNode*) tmp); } } } } sa.reset(); // output fixed scene to stdout SoOutput out; SoWriteAction wa(&out); wa.apply(root); root->unref(); }
When working with Inventor files, one often wants to embed external texture image files into the Inventor files themselves. Here's a minimal, stand-alone example which shows how that can be accomplished by calling SoField::touch() on the SoTexture2::image fields before scenegraph export:
#include <Inventor/SoDB.h> #include <Inventor/nodes/SoSeparator.h> #include <Inventor/nodes/SoTexture2.h> #include <Inventor/actions/SoSearchAction.h> #include <Inventor/actions/SoWriteAction.h> int main(void) { SoDB::init(); SoInput in; SoSeparator * root = SoDB::readAll(&in); if (!root) { exit(1); } root->ref(); SoSearchAction searchaction; searchaction.setType(SoTexture2::getClassTypeId()); searchaction.setSearchingAll(TRUE); searchaction.setInterest(SoSearchAction::ALL); searchaction.apply(root); const SoPathList & pl = searchaction.getPaths(); for (int i=0; i < pl.getLength(); i++) { SoFullPath * fp = (SoFullPath *)pl[i]; SoTexture2 * tex = (SoTexture2 *)fp->getTail(); assert(tex->getTypeId() == SoTexture2::getClassTypeId()); tex->image.touch(); } SoWriteAction wa; wa.apply(root); root->unref(); return 0; }
Run the example by piping the iv-file you want do texture-embedding on from stdin, e.g. like this:
$ ./test < input.iv
FILE FORMAT/DEFAULTS:
Texture2 { filename "" image 0 0 0 wrapS REPEAT wrapT REPEAT model MODULATE blendColor 0 0 0 enableCompressedTexture FALSE }
Public Types | |
enum | Model { MODULATE = SoTextureImageElement::MODULATE, DECAL = SoTextureImageElement::DECAL, BLEND = SoTextureImageElement::BLEND, REPLACE = SoTextureImageElement::REPLACE } |
enum | Wrap { REPEAT = SoTextureImageElement::REPEAT, CLAMP = SoTextureImageElement::CLAMP } |
Public Member Functions | |
virtual SoType | getTypeId (void) const |
SoTexture2 (void) | |
virtual void | doAction (SoAction *action) |
virtual void | GLRender (SoGLRenderAction *action) |
virtual void | callback (SoCallbackAction *action) |
virtual void | rayPick (SoRayPickAction *action) |
Static Public Member Functions | |
static SoType | getClassTypeId (void) |
static void | initClass (void) |
static SbBool | readImage (const SbString &fname, int &w, int &h, int &nc, unsigned char *&bytes) |
Public Attributes | |
SoSFString | filename |
SoSFImage | image |
SoSFEnum | wrapS |
SoSFEnum | wrapT |
SoSFEnum | model |
SoSFColor | blendColor |
SoSFBool | enableCompressedTexture |
Protected Member Functions | |
virtual const SoFieldData * | getFieldData (void) const |
virtual | ~SoTexture2 () |
virtual SbBool | readInstance (SoInput *in, unsigned short flags) |
virtual void | notify (SoNotList *list) |
int | getReadStatus (void) |
void | setReadStatus (int s) |
Static Protected Member Functions | |
static const SoFieldData ** | getFieldDataPtr (void) |
enum SoTexture2::Model |
Texture mapping model, for deciding how to "merge" the texturemap with the object it is mapped onto.
MODULATE | Texture color is multiplied by the polygon color. The result will be Phong shaded (if light model is PHONG). |
DECAL | Texture image overwrites polygon shading. Textured pixels will not be Phong shaded. Has undefined behaviour for grayscale and grayscale-alpha textures. |
BLEND | This model is normally used with monochrome textures (i.e. textures with one or two components). The first component, the intensity, is then used to blend between the shaded color of the polygon and the SoTexture2::blendColor. |
REPLACE |
Texture image overwrites polygon shading. Textured pixels will not be Phong shaded. Supports grayscale and grayscale alpha textures. This feature requires OpenGL 1.1. MODULATE will be used if OpenGL version < 1.1 is detected. Please note that using this texture model will make your Inventor files incompatible with older versions of Coin and Inventor. You need Coin >= 2.2 or TGS Inventor 4.0 to load Inventor files that uses the REPLACE texture model.
|
enum SoTexture2::Wrap |
SoTexture2::SoTexture2 | ( | void | ) |
Constructor.
SoTexture2::~SoTexture2 | ( | ) | [protected, virtual] |
Destructor. Frees up internal resources used to store texture image data.
SbBool SoTexture2::readImage | ( | const SbString & | fname, | |
int & | w, | |||
int & | h, | |||
int & | nc, | |||
unsigned char *& | bytes | |||
) | [static] |
Not implemented in Coin; should probably not have been public in the original SGI Open Inventor API. We'll consider to implement it if requested.
int SoTexture2::getReadStatus | ( | void | ) | [protected] |
Returns read status. 1 for success, 0 for failure.
void SoTexture2::setReadStatus | ( | int | s | ) | [protected] |
Sets read status.
Texture filename, referring to a file on disk in a supported image bitmap format.
By default contains an empty string, which means the texture will be fetched from SoTexture2::image and not from disk. (Specify either this field or use SoTexture2::image, not both.)
For reading texture image files from disk, Coin uses the "simage" library from Systems in Motion. This library must be installed for it to be possible to load any image files at all.
The set of image formats you can actually read with the simage library depends on how the simage library was built, as simage is again dependent on a few other low-level file import/export libraries (for instance for JPEG, GIF, TIFF and PNG support). To make sure all wanted formats are supported, you should build the simage library yourself.
The set of image formats guaranteed to be supported by simage is Targa (.tga), PIC (.pic), SGI RGB (.rgb, .bw) and XWD (.xwd).
For more information about the simage library, including download and build instructions, see the Coin www-pages.
Inline image data. Defaults to contain an empty image.
See documentation of the SoSFImage class for a very detailed description of how the format specification for the image data is layed out, and what different image formats for color textures, semi-transparent textures, grayscale textures, etc etc, are supported.
Wrapping strategy for the S coordinate when the texturemap is narrower than the object to map onto.
Default value is SoTexture2::REPEAT.
Wrapping strategy for the T coordinate when the texturemap is shorter than the object to map onto.
Default value is SoTexture2::REPEAT.
Texturemapping model for how the texturemap is "merged" with the polygon primitives it is applied to. Default value is SoTexture2::MODULATE.
Blend color. Used when SoTexture2::model is SoTexture2::BLEND.
Default color value is [0, 0, 0], black, which means no contribution to the blending is made.
Hint to Coin that compressed textures should be used if this is supported by the graphics hardware and OpenGL drivers. Using compressed textures usually reduces texture memory usage for a texture by 4-6 times.
TGS Inventor 4.0
Copyright © 1998-2008 by Kongsberg SIM. All rights reserved.
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