/usr/include/Inventor/elements/SoLazyElement.h is in libcoin60-dev 3.1.3-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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#define COIN_SOLAZYELEMENT_H
/**************************************************************************\
*
* This file is part of the Coin 3D visualization library.
* Copyright (C) by Kongsberg Oil & Gas Technologies.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* ("GPL") version 2 as published by the Free Software Foundation.
* See the file LICENSE.GPL at the root directory of this source
* distribution for additional information about the GNU GPL.
*
* For using Coin with software that can not be combined with the GNU
* GPL, and for taking advantage of the additional benefits of our
* support services, please contact Kongsberg Oil & Gas Technologies
* about acquiring a Coin Professional Edition License.
*
* See http://www.coin3d.org/ for more information.
*
* Kongsberg Oil & Gas Technologies, Bygdoy Alle 5, 0257 Oslo, NORWAY.
* http://www.sim.no/ sales@sim.no coin-support@coin3d.org
*
\**************************************************************************/
#include <Inventor/elements/SoElement.h>
#include <Inventor/elements/SoSubElement.h>
#include <Inventor/SbColor.h>
class SoMFFloat;
class SoMFColor;
class SoColorPacker;
class SoLazyElementP;
class SoGLImage;
#define SO_LAZY_SHINY_THRESHOLD 0.005f
class COIN_DLL_API SoLazyElement : public SoElement {
typedef SoElement inherited;
SO_ELEMENT_HEADER(SoLazyElement);
public:
static void initClass();
protected:
~SoLazyElement();
public:
enum cases {
LIGHT_MODEL_CASE = 0,
COLOR_MATERIAL_CASE,
DIFFUSE_CASE,
AMBIENT_CASE,
EMISSIVE_CASE,
SPECULAR_CASE,
SHININESS_CASE,
BLENDING_CASE,
TRANSPARENCY_CASE,
VERTEXORDERING_CASE,
TWOSIDE_CASE,
CULLING_CASE,
SHADE_MODEL_CASE,
GLIMAGE_CASE,
ALPHATEST_CASE,
LAZYCASES_LAST // must be last
};
enum masks{
LIGHT_MODEL_MASK = 1 << LIGHT_MODEL_CASE, // 0x0001
COLOR_MATERIAL_MASK = 1 << COLOR_MATERIAL_CASE, // 0x0002
DIFFUSE_MASK = 1 << DIFFUSE_CASE, // 0x0004
AMBIENT_MASK = 1 << AMBIENT_CASE, // 0x0008
EMISSIVE_MASK = 1<<EMISSIVE_CASE, // 0x0010
SPECULAR_MASK = 1 << SPECULAR_CASE, // 0x0020
SHININESS_MASK = 1 << SHININESS_CASE, // 0x0040
TRANSPARENCY_MASK = 1 << TRANSPARENCY_CASE, // 0x0080
BLENDING_MASK = 1 << BLENDING_CASE, // 0x0100
VERTEXORDERING_MASK = 1 << VERTEXORDERING_CASE, // 0x0200
TWOSIDE_MASK = 1 << TWOSIDE_CASE, // 0x0400
CULLING_MASK = 1 << CULLING_CASE, // 0x0800
SHADE_MODEL_MASK = 1 << SHADE_MODEL_CASE, // 0x1000
GLIMAGE_MASK = 1 << GLIMAGE_CASE, // 0x2000
ALPHATEST_MASK = 1 << ALPHATEST_CASE, // 0x4000
ALL_MASK = (1 << LAZYCASES_LAST)-1
};
enum internalMasks{
OTHER_COLOR_MASK = AMBIENT_MASK|EMISSIVE_MASK|SPECULAR_MASK|SHININESS_MASK,
ALL_COLOR_MASK = OTHER_COLOR_MASK|DIFFUSE_MASK,
NO_COLOR_MASK = ALL_MASK & (~ALL_COLOR_MASK),
ALL_BUT_DIFFUSE_MASK = ALL_MASK &(~ DIFFUSE_MASK),
DIFFUSE_ONLY_MASK = ALL_MASK &(~ OTHER_COLOR_MASK)
};
enum LightModel {
BASE_COLOR,
PHONG
};
enum VertexOrdering {
CW,
CCW
};
virtual void init(SoState *state);
virtual void push(SoState *state);
virtual SbBool matches(const SoElement *) const;
virtual SoElement *copyMatchInfo(void) const;
static void setToDefault(SoState * state);
static void setDiffuse(SoState * state, SoNode * node, int32_t numcolors,
const SbColor * colors, SoColorPacker * packer);
static void setTransparency(SoState *state, SoNode *node, int32_t numvalues,
const float * transparency, SoColorPacker * packer);
static void setPacked(SoState * state, SoNode * node,
int32_t numcolors, const uint32_t * colors,
const SbBool packedtransparency = FALSE);
static void setColorIndices(SoState *state, SoNode *node,
int32_t numindices, const int32_t *indices);
static void setAmbient(SoState *state, const SbColor * color);
static void setEmissive(SoState *state, const SbColor * color);
static void setSpecular(SoState *state, const SbColor * color);
static void setShininess(SoState *state, float value);
static void setColorMaterial(SoState *state, SbBool value);
static void enableBlending(SoState *state,
int sfactor,
int dfactor);
static void enableSeparateBlending(SoState *state,
int sfactor,
int dfactor,
int alpha_sfactor,
int alpha_dfactor);
static void disableBlending(SoState * state);
static void setLightModel(SoState *state, const int32_t model);
static void setVertexOrdering(SoState * state, VertexOrdering ordering);
static void setBackfaceCulling(SoState * state, SbBool onoff);
static void setTwosideLighting(SoState * state, SbBool onoff);
static void setShadeModel(SoState * state, SbBool flatshading);
static void setGLImageId(SoState * state, uint32_t glimageid, SbBool alphatest);
static void setAlphaTest(SoState * state, SbBool onoff);
static const SbColor & getDiffuse(SoState* state, int index);
static float getTransparency(SoState*, int index);
static const uint32_t * getPackedColors(SoState*);
static const int32_t * getColorIndices(SoState*);
static int32_t getColorIndex(SoState*, int num);
static const SbColor & getAmbient(SoState *);
static const SbColor & getEmissive(SoState *);
static const SbColor & getSpecular(SoState *);
static float getShininess(SoState*);
static SbBool getColorMaterial(SoState*);
static SbBool getBlending(SoState *,
int & sfactor, int & dfactor);
static SbBool getAlphaBlending(SoState *,
int & sfactor, int & dfactor);
static int32_t getLightModel(SoState*);
static SbBool getAlphaTest(SoState * state);
int32_t getNumDiffuse(void) const;
int32_t getNumTransparencies(void) const;
int32_t getNumColorIndices(void) const;
SbBool isPacked(void) const;
SbBool isTransparent(void) const;
static SoLazyElement * getInstance(SoState *state);
static float getDefaultAmbientIntensity(void);
static SbColor getDefaultDiffuse(void);
static SbColor getDefaultAmbient(void);
static SbColor getDefaultSpecular(void);
static SbColor getDefaultEmissive(void);
static float getDefaultShininess(void);
static uint32_t getDefaultPacked(void);
static float getDefaultTransparency(void);
static int32_t getDefaultLightModel(void);
static int32_t getDefaultColorIndex(void);
static void setMaterials(SoState * state, SoNode *node, uint32_t bitmask,
SoColorPacker * cPacker,
const SbColor * diffuse,
const int numdiffuse,
const float * transp,
const int numtransp,
const SbColor & ambient,
const SbColor & emissive,
const SbColor & specular,
const float shininess,
const SbBool istransparent);
static SoLazyElement * getWInstance(SoState *state);
const uint32_t * getPackedPointer(void) const;
const SbColor * getDiffusePointer(void) const;
const int32_t * getColorIndexPointer(void) const;
const float * getTransparencyPointer(void) const;
static void setTransparencyType(SoState * state, int32_t type);
protected:
struct COIN_DLL_API CoinState {
SbColor ambient;
SbColor specular;
SbColor emissive;
float shininess;
SbBool blending;
int blend_sfactor;
int blend_dfactor;
int alpha_blend_sfactor;
int alpha_blend_dfactor;
int32_t lightmodel;
SbBool packeddiffuse;
int32_t numdiffuse;
int32_t numtransp;
const SbColor * diffusearray;
const uint32_t * packedarray;
const float * transparray;
const int32_t * colorindexarray;
int32_t transptype;
SbBool istransparent;
uint32_t diffusenodeid;
uint32_t transpnodeid;
int32_t stipplenum;
VertexOrdering vertexordering;
SbBool twoside;
SbBool culling;
SbBool flatshading;
uint32_t glimageid;
SoGLImage * glimage;
SbBool alphatest;
SbBool glimageusealphatest;
uint32_t reserved[4];
} coinstate;
protected:
virtual void lazyDidSet(uint32_t mask);
virtual void lazyDidntSet(uint32_t mask);
virtual void setDiffuseElt(SoNode*, int32_t numcolors,
const SbColor * colors, SoColorPacker * packer);
virtual void setPackedElt(SoNode * node, int32_t numcolors,
const uint32_t * colors, const SbBool packedtransparency);
virtual void setColorIndexElt(SoNode * node, int32_t numindices,
const int32_t * indices);
virtual void setTranspElt(SoNode * node, int32_t numtransp,
const float * transp, SoColorPacker * packer);
virtual void setTranspTypeElt(int32_t type);
virtual void setAmbientElt(const SbColor* color);
virtual void setEmissiveElt(const SbColor* color);
virtual void setSpecularElt(const SbColor* color);
virtual void setShininessElt(float value);
virtual void setColorMaterialElt(SbBool value);
virtual void enableBlendingElt(int sfactor, int dfactor, int alpha_sfactor, int alpha_dfactor);
virtual void disableBlendingElt(void);
virtual void setLightModelElt(SoState *state, int32_t model);
virtual void setMaterialElt(SoNode * node, uint32_t bitmask,
SoColorPacker * packer,
const SbColor * diffuse, const int numdiffuse,
const float * transp, const int numtransp,
const SbColor & ambient,
const SbColor & emissive,
const SbColor & specular,
const float shininess,
const SbBool istransparent);
virtual void setVertexOrderingElt(VertexOrdering ordering);
virtual void setBackfaceCullingElt(SbBool onoff);
virtual void setTwosideLightingElt(SbBool onoff);
virtual void setShadeModelElt(SbBool flatshading);
virtual void setGLImageIdElt(uint32_t glimageid, SbBool alphatest);
virtual void setAlphaTestElt(SbBool onoff);
private:
SoLazyElementP * pimpl; // for future use
};
class COIN_DLL_API SoColorPacker {
public:
SoColorPacker(void);
~SoColorPacker();
uint32_t * getPackedColors(void) const {
return this->array;
}
SbBool diffuseMatch(const uint32_t nodeid) const {
return nodeid == this->diffuseid;
}
SbBool transpMatch(const uint32_t nodeid) const {
return nodeid == this->transpid;
}
void setNodeIds(const uint32_t diffuse, const uint32_t transp) {
this->diffuseid = diffuse;
this->transpid = transp;
}
int32_t getSize(void) const {
return this->arraysize;
}
void reallocate(const int32_t size);
uint32_t getDiffuseId(void) const {
return this->diffuseid;
}
uint32_t getTranspId(void) const {
return this->transpid;
}
private:
uint32_t transpid;
uint32_t diffuseid;
uint32_t * array;
int32_t arraysize;
};
#endif // !COIN_SOLAZYELEMENT_H
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