SoTexture2(3) The SoTexture2 class is used to map a 2D texture onto subsequent geometry in the scenegraph.

SYNOPSIS


#include <Inventor/nodes/SoTexture2.h>

Inherits SoTexture.

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)

Detailed Description

The SoTexture2 class is used to map a 2D texture onto subsequent geometry in the scenegraph.

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.fi
FILE FORMAT/DEFAULTS: 
    Texture2 {
        filename ''
        image 0 0 0
        wrapS REPEAT
        wrapT REPEAT
        model MODULATE
        blendColor 0 0 0
        enableCompressedTexture FALSE
    }


 

Member Enumeration Documentation

enum SoTexture2::Model

Texture mapping model, for deciding how to 'merge' the texturemap with the object it is mapped onto.

Enumerator:

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.

Since:

Coin 2.2

TGS Inventor 4.0

enum SoTexture2::Wrap

Enumeration of wrapping strategies which can be used when the texturemap doesn't cover the full extent of the geometry.

Enumerator:

REPEAT
Repeat texture when coordinate is not between 0 and 1.
CLAMP
Clamp coordinate between 0 and 1.

Constructor & Destructor Documentation

SoTexture2::SoTexture2 (void)

Constructor.

SoTexture2::~SoTexture2 () [protected], [virtual]

Destructor. Frees up internal resources used to store texture image data.

Member Function Documentation

SoType SoTexture2::getClassTypeId (void) [static]

This static method returns the SoType object associated with objects of this class.

Reimplemented from SoNode.

SoType SoTexture2::getTypeId (void) const [virtual]

Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and 'downward' casting.

Usage example:

  void foo(SoNode * node)
  {
    if (node->getTypeId() == SoFile::getClassTypeId()) {
      SoFile * filenode = (SoFile *)node;  // safe downward cast, knows the type
    }
  }

For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or others: this method needs to be overridden in all subclasses. This is typically done as part of setting up the full type system for extension classes, which is usually accomplished by using the pre-defined macros available through for instance Inventor/nodes/SoSubNode.h (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine.h (for engine classes) and so on.

For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups.

Implements SoBase.

const SoFieldData ** SoTexture2::getFieldDataPtr (void) [static], [protected]

This API member is considered internal to the library, as it is not likely to be of interest to the application programmer.

Reimplemented from SoNode.

const SoFieldData * SoTexture2::getFieldData (void) const [protected], [virtual]

Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL.

Reimplemented from SoFieldContainer.

void SoTexture2::initClass (void) [static]

Sets up initialization for data common to all instances of this class, like submitting necessary information to the Coin type system.

Reimplemented from SoNode.

void SoTexture2::doAction (SoAction *action) [virtual]

This function performs the typical operation of a node for any action.

Reimplemented from SoNode.

void SoTexture2::GLRender (SoGLRenderAction *action) [virtual]

Action method for the SoGLRenderAction.

This is called during rendering traversals. Nodes influencing the rendering state in any way or who wants to throw geometry primitives at OpenGL overrides this method.

Reimplemented from SoNode.

void SoTexture2::callback (SoCallbackAction *action) [virtual]

Action method for SoCallbackAction.

Simply updates the state according to how the node behaves for the render action, so the application programmer can use the SoCallbackAction for extracting information about the scene graph.

Reimplemented from SoNode.

void SoTexture2::rayPick (SoRayPickAction *action) [virtual]

Action method for SoRayPickAction.

Checks the ray specification of the action and tests for intersection with the data of the node.

Nodes influencing relevant state variables for how picking is done also overrides this method.

Reimplemented from SoNode.

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.

SbBool SoTexture2::readInstance (SoInput *in, unsigned shortflags) [protected], [virtual]

This method is mainly intended for internal use during file import operations.

It reads a definition of an instance from the input stream in. The input stream state points to the start of a serialized / persistant representation of an instance of this class type.

TRUE or FALSE is returned, depending on if the instantiation and configuration of the new object of this class type went ok or not. The import process should be robust and handle corrupted input streams by returning FALSE.

flags is used internally during binary import when reading user extension nodes, group nodes or engines.

Reimplemented from SoNode.

void SoTexture2::notify (SoNotList *l) [protected], [virtual]

Notifies all auditors for this instance when changes are made.

Reimplemented from SoNode.

int SoTexture2::getReadStatus (void) [protected]

Returns read status. 1 for success, 0 for failure.

void SoTexture2::setReadStatus (ints) [protected]

Sets read status.

See also:

getReadStatus()

Member Data Documentation

SoSFString SoTexture2::filename

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.)

FIXME: Section about simage is outdated.

For reading texture image files from disk, Coin uses the 'simage' library from Kongsberg Oil & Gas Technologies. 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.

SoSFImage SoTexture2::image

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.

SoSFEnum SoTexture2::wrapS

Wrapping strategy for the S coordinate when the texturemap is narrower than the object to map onto.

Default value is SoTexture2::REPEAT.

SoSFEnum SoTexture2::wrapT

Wrapping strategy for the T coordinate when the texturemap is shorter than the object to map onto.

Default value is SoTexture2::REPEAT.

SoSFEnum SoTexture2::model

Texturemapping model for how the texturemap is 'merged' with the polygon primitives it is applied to. Default value is SoTexture2::MODULATE.

SoSFColor SoTexture2::blendColor

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.

SoSFBool SoTexture2::enableCompressedTexture

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.

Since:

Coin 2.4.2

TGS Inventor 4.0

Author

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