#ifndef COIN_SOGLRENDERACTION_H #define COIN_SOGLRENDERACTION_H /**************************************************************************\ * * This file is part of the Coin 3D visualization library. * Copyright (C) 1998-2007 by Systems in Motion. All rights reserved. * * 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 Systems in Motion about acquiring * a Coin Professional Edition License. * * See http://www.coin3d.org/ for more information. * * Systems in Motion, Postboks 1283, Pirsenteret, 7462 Trondheim, NORWAY. * http://www.sim.no/ sales@sim.no coin-support@coin3d.org * \**************************************************************************/ #include #include #include #include #include #include #include typedef void SoGLRenderPassCB(void * userdata); typedef void SoGLPreRenderCB(void * userdata, class SoGLRenderAction * action); #ifdef COIN_NEXT_MINOR typedef float SoGLSortedObjectOrderCB(void * userdata, SoGLRenderAction * action); #endif // COIN_NEXT_MINOR class COIN_DLL_API SoGLRenderAction : public SoAction { typedef SoAction inherited; SO_ACTION_HEADER(SoGLRenderAction); public: SoGLRenderAction(const SbViewportRegion & viewportregion); virtual ~SoGLRenderAction(); static void initClass(void); enum TransparencyType { SCREEN_DOOR, ADD, DELAYED_ADD, SORTED_OBJECT_ADD, BLEND, DELAYED_BLEND, SORTED_OBJECT_BLEND, // The remaining are Coin extensions to the common Inventor API SORTED_OBJECT_SORTED_TRIANGLE_ADD, SORTED_OBJECT_SORTED_TRIANGLE_BLEND, NONE, SORTED_LAYERS_BLEND }; enum AbortCode { CONTINUE, ABORT, PRUNE, DELAY }; #ifdef COIN_NEXT_MINOR enum SortedObjectOrderStrategy { BBOX_CENTER, BBOX_CLOSEST_CORNER, BBOX_FARTHEST_CORNER, CUSTOM_CALLBACK }; #endif // COIN_NEXT_MINOR typedef AbortCode SoGLRenderAbortCB(void * userdata); void setViewportRegion(const SbViewportRegion & newregion); const SbViewportRegion & getViewportRegion(void) const; void setUpdateArea(const SbVec2f & origin, const SbVec2f & size); void getUpdateArea(SbVec2f & origin, SbVec2f & size) const; void setAbortCallback(SoGLRenderAbortCB * const func, void * const userdata); void setTransparencyType(const TransparencyType type); TransparencyType getTransparencyType(void) const; void setSmoothing(const SbBool smooth); SbBool isSmoothing(void) const; void setNumPasses(const int num); int getNumPasses(void) const; void setPassUpdate(const SbBool flag); SbBool isPassUpdate(void) const; void setPassCallback(SoGLRenderPassCB * const func, void * const userdata); void setCacheContext(const uint32_t context); uint32_t getCacheContext(void) const; void addDelayedPath(SoPath * path); SbBool isRenderingDelayedPaths(void) const; SbBool handleTransparency(SbBool istransparent = FALSE); int getCurPass(void) const; SbBool abortNow(void); void setRenderingIsRemote(SbBool isremote); SbBool getRenderingIsRemote(void) const; virtual void invalidateState(void); void addPreRenderCallback(SoGLPreRenderCB * func, void * userdata); void removePreRenderCallback(SoGLPreRenderCB * func, void * userdata); void setSortedLayersNumPasses(int num); int getSortedLayersNumPasses() const; #ifdef COIN_NEXT_MINOR void setSortedObjectOrderStrategy(const SortedObjectOrderStrategy strategy, SoGLSortedObjectOrderCB * cb = NULL, void * closure = NULL); #endif // COIN_NEXT_MINOR protected: virtual void beginTraversal(SoNode * node); virtual void endTraversal(SoNode * node); private: void addTransPath(SoPath * path); void doPathSort(void); class SoGLRenderActionP * pimpl; friend class SoGLRenderActionP; }; #endif // !COIN_SOGLRENDERACTION_H