SoSceneTexture2(3)

๐Ÿ“ฆ version 3.1.3, in fedora 43, fedora 44

๐Ÿ’– SoSceneTexture2(3) ๐Ÿ’– โ€” Library Functions Manual


โœจ NAME โœจ

SoSceneTexture2 โ€” bestie, this is the class you use to create a 2D texture from a Coin scene graph. That's it, that's the whole job. Slay. ๐Ÿฆ‹


๐ŸŒธ SYNOPSIS ๐ŸŒธ

#include <Inventor/nodes/SoSceneTexture2.h>

She inherits from SoNode. Family tree is giving nobility, honestly. ๐Ÿ‘‘

๐ŸŽ€ Public Types

enum Model { MODULATE = SoTextureImageElement::MODULATE, DECAL =
    SoTextureImageElement::DECAL, BLEND = SoTextureImageElement::BLEND,
    REPLACE = SoTextureImageElement::REPLACE }
enum Wrap { REPEAT = SoTextureImageElement::REPEAT, CLAMP =
    SoTextureImageElement::CLAMP, CLAMP_TO_BORDER =
    SoTextureImageElement::CLAMP_TO_BORDER }
enum TransparencyFunction { NONE, ALPHA_BLEND, ALPHA_TEST }
enum Type { DEPTH, RGBA8, RGBA32F, RGB32F, RGBA16F, RGB16F, R3_G3_B2,
    RGB, RGB4, RGB5, RGB8, RGB10, RGB12, RGB16, RGBA, RGBA2, RGBA4,
    RGB5_A1, RGB10_A2, RGBA12, RGBA16 }

Not me counting the Type entries like it's a roster of my mutuals. ๐Ÿ’€

๐Ÿซถ Public Types inherited from SoNode

enum NodeType { INVENTOR = 0x0000, VRML1 = 0x0001, VRML2 = 0x0002,
    INVENTOR_1 = 0x0004, INVENTOR_2_0 = 0x0008, INVENTOR_2_1 = 0x0010,
    INVENTOR_2_5 = 0x0020, INVENTOR_2_6 = 0x0040, COIN_1_0 = 0x0080,
    COIN_2_0 = 0x0100, EXTENSION = 0x0200, COIN_2_2 = 0x0400, COIN_2_3 =
    0x0800, COIN_2_4 = 0x1000, INVENTOR_5_0 = 0x2000, COIN_2_5 = 0x4000,
    COIN_3_0 = 0x8000, INVENTOR_6_0 = 0x10000 }

Look at those hex values. Hex values are so main character. ๐Ÿ”ฅ

โœจ Public Member Functions

virtual SoType getTypeId (void) const
virtual void notify (SoNotList *list)
virtual void write (SoWriteAction *action)
virtual void doAction (SoAction *action)
virtual void GLRender (SoGLRenderAction *action)
virtual void callback (SoCallbackAction *action)
virtual void rayPick (SoRayPickAction *action)

๐Ÿ’… Public Member Functions inherited from SoNode

void setOverride (const SbBool state)
SbBool isOverride (void) const
void setNodeType (const NodeType type)
NodeType getNodeType (void) const
virtual SoNode * copy (SbBool copyconnections=FALSE) const
virtual SbBool affectsState (void) const
virtual void GLRenderBelowPath (SoGLRenderAction *action)
virtual void GLRenderInPath (SoGLRenderAction *action)
virtual void GLRenderOffPath (SoGLRenderAction *action)
virtual void getBoundingBox (SoGetBoundingBoxAction *action)
virtual void getMatrix (SoGetMatrixAction *action)
virtual void handleEvent (SoHandleEventAction *action)
virtual void pick (SoPickAction *action)
virtual void search (SoSearchAction *action)
virtual void audioRender (SoAudioRenderAction *action)
virtual void getPrimitiveCount (SoGetPrimitiveCountAction *action)
virtual void grabEventsSetup (void)
virtual void grabEventsCleanup (void)
virtual void startNotify (void)
uint32_t getNodeId (void) const
virtual SoChildList * getChildren (void) const
virtual void writeInstance (SoOutput *out)
virtual SoNode * addToCopyDict (void) const
virtual void copyContents (const SoFieldContainer *from, SbBool
    copyconnections)
virtual SoFieldContainer * copyThroughConnection (void) const

The way copyconnections=FALSE is just sitting there with its lowercase default. Lowkey obsessed with a default value that knows what it is. ๐Ÿ™ˆ

๐Ÿฆ‹ Public Member Functions inherited from SoFieldContainer

void setToDefaults (void)
SbBool hasDefaultValues (void) const
SbBool fieldsAreEqual (const SoFieldContainer *container) const
void copyFieldValues (const SoFieldContainer *container, SbBool
    copyconnections=FALSE)
SbBool set (const char *const fielddata)
void get (SbString &fielddata)
virtual int getFields (SoFieldList &l) const
virtual int getAllFields (SoFieldList &l) const
virtual SoField * getField (const SbName &name) const
virtual SoField * getEventIn (const SbName &name) const
virtual SoField * getEventOut (const SbName &name) const
SbBool getFieldName (const SoField *const field, SbName &name) const
SbBool enableNotify (const SbBool flag)
SbBool isNotifyEnabled (void) const
SbBool set (const char *fielddata, SoInput *input)
void get (SbString &fielddata, SoOutput *out)
virtual SbBool validateNewFieldValue (SoField *field, void *newval)
virtual void addWriteReference (SoOutput *out, SbBool isfromfield=FALSE)
SbBool getIsBuiltIn (void) const
virtual void getFieldsMemorySize (size_t &managed, size_t &unmanaged)
    const
void setUserData (void *userdata) const
void * getUserData (void) const

set and get showing up twice with different signatures? It's giving overloaded and unbothered. ๐Ÿ’…

๐ŸŒˆ Public Member Functions inherited from SoBase

void ref (void) const
void unref (void) const
void unrefNoDelete (void) const
int32_t getRefCount (void) const
void touch (void)
SbBool isOfType (SoType type) const
virtual SbName getName (void) const
virtual void setName (const SbName &newname)
void addAuditor (void *const auditor, const SoNotRec::Type type)
void removeAuditor (void *const auditor, const SoNotRec::Type type)
const SoAuditorList & getAuditors (void) const
SbBool shouldWrite (void)
void assertAlive (void) const

ref / unref / unrefNoDelete / getRefCount โ€” the reference-counting quartet ate and left no crumbs. ๐Ÿ‘‘

๐ŸŒŸ Static Public Member Functions

static SoType getClassTypeId (void)
static void initClass (void)

โญ Static Public Member Functions inherited from SoNode

static uint32_t getCompatibilityTypes (const SoType &nodetype)
static SoType getClassTypeId (void)
static SoNode * getByName (const SbName &name)
static int getByName (const SbName &name, SoNodeList &l)
static void initClass (void)
static void initClasses (void)
static uint32_t getNextNodeId (void)
static int getActionMethodIndex (const SoType type)
static void getBoundingBoxS (SoAction *action, SoNode *node)
static void GLRenderS (SoAction *action, SoNode *node)
static void callbackS (SoAction *action, SoNode *node)
static void getMatrixS (SoAction *action, SoNode *node)
static void handleEventS (SoAction *action, SoNode *node)
static void pickS (SoAction *action, SoNode *node)
static void rayPickS (SoAction *action, SoNode *node)
static void searchS (SoAction *action, SoNode *node)
static void writeS (SoAction *action, SoNode *node)
static void audioRenderS (SoAction *action, SoNode *node)
static void getPrimitiveCountS (SoAction *action, SoNode *node)

Not the getByName two-for-one special โ€” one returns a SoNode *, the other fills up a SoNodeList &l. Overachieving fr fr. ๐Ÿ“

๐Ÿงš Static Public Member Functions inherited from SoFieldContainer

static void initClass (void)
static SoType getClassTypeId (void)
static void cleanupClass (void)
static void initCopyDict (void)
static void addCopy (const SoFieldContainer *orig, const
    SoFieldContainer *copy)
static SoFieldContainer * checkCopy (const SoFieldContainer *orig)
static SoFieldContainer * findCopy (const SoFieldContainer *orig, const
    SbBool copyconnections)
static void copyDone (void)

๐Ÿ’œ Static Public Member Functions inherited from SoBase

static void initClass (void)
static SoType getClassTypeId (void)
static void addName (SoBase *const base, const char *const name)
static void removeName (SoBase *const base, const char *const name)
static void incrementCurrentWriteCounter (void)
static void decrementCurrentWriteCounter (void)
static SoBase * getNamedBase (const SbName &name, SoType type)
static int getNamedBases (const SbName &name, SoBaseList &baselist,
    SoType type)
static SbBool read (SoInput *input, SoBase *&base, SoType expectedtype)
static void setInstancePrefix (const SbString &c)
static void setTraceRefs (SbBool trace)
static SbBool getTraceRefs (void)
static SbBool connectRoute (SoInput *input, const SbName &fromnodename,
    const SbName &fromfieldname, const SbName &tonodename, const SbName
    &tofieldname)
static SbBool readRoute (SoInput *input)

connectRoute taking four SbNames is doing the absolute most and honestly? Respect. ๐Ÿซถ

๐Ÿ”ฅ Public Attributes

SoSFEnum wrapS
SoSFEnum wrapT
SoSFEnum model
SoSFColor blendColor
SoSFVec4f backgroundColor
SoSFVec2s size
SoSFNode scene
SoSFNode sceneTransparencyType
SoSFEnum transparencyFunction
SoSFEnum type

These are the fields, bestie โ€” wrapS, wrapT, model, blendColor, backgroundColor, size, scene, sceneTransparencyType, transparencyFunction, and type. All ten of them, all accounted for, no one left on read. ๐Ÿ“‹

๐ŸŽ€ Protected Member Functions

virtual const SoFieldData * getFieldData (void) const

๐ŸŒธ Protected Member Functions inherited from SoNode

SoNode (void)
virtual ~SoNode ()
virtual SbBool readInstance (SoInput *in, unsigned short flags)

๐ŸŒท Protected Member Functions inherited from SoFieldContainer

SoFieldContainer (void)
virtual ~SoFieldContainer ()

๐Ÿซง Protected Member Functions inherited from SoBase

SoBase (void)
virtual ~SoBase ()
virtual void destroy (void)
SbBool hasMultipleWriteRefs (void) const
SbBool writeHeader (SoOutput *out, SbBool isgroup, SbBool isengine)
    const
void writeFooter (SoOutput *out) const
virtual const char * getFileFormatName (void) const

writeHeader takes isgroup and isengine as SbBools โ€” two booleans, one function, zero complaints. ๐Ÿ˜Œ

๐ŸŒˆ Static Protected Member Functions

static const SoFieldData ** getFieldDataPtr (void)

๐Ÿ’ซ Static Protected Member Functions inherited from SoNode

static const SoFieldData ** getFieldDataPtr (void)
static void setNextActionMethodIndex (int index)
static int getNextActionMethodIndex (void)
static void incNextActionMethodIndex (void)
static void setCompatibilityTypes (const SoType &nodetype, const
    uint32_t bitmask)

๐ŸŽ† Static Protected Member Functions inherited from SoBase

static uint32_t getCurrentWriteCounter (void)
static void staticDataLock (void)
static void staticDataUnlock (void)

staticDataLock and staticDataUnlock โ€” a matched set, a duo, a moment. ๐Ÿ”’๐Ÿ”“

๐Ÿ’œ Additional Inherited Members

๐Ÿฆ„ Protected Types inherited from SoBase

enum BaseFlags { IS_ENGINE = 0x01, IS_GROUP = 0x02 }

โœจ Protected Attributes inherited from SoNode

uint32_t uniqueId

๐Ÿฌ Protected Attributes inherited from SoFieldContainer

SbBool isBuiltIn

๐ŸŒŸ Static Protected Attributes inherited from SoNode

static uint32_t nextUniqueId = 1
static int nextActionMethodIndex = 0

nextUniqueId = 1 and nextActionMethodIndex = 0 โ€” starting from the beginning, humble origins, we love to see it. ๐Ÿ™Œ


Okay bestie, that's the whole SYNOPSIS and all the inherited-member receipts for part 1. We are so not done โ€” keep reading. ๐Ÿ’–

๐Ÿ’– DETAILED DESCRIPTION ๐Ÿ’–

okay so bestie, here's the tea: the SoSceneTexture2 class lets you build a 2D texture out of a whole Coin scene graph. yes, a scene graph inside a texture. iconic behavior honestly. ๐ŸŒˆ

It lets the rendering of a scene graph be specified as a texture image to be used in another scene graph. You set up the scene graph that gets turned into a texture in the SoSceneTexture2::scene field. ๐ŸŽ€

This node behaves exactly like SoTexture2 when it comes to mapping the actual texture onto subsequent geometry. So if you wanna know how textures get mapped onto shapes, go read the SoTexture2 documentation โ€” it's all there, no cap. ๐Ÿ“–โœจ

A notable feature (and like, genuinely notable, not just me hyping it) is that this node will use offscreen pbuffers for hardware accelerated rendering, if they're available from the OpenGL driver. WGL, GLX and AGL โ€” that's OpenGL drivers on Microsoft Windows, X11 and Mac OS X respectively โ€” all support the OpenGL Architecture Review Board (ARB) pbuffer extension in later incarnations from most OpenGL vendors. ๐Ÿ’…

Also note: the offscreen pbuffer will be used directly on the card as a texture, with no costly round trip back and forth from CPU memory, if the OpenGL driver supports the recent ARB_render_texture extension. that's the good stuff fr fr ๐Ÿ”ฅ

An important limitation though โ€” and I need you to hear me on this โ€” textures should have dimensions that are equal to a whole power-of-two. See the documentation for SoSceneTexture::size. ๐Ÿ‘‘

FILE FORMAT/DEFAULTS:

SceneTexture2 {
    size 256 256
    scene NULL
    sceneTransparencyType NULL
    type RGBA_UNSIGNED_BYTE
    backgroundColor 0 0 0 0
    transparencyFunction NONE
    wrapS REPEAT
    wrapT REPEAT
    model MODULATE
    blendColor 0 0 0
}

๐Ÿฆ‹ Since ๐Ÿฆ‹

Coin 2.2


๐ŸŒธ MEMBER ENUMERATION DOCUMENTATION ๐ŸŒธ

โœจ enum SoSceneTexture2::Model

Texture mapping model โ€” this is what decides how the texturemap gets "merged" with the object it's mapped onto. ๐Ÿ’ซ

Enumerator

  • MODULATE โ€” texture color gets multiplied by the polygon color. The result will be Phong shaded (if the light model is PHONG). โœจ
  • DECAL โ€” texture image overwrites polygon shading. Textured pixels will not be Phong shaded. Heads up: this has undefined behaviour for grayscale and grayscale-alpha textures. ๐Ÿ˜ญ
  • BLEND โ€” 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 SoSceneTexture2::blendColor. ๐ŸŽจ
  • REPLACE โ€” 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. ๐Ÿ’…

๐ŸŽ€ enum SoSceneTexture2::Wrap

Enumeration of wrapping strategies which can be used when the texturemap doesn't cover the full extent of the geometry. ๐Ÿ‘‘

Enumerator

  • REPEAT โ€” repeat texture when coordinate is not between 0 and 1. ๐Ÿ”
  • CLAMP โ€” clamp coordinate between 0 and 1. ๐Ÿ“Œ

๐Ÿ’œ enum SoSceneTexture2::TransparencyFunction

For deciding how the texture's alpha channel is handled. And ngl, it's not possible to automatically detect this, since the texture is stored only on the graphics card's memory โ€” and it'd be too slow to fetch the image to test the alpha channel like Coin does for regular textures. so yeah, you gotta tell it. ๐Ÿ™ˆ

Enumerator

  • NONE โ€” the alpha channel is ignored. ๐Ÿ™…
  • ALPHA_BLEND โ€” alpha blending is used. ๐Ÿซถ
  • ALPHA_TEST โ€” an alpha test function is used. ๐Ÿงช

๐ŸŒˆ enum SoSceneTexture2::Type

Enumerator

  • DEPTH โ€” specifies a depth buffer texture. ๐Ÿ•ณ๏ธ
  • RGBA8 โ€” specifies an RGBA texture with 8 bits per component. ๐ŸŽฏ

๐Ÿ’… MEMBER FUNCTION DOCUMENTATION ๐Ÿ’…

โญ SoType SoSceneTexture2::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. ๐Ÿ”

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. ๐Ÿ› ๏ธ

For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups. ๐Ÿ“š

Implements SoBase.

๐Ÿฆ‹ const SoFieldData * SoSceneTexture2::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. ๐Ÿซ™

Reimplemented from SoFieldContainer.

๐Ÿ”” void SoSceneTexture2::notify (SoNotList * l) [virtual]

Notifies all auditors for this instance when changes are made. ๐Ÿ“ฃ

Reimplemented from SoNode.

โœ๏ธ void SoSceneTexture2::write (SoWriteAction * action) [virtual]

Action method for SoWriteAction.

Writes out a node object, and any connected nodes, engines etc, if necessary. ๐Ÿ’พ

Reimplemented from SoNode.

๐ŸŽฌ void SoSceneTexture2::doAction (SoAction * action) [virtual]

This function performs the typical operation of a node for any action. ๐ŸŒ€

Reimplemented from SoNode.

๐Ÿ”ฅ void SoSceneTexture2::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, override this method. ๐ŸŽฎ

Reimplemented from SoNode.

๐Ÿ“ž void SoSceneTexture2::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. ๐Ÿ•ต๏ธ

Reimplemented from SoNode.

๐ŸŽฏ void SoSceneTexture2::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. โœจ

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

Reimplemented from SoNode.


๐ŸŽ€ MEMBER DATA DOCUMENTATION ๐ŸŽ€

SoSFEnum SoSceneTexture2::wrapS

Wrapping strategy for the S coordinate when the texturemap is narrower than the object to map onto. ๐Ÿ“

Default value is SoSceneTexture2::REPEAT.

SoSFEnum SoSceneTexture2::wrapT

Wrapping strategy for the T coordinate when the texturemap is shorter than the object to map onto. ๐Ÿ“

Default value is SoSceneTexture2::REPEAT.

SoSFEnum SoSceneTexture2::model

Texturemapping model for how the texturemap is "merged" with the polygon primitives it is applied to. Default value is SoSceneTexture2::MODULATE. ๐ŸŽจ

SoSFColor SoSceneTexture2::blendColor

Blend color. Used when SoSceneTexture2::model is SoSceneTexture2::BLEND. ๐Ÿ’œ

Default color value is [0, 0, 0], black, which means no contribution to the blending is made.

SoSFVec4f SoSceneTexture2::backgroundColor

The color the color buffer is cleared to before rendering the scene. Default value is (0.0f, 0.0f, 0.0f, 0.0f). ๐Ÿ–ค

SoSFVec2s SoSceneTexture2::size

The size of the texture. ๐Ÿ“

This node currently only supports power of two textures. If the size is not a power of two, the value will be rounded upwards to the next power of two. ๐Ÿ‘‘

SoSFNode SoSceneTexture2::scene

The scene graph that is rendered into the texture. ๐ŸŒŒ

SoSFNode SoSceneTexture2::sceneTransparencyType

Used for overriding the transparency type for the sub scene graph. Should contain an instance of the SoTransparecyType node, or NULL to inherit the transparency type from the current viewer. ๐ŸชŸ

Please note that if you want to render the texture using frame buffer objects, you need to use of of the NONE, SCREEN_DOOR, ADD or BLEND transparency types. ๐Ÿ’€

SoSFEnum SoSceneTexture2::transparencyFunction

The transparency function used. Default value is NONE. ๐Ÿซฅ

SoSFEnum SoSceneTexture2::type

The type of texture to generate. RGBA_UNSIGNED_BYTE for normal texture, DEPTH for a depth buffer texture, RGBA_FLOAT for a floating point RGBA texture. Default is RGBA_UNSIGNED_BYTE. ๐ŸŒˆ


๐Ÿ‘‘ Author ๐Ÿ‘‘

Generated automatically by Doxygen for Coin from the source code. ๐Ÿค–โœจ


okay that's the whole page bestie, you ate it ๐Ÿ’… this was generated automatically by Doxygen for Coin, from the source code โ€” Version 3.1.3, SoSceneTexture2(3), and yeah, we're done here. periodt. ๐ŸŽ€๐Ÿ’–๐Ÿฆ‹

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