SoLazyElement(3)
πΈ SoLazyElement(3) β Coin's finest, part 1 πΈ
okay bestie, listen π this is the Coin manual page for SoLazyElement(3) and it is lowkey enormous, so it comes in 2 parts and this right here is part 1. grab a snack, hydrate, let's go β¨
β¨ NAME β¨
SoLazyElement β the class used to handle material and shape properties. that's the whole name section. short, sweet, ate, no notes π
π¦ SYNOPSIS π¦
#include <Inventor/elements/SoLazyElement.h>
Inherits SoElement.
Inherited by SoGLLazyElement.
π Classes
struct CoinState
π Public Types
enum cases β the case constants, and LIGHT_MODEL_CASE starts at 0:
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, ALPHATEST_CASE, GLIMAGE_CASE,
LAZYCASES_LAST }
enum masks β one mask per case, each one shifted by its case, and ALL_MASK is literally the whole squad:
enum masks { LIGHT_MODEL_MASK = 1 << LIGHT_MODEL_CASE,
COLOR_MATERIAL_MASK = 1 << COLOR_MATERIAL_CASE, DIFFUSE_MASK = 1 <<
DIFFUSE_CASE, AMBIENT_MASK = 1 << AMBIENT_CASE, EMISSIVE_MASK =
1<<EMISSIVE_CASE, SPECULAR_MASK = 1 << SPECULAR_CASE, SHININESS_MASK
= 1 << SHININESS_CASE, TRANSPARENCY_MASK = 1 << TRANSPARENCY_CASE,
BLENDING_MASK = 1 << BLENDING_CASE, VERTEXORDERING_MASK = 1 <<
VERTEXORDERING_CASE, TWOSIDE_MASK = 1 << TWOSIDE_CASE, CULLING_MASK
= 1 << CULLING_CASE, SHADE_MODEL_MASK = 1 << SHADE_MODEL_CASE,
ALPHATEST_MASK = 1 << ALPHATEST_CASE, GLIMAGE_MASK = 1 <<
GLIMAGE_CASE, ALL_MASK = (1 << LAZYCASES_LAST)-1 }
enum internalMasks β the internal combos, iykyk:
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 β two options, BASE_COLOR and PHONG:
enum LightModel { BASE_COLOR, PHONG }
enum VertexOrdering β CW or CCW, pick your fighter:
enum VertexOrdering { CW, CCW }
π Public Member Functions
virtual void init (SoState *state)virtual void push (SoState *state)virtual SbBool matches (const SoElement *) constvirtual SoElement * copyMatchInfo (void) constint32_t getNumDiffuse (void) constint32_t getNumTransparencies (void) constint32_t getNumColorIndices (void) constSbBool isPacked (void) constSbBool isTransparent (void) constconst uint32_t * getPackedPointer (void) constconst SbColor * getDiffusePointer (void) constconst int32_t * getColorIndexPointer (void) constconst float * getTransparencyPointer (void) const
π Public Member Functions inherited from SoElement
const SoType getTypeId (void) constint getStackIndex (void) constvirtual void pop (SoState *state, const SoElement *prevTopElement)void setDepth (const int depth)int getDepth (void) constvirtual void print (FILE *file=stdout) constvirtual ~SoElement ()
π Static Public Member Functions
static SoType getClassTypeId (void)static int getClassStackIndex (void)static void * createInstance (void)static void initClass ()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 setAlphaTest (SoState *state, int func, float value)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 int getAlphaTest (SoState *state, float &value)static SbBool getTwoSidedLighting (SoState *state)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)static void setTransparencyType (SoState *state, int32_t type)
π Static Public Member Functions inherited from SoElement
static void initClass (void)static SoType getClassTypeId (void)static int getClassStackIndex (void)static void initElements (void)static int getNumStackIndices (void)static SoType getIdFromStackIndex (const int stackIndex)
π Protected Member Functions
~SoLazyElement ()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 setAlphaTestElt (int func, float value)
π Protected Member Functions inherited from SoElement
SoElement (void)void capture (SoState *const state) constvirtual void captureThis (SoState *state) constvoid setTypeId (const SoType typeId)void setStackIndex (const int index)SoElement * getNextInStack (void) constSoElement * getNextFree (void) const
π Protected Attributes
struct SoLazyElement::CoinState coinstate
π Protected Attributes inherited from SoElement
SoType typeIdint stackIndexint depth
π Additional Inherited Members
π Static Protected Member Functions inherited from SoElement
static SoElement * getElement (SoState *const state, const int stackIndex)static const SoElement * getConstElement (SoState *const state, const int stackIndex)static int createStackIndex (const SoType id)
π Static Protected Attributes inherited from SoElement
static int classStackIndexstatic SoTypeList * stackToType
π₯ Detailed Description π₯
The SoLazyElement class is used to handle material and shape properties. yes that's the whole summary, we love a class with a clear job π
So[GL]LazyElement is, as the name implies, an element that is lazy about sending things to OpenGL. like, it's giving "I'll do it later" energy, but make it a rendering engine. The changes are not sent to OpenGL until SoGLLazyElement::send() is called. Which means: you can change the state of certain attributes several times, but the state will only be sent to OpenGL once. queen of efficiency, honestly π
When creating a new shape node in Coin, it's a common operation to modify the OpenGL diffuse color. There are several ways you can send the color to OpenGL:
- if you're not going to use the color outside your node, you can just as well send it using plain OpenGL
- you can also set the color in the element, and then force a send by using
SoGLLazyElement::send(state, SoLazyElement::DIFFUSE_MASK)
However β and this is the important part bestie, do not skip it π€ β when creating an extension shape node, it's always recommended to create an instance of SoMaterialBundle on the stack. If this instance is created after you update SoLazyElement with a new color, the new color will be sent to OpenGL when you call SoMaterialBundle::sendFirst(). This call will also update all other lazy OpenGL state, and it is actually required to either use SoMaterialBundle::sendFirst() or call SoGLLazyElement::send(state, SoLazyElement::ALL_MASK) when creating a shape node.
π¨ not me stressing this again: you have to do one of those two things when you make a shape node. it's not a vibe suggestion, it's a requirement. periodt.
If you decide to send the color to OpenGL using glColor*(), you should notify SoGLLazyElement about this by calling SoGLLazyElement::reset(state, SoLazyElement::DIFFUSE_MASK). This will notify SoGLLazyElement that the current OpenGL diffuse color is unknown. so like, tell on yourself so the element knows it's lost π«Ά
π Constructor & Destructor Documentation π
SoLazyElement::~SoLazyElement () [protected]
Destructor.
that's literally the whole thing. it's protected, it destructs, it's an icon. slay π
β¨ Member Function Documentation β¨
SoType SoLazyElement::getClassTypeId (void ) [static]
Okay bestie, this static method is the one that returns the SoType object associated with objects of this class. It's giving "what even am I" but for C++ types. π
int SoLazyElement::getClassStackIndex (void ) [static]
This static method returns the state stack index for the class. Yes, the stack index, periodt. π«Ά
void * SoLazyElement::createInstance (void ) [static]
This API member is considered internal to the library, as it is not likely to be of interest to the application programmer. (iykyk, it's giving "you don't need to touch this" energy. π)
Creates a new instance of the class type corresponding to the SoType object.
void SoLazyElement::initClass (void ) [static]
Initialize relevant common data for all instances, like the type system. Basically setting up the group chat for every instance. π
void SoLazyElement::init (SoState * state) [virtual]
This function initializes the element type in the given SoState. It is called for the first element of each enabled element type in SoState objects.
- Reimplemented from
SoElement. - Reimplemented in
SoGLLazyElement.
void SoLazyElement::push (SoState * state) [virtual]
This method is called every time a new element is required in one of the stacks. This happens when a writable element is requested, using SoState::getElement() or indirectly SoElement::getElement(), and the depth of the current element is less than the state depth.
Override this method if your element needs to copy data from the previous top of stack. The push() method is called on the new element, and the previous element can be found using SoElement::getNextInStack().
- Reimplemented from
SoElement. - Reimplemented in
SoGLLazyElement.
SbBool SoLazyElement::matches (const SoElement * element) const [virtual]
Will always return TRUE in Coin. No cap. β
- Implements
SoElement.
SoElement * SoLazyElement::copyMatchInfo (void ) const [virtual]
Just returns NULL in Coin. It's giving "nothing to see here." π
- Implements
SoElement.
void SoLazyElement::setToDefault (SoState * state) [static]
Internal function used for resetting the OpenGL state before FBO rendering. Very backstage, very "don't worry about it." β¨
Author
Generated automatically by Doxygen for Coin from the source code.
π That's the whole vibe. This page? Coin version4.0.10, datedThu Jun 25 2026 00:00:00, and it's theSoLazyElement(3)manual. Stay slaying, bestie. π¦
π¦ where this page comes from
- fedora 43: Coin4-devel 4.0.10-1.fc43 Β· BSD-3-Clause AND GPL-3.0-or-later
- fedora 43: Coin4-devel 4.0.10-1.fc43 Β· BSD-3-Clause AND GPL-3.0-or-later
- fedora 44: Coin4-devel 4.0.10-1.fc44 Β· BSD-3-Clause AND GPL-3.0-or-later
- fedora 44: Coin4-devel 4.0.10-1.fc44 Β· BSD-3-Clause AND GPL-3.0-or-later
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms