SoBufferedShape Class Reference
[Shapes]

VSG extension Node to render geometry stored in SoBufferObject objects. More...

#include <Inventor/nodes/SoBufferedShape.h>

Inheritance diagram for SoBufferedShape:
SoShape SoNode SoFieldContainer SoBase SoRefCounter SoTypedObject SoVolumeBufferedShape

List of all members.

Public Types

enum  Type {
  POINTS,
  LINE_STRIP,
  LINE_LOOP,
  LINES,
  TRIANGLE_STRIP,
  TRIANGLE_FAN,
  TRIANGLES,
  QUAD_STRIP,
  QUADS,
  POLYGON
}
enum  Usage {
  STATIC,
  DYNAMIC
}

Public Member Functions

virtual SoType getTypeId () const
 SoBufferedShape ()

Static Public Member Functions

static SoType getClassTypeId ()

Public Attributes

SoSFEnum shapeUsage
SoSFBool primitiveRestartEnabled
SoSFInt32 primitiveRestartValue
SoSFBool useNormalsGenerator
SoSFEnum shapeType
SoMFInt32 numVertices
SoSFBufferObject vertexBuffer
SoSFShort vertexComponentsCount
SoSFEnum vertexComponentsType
SoSFShort vertexStride
SoSFInt32 vertexOffset
SoSFBufferObject normalBuffer
SoSFEnum normalComponentsType
SoSFShort normalStride
SoSFInt32 normalOffset
SoSFBufferObject indexBuffer
SoSFEnum indexType
SoSFInt32 indexOffset
SoSFBufferObject colorBuffer
SoSFEnum colorComponentsType
SoSFInt32 colorStride
SoSFInt32 colorOffset
SoSFInt32 colorComponentsCount
SoMFBufferObject texCoordsBuffer
SoMFEnum texCoordsComponentsType
SoMFInt32 texCoordsStride
SoMFInt32 texCoordsOffset
SoMFInt32 texCoordsComponentsCount

Detailed Description

VSG extension Node to render geometry stored in SoBufferObject objects.

SoBufferedShape is useful to manage the rendering of large geometry, provide application control over where the data is stored (CPU or GPU) and to integrate rendering with the Open Inventor computing framework (through the SoBufferObject classes).

SoBufferedShape provides fields for:

In this sense it is similar to the SoVertexProperty node, but SoVertexProperty is just a property node. SoBufferedShape also does the rendering of the shape. Properties that are not specified are taken from the traversal state (e.g. colors) or computed (e.g. normals).

SoBufferedShape can render many types of geometric primitives including points, lines, quads and triangles. (A single type must be specified per instance of SoBufferedShape.) You specify the type of primitive in the SoSFEnum field shapeType.

SoBufferedShape can render multiple primitives of the same type. You can specify the number of vertices (or indices if provided) to use for each primitive in the SoMFInt32 field numVertices (similar to SoFaceSet).

You can also use the primitive restart feature to define multiple indexed strip shapes, for example TRIANGLE_STRIP or LINE_STRIP. The end of each primitive is marked by a special index value in the index buffer and this value can be specified in the primitiveRestartValue field. The behavior is similar to the "-1" value that can be used in Open Inventor indexed shape nodes like SoIndexedFaceSet, but is implemented on the GPU.
NOTE:

The geometry and its attributes must be stored in buffer objects (see SoBufferObject). The buffer objects can be SoGpuBufferObjects stored directly on the graphics board or SoCpuBufferObjects stored in system memory. This allows the application to control what data is stored where.

In the general case, when the underlying buffer object is modified using the SoBufferObject API (setSize, map, memcpy, memset), the containing SoSFBufferObject field needs to be notified using touch() in order for Open Inventor to take this modification into account. If touch() is not called, there is no guarantee that the modifications will be visible on the next rendering.

If the application needs to frequently modify the values of an SoBufferObject, calling touch() on the field can result in an undesirable decrease in performance. Instead, it is recommended to use an instance of SoGpuBufferObject and set the shapeUsage field to DYNAMIC. These settings guarantee that this buffer data will be used directly for rendering, and eliminate the need to call touch() on the field. It also guarantees that modifications to the buffer done by shaders will be properly taken into account.

If lighting is enabled (there is no SoLightModel node or the model field of the SoLightModel is set to PHONG) and the normalBuffer field is not set, then Open Inventor will automatically compute normal vectors, but only in some cases (see Limitations section). Normal generation is affected by the creaseAngle field of the SoShapeHints node, but only if the vertices are NOT indexed (indexBuffer field is not set). If the vertices are indexed the creaseAngle is forced to PI, creating a smooth surface rendering. If the application needs to render sharp edges on a shape, either compute normal vectors and set the normalBuffer field or do not use the indexBuffer field. It is possible to disable normal generation (if for example the normals are generated by a geometry shader) by setting the useNormalsGenerator field to FALSE. If no normal vectors are specified or generated, and lighting is enabled, the primitive may not be rendered correctly.

SoBufferedShape provides fields to describe the content of each buffer, e.g. the data type and number of components in each buffer, as well as how to access the buffers, e.g. the offset into the buffer and "stride" separating data values in the buffer. The default values for offset and stride assume that the vertices, normals, etc are each in a separate buffer. However setting appropriate offset and stride allows, for example, vertices and normals to be interleaved in a single buffer. In this case the same buffer would be set into both the vertexBuffer and normalBuffer fields.

To disable computing the bounding box, which can take a long time with very large geometry, use the SoBBox node to specify a pre-computed bounding box.

Limitations

Example using CPU buffer:

   // Result should be similar to SoLineSet example in PG-GettingStarted.pdf.
   // This example does not show any of the advantages of using SoBufferedShape,
   // just the simplest possible setup and usage.
   // Coordinate data
   const float vertices[][3] = { 1,0.5,0, 0,1,0, -1,0.5,0,
                              -1,-1,0, 1,-1,0, 1,0,0, -1,0,0,
                              -1,-1.5,0, 1,-1.5,0 };
   const int numVerts[] = {3, 4, 2};
   const int NUM_COORDS = sizeof(vertices) / sizeof(SbVec3f);
   const int NUM_COUNTS = sizeof(numVerts) / sizeof(int);

   // Wrap coordinate array in a CPU buffer object
   SoRef<SoCpuBufferObject> vertBuf = 
       new SoCpuBufferObject( (void*)vertices, NUM_COORDS * sizeof(SbVec3f) );

   // Create a buffered shape to render the geometry
   SoBufferedShape *pShape = new SoBufferedShape;
   pShape->shapeType = SoBufferedShape::LINE_STRIP;
   pShape->numVertices.setValues( 0, NUM_COUNTS, numVerts );
   pShape->vertexBuffer.setValue( vertBuf.ptr() );

Example using GPU buffer:

   // Result should be similar to SoLineSet example in PG-GettingStarted.pdf.
   // This example does not show any of the advantages of using SoBufferedShape,
   // just the simplest possible setup and usage.
   // Coordinate data
   const float coords[][3] = { 1,0.5,0, 0,1,0, -1,0.5,0,
                              -1,-1,0, 1,-1,0, 1,0,0, -1,0,0,
                              -1,-1.5,0, 1,-1.5,0 };
   const int numVerts[] = {3, 4, 2};
   const int NUM_COORDS = sizeof(coords) / sizeof(SbVec3f);
   const int NUM_COUNTS = sizeof(numVerts) / sizeof(int);

   // Wrap coordinate array in a CPU buffer object
   SoRef<SoCpuBufferObject> cpuBuffer = 
       new SoCpuBufferObject( (void*)coords, NUM_COORDS * sizeof(SbVec3f) );

   // Create a GPU (OpenGL) buffer and load data from CPU buffer
   SoRef<SoGLContext> glContext = new SoGLContext(true);
   glContext->bind();
     SoRef<SoGpuBufferObject> gpuBuffer = new SoGpuBufferObject( SoGpuBufferObject::STATIC, SoGpuBufferObject::SHARED );
     gpuBuffer->setSize  ( cpuBuffer->getSize() ); // Set the buffer size (allocate memory)
     gpuBuffer->memcpy   ( cpuBuffer.ptr() );      // Copy data into the buffer
   glContext->unbind();

   // Create a buffered shape node to render the geometry
   SoBufferedShape *pShape = new SoBufferedShape;
   pShape->shapeType = SoBufferedShape::LINE_STRIP;
   pShape->numVertices.setValues( 0, NUM_COUNTS, numVerts );
   pShape->vertexBuffer.setValue( gpuBuffer.ptr() );

LIMITATIONS: SoBufferedShape needs a graphic card supporting vertex buffer objects, if not available shape won't be rendered.

FILE FORMAT/DEFAULT

ACTION BEHAVIOR

SEE ALSO

SoCpuBufferObject, SoGpuBufferObject, SoBBox

See related examples:

AnimatedShape, BufferedShapePicking, GPUGeometry, InterleavedVertexAttribFeedback, PrimitiveRestart, SimpleVertexAttribFeedback, SoBufferedShape, SoVertexShaderParameter, VertexAttribFeedback


Member Enumeration Documentation

Type of shape that will be rendered.

Enumerator:
POINTS 

Draws each vertex as a single point.

LINE_STRIP 

Connects all the vertices to form a polyline.

Given vertices A B C D, it draws the line segments AB, BC and CD.

LINE_LOOP 

Like LINE_STRIP, but an extra line segment is drawn connecting the last vertex to the first vertex.

LINES 

Connects each pair of vertices with a line.

Given vertices A B C D, it draws the line segments AB and CD.

TRIANGLE_STRIP 

Draws a strip of connected triangles.

Given vertices A B C D E F, it draws the triangles ABC, CBD, CDE and EDF.

TRIANGLE_FAN 

Draws a fan of triangles.

Given vertices A B C D E F, it draws the triangles ABC, ACD, ADE and AEF.

TRIANGLES 

Draws unconnected triangles.

Given vertices A B C D E F, it draws the triangles ABC and DEF.

QUAD_STRIP 

Draws a strip of connected quadrilaterals.

Given vertices A B C D E F, it draws the quadrilaterals ABDC and DCEF.

QUADS 

Draws unconnected quadrilaterals.

Given vertices A B C D E F G H, it draws the quadrilaterals ABCD and EFGH.

POLYGON 

Draws a single polygon using all the vertices (in each primitive).

This enum is used to set the shapeUsage field.

Enumerator:
STATIC 

The shape is static, its buffers are never modified or modified infrequently.

DYNAMIC 

The shape is dynamic, this will prevent some optimizations but it is recommended when the buffers are modified on a regular basis.


Constructor & Destructor Documentation

SoBufferedShape::SoBufferedShape (  ) 

Default constructor.


Member Function Documentation

static SoType SoBufferedShape::getClassTypeId (  )  [static]

Returns the type identifier for this class.

Reimplemented from SoShape.

Reimplemented in SoVolumeBufferedShape.

virtual SoType SoBufferedShape::getTypeId (  )  const [virtual]

Returns the type identifier for this specific instance.

Reimplemented from SoShape.

Reimplemented in SoVolumeBufferedShape.


Member Data Documentation

Buffer object that contains the (optional) color values.

Default is no buffer. Colors are always per-vertex or per-vertex-indexed. Note: This buffer must be an SoCpuBufferObject or SoGpuBufferObject. (SoGLBufferObject with target = ARRAY_BUFFER is also allowed but not recommended.)

Number of components in each color value.

Default is 3 (i.e. red, green and blue)

SbDataType::DataType type for the color values.

Use enum SbDataType::DataType. Default is SbDataType::FLOAT.

Offset in bytes to the first color value in the buffer.

Default is 0.

Stride in bytes between the first component of two consecutive colors.


Default is 0. e.g: If the colors are composed of 3 float components the stride should be 3 * sizeof(float). If vertices are packed in the same buffer the stride should be 3 * sizeof(float) + 3 * sizeof(float), the second part stands for the extra data padding.

Note: When the values are packed (only color values in the buffer) the value 0 can be used and OpenGL will compute the stride value.

Buffer object that contains the (optional) indices.

Default is no buffer. Note: This buffer must be an SoCpuBufferObject or SoGpuBufferObject. (SoGLBufferObject with target = ARRAY_BUFFER is also allowed but not recommended.)

Offset in bytes to the first index in the buffer.

Default is 0.

SbDataType::DataType type for the indices.

Use enum SbDataType::DataType. Default is SbDataType::UNSIGNED_INT32. Note: Due to OpenGL restrictions, only 3 values are accepted here: SbDataType::UNSIGNED_INT32, SbDataType::UNSIGNED_BYTE or SbDataType::UNSIGNED_SHORT.

Buffer object that contains the (optional) normal vectors.


Default is no buffer. Note: This buffer must be an SoCpuBufferObject or SoGpuBufferObject. (SoGLBufferObject with target = ARRAY_BUFFER is also allowed but not recommended.)

SbDataType::DataType type for the normal vectors.

Use enum SbDataType::DataType. Default is SbDataType::FLOAT.

Offset in bytes to the first normal vector in the buffer.

Default is 0.

Stride in bytes between the first component of two consecutive normals.

Default is 0. e.g: If the normals are composed of 3 float components the stride should be 3 * sizeof(float). If RGB colors are packed in the same buffer the stride should be 3 * sizeof(float) + 3 * sizeof(float), the second part stands for the extra data padding.

Note: When the values are packed (only normals in the buffer) the value 0 can be used and OpenGL will compute the stride value.

Total number of vertices/indices or number of vertices/indices to be used per primitive.

Specifically:

  • For the shape types POINTS, LINES, TRIANGLES and QUADS
    Only the first value is meaningful and it specifies the number of vertices to be used for rendering. Specifically:
    • For a list of points: numVertices should be the number of points to be drawn.
    • For a list of lines: numVertices should be num_lines * 2 where num_lines is the number of lines to be drawn.
    • For a list of quadrangles: numVertices should be num_quads * 4 where num_quads is the number of quadrangles to be drawn.
    • For a list of triangles: numVertices should be num_tri * 3 where num_tri is the number of triangles to be drawn.
  • For all other types:
    The number of values in this field specifies the number of primitives that will be drawn.
    Each value in the field specifies the number of vertices (or indices if given) to be used for each primitive.

Enable/disable the primitive restart feature.

Default is FALSE. Primitive restart allows you to define multiple indexed strip shapes using only one index buffer. Each time the primitive restart index is reached a new strip or loop of primitives is emitted. This feature is similar to the "-1" that can be used in the OIV indexed shapes This also means that the availability must be checked before being used

Limitations: Enabling primitive restart disables the normal generator.

NOTE: field available since Open Inventor 8.5

Index value for the primitive restart feature.

Default is -1.

NOTE: field available since Open Inventor 8.5

Shape type to render.

Use enum Type. Default is TRIANGLES.

Defines the usage of the shape.

Some optimizations can be performed when we know the usage of the shape. Most of the time if the buffer objects attached to the shape are updated on a regular basis prefer using DYNAMIC, otherwise prefer STATIC.

STATIC provides the best performance when the content of the buffer is never modified or modified infrequently.

Use enum Usage. The default value is STATIC.

NOTE: field available since Open Inventor 9.2

Buffer objects that contains the (optional) texture coordinates.


Default is no buffer. Note: This buffer must be an SoCpuBufferObject or SoGpuBufferObject. (SoGLBufferObject with target = ARRAY_BUFFER is also allowed but not recommended.)

Number of components in each texture coordinate.

Default is 2 (i.e. S and T)

SbDataType::DataType type for the texture coordinates.

Use enum SbDataType::DataType. Default is SbDataType::FLOAT.

Offset in bytes to the first texture coordinate in the buffer.

Default is 0.

Stride in bytes between the first component of two consecutive texture coordinates.


Default is 0. e.g: If each element is composed of 2 float components the stride should be 2 * sizeof(float). If vertices are packed in the same buffer the stride should be 2 * sizeof(float) + 3 * sizeof(float), the second part stands for the extra data padding.

Note: When the values are packed (only texture coordinates in the buffer) the value 0 can be used and OpenGL will compute the stride value.

Indicates if the node should use the internal normal vector generator if no normals are defined.

Default is TRUE.

This mode is only supported for shapes with float coordinates and 3 components per vertex. It is not supported for the points and the lines.

Disabling the normal generator can be useful if the normals are computed in a shader or if the shaders don't need any normal at all.

Normal generation is affected by the creaseAngle field of SoShapeHints.

Buffer object that contains the vertex data.


Default is no buffer. Note: This buffer must be an SoCpuBufferObject or SoGpuBufferObject. (SoGLBufferObject with target = ARRAY_BUFFER is also allowed but not recommended.)

Number of components in each vertex.

Default is 3 (i.e. X, Y and Z).

SbDataType::DataType for vertices.

Use enum SbDataType::DataType. Default is SbDataType::FLOAT.

Offset in bytes to the first vertex within the buffer.

Default is 0.

Stride in bytes between the first component of two consecutive vertices.


Default is 0. e.g: If the vertices are composed of 3 float components the stride should be 3 * sizeof(float). If RGB colors are packed in the same buffer the stride should be 3 * sizeof(float) + 3 * sizeof(float), the second part stands for the extra data padding.

Note: When the values are packed (only vertices in the buffer) the value 0 can be used and OpenGL will compute the stride value.


The documentation for this class was generated from the following file:

Open Inventor Toolkit reference manual, generated on 4 Sep 2023
Copyright © Thermo Fisher Scientific All rights reserved.
https://www.openinventor.com/