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Add positioned uniforms and G-buffer textures to Effects
[simgear.git] / simgear / scene / material / Effect.cxx
1 // Copyright (C) 2008 - 2010  Tim Moore timoore33@gmail.com
2 //
3 // This library is free software; you can redistribute it and/or
4 // modify it under the terms of the GNU Library General Public
5 // License as published by the Free Software Foundation; either
6 // version 2 of the License, or (at your option) any later version.
7 //
8 // This library is distributed in the hope that it will be useful,
9 // but WITHOUT ANY WARRANTY; without even the implied warranty of
10 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
11 // Library General Public License for more details.
12 //
13 // You should have received a copy of the GNU General Public License
14 // along with this program; if not, write to the Free Software
15 // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
16
17 #ifdef HAVE_CONFIG_H
18 #  include <simgear_config.h>
19 #endif
20
21 #include "Effect.hxx"
22 #include "EffectBuilder.hxx"
23 #include "EffectGeode.hxx"
24 #include "Technique.hxx"
25 #include "Pass.hxx"
26 #include "TextureBuilder.hxx"
27
28 #include <algorithm>
29 #include <functional>
30 #include <iterator>
31 #include <map>
32 #include <utility>
33 #include <boost/tr1/unordered_map.hpp>
34
35 #include <boost/bind.hpp>
36 #include <boost/foreach.hpp>
37 #include <boost/functional/hash.hpp>
38 #include <boost/tuple/tuple.hpp>
39 #include <boost/tuple/tuple_comparison.hpp>
40
41 #include <osg/AlphaFunc>
42 #include <osg/BlendFunc>
43 #include <osg/CullFace>
44 #include <osg/Depth>
45 #include <osg/Drawable>
46 #include <osg/Material>
47 #include <osg/Math>
48 #include <osg/PolygonMode>
49 #include <osg/PolygonOffset>
50 #include <osg/Program>
51 #include <osg/Referenced>
52 #include <osg/RenderInfo>
53 #include <osg/ShadeModel>
54 #include <osg/StateSet>
55 #include <osg/Stencil>
56 #include <osg/TexEnv>
57 #include <osg/Texture1D>
58 #include <osg/Texture2D>
59 #include <osg/Texture3D>
60 #include <osg/TextureRectangle>
61 #include <osg/Uniform>
62 #include <osg/Vec4d>
63 #include <osgUtil/CullVisitor>
64 #include <osgDB/FileUtils>
65 #include <osgDB/Input>
66 #include <osgDB/ParameterOutput>
67 #include <osgDB/ReadFile>
68 #include <osgDB/Registry>
69
70 #include <simgear/scene/util/SGReaderWriterOptions.hxx>
71 #include <simgear/scene/tgdb/userdata.hxx>
72 #include <simgear/scene/util/OsgMath.hxx>
73 #include <simgear/scene/util/SGSceneFeatures.hxx>
74 #include <simgear/scene/util/StateAttributeFactory.hxx>
75 #include <simgear/structure/OSGUtils.hxx>
76 #include <simgear/structure/SGExpression.hxx>
77
78
79
80 namespace simgear
81 {
82 using namespace std;
83 using namespace osg;
84 using namespace osgUtil;
85
86 using namespace effect;
87
88 Effect::Effect()
89     : _cache(0), _isRealized(false)
90 {
91 }
92
93 Effect::Effect(const Effect& rhs, const CopyOp& copyop)
94     : osg::Object(rhs,copyop), root(rhs.root), parametersProp(rhs.parametersProp), _cache(0),
95       _isRealized(rhs._isRealized)
96 {
97     typedef vector<ref_ptr<Technique> > TechniqueList;
98     for (TechniqueList::const_iterator itr = rhs.techniques.begin(),
99              end = rhs.techniques.end();
100          itr != end;
101          ++itr)
102         techniques.push_back(static_cast<Technique*>(copyop(itr->get())));
103
104     generator = rhs.generator;
105 }
106
107 // Assume that the last technique is always valid.
108 StateSet* Effect::getDefaultStateSet()
109 {
110     Technique* tniq = techniques.back().get();
111     if (!tniq)
112         return 0;
113     Pass* pass = tniq->passes.front().get();
114     return pass;
115 }
116
117 int Effect::getGenerator(Effect::Generator what) const
118 {
119     std::map<Generator,int>::const_iterator it = generator.find(what);
120     if(it == generator.end()) return -1;
121     else return it->second;
122 }
123
124 // There should always be a valid technique in an effect.
125
126 Technique* Effect::chooseTechnique(RenderInfo* info)
127 {
128     BOOST_FOREACH(ref_ptr<Technique>& technique, techniques)
129     {
130         if (technique->valid(info) == Technique::VALID)
131             return technique.get();
132     }
133     return 0;
134 }
135
136 void Effect::resizeGLObjectBuffers(unsigned int maxSize)
137 {
138     BOOST_FOREACH(const ref_ptr<Technique>& technique, techniques)
139     {
140         technique->resizeGLObjectBuffers(maxSize);
141     }
142 }
143
144 void Effect::releaseGLObjects(osg::State* state) const
145 {
146     BOOST_FOREACH(const ref_ptr<Technique>& technique, techniques)
147     {
148         technique->releaseGLObjects(state);
149     }
150 }
151
152 Effect::~Effect()
153 {
154     delete _cache;
155 }
156
157 void buildPass(Effect* effect, Technique* tniq, const SGPropertyNode* prop,
158                const SGReaderWriterOptions* options)
159 {
160     Pass* pass = new Pass;
161     tniq->passes.push_back(pass);
162     for (int i = 0; i < prop->nChildren(); ++i) {
163         const SGPropertyNode* attrProp = prop->getChild(i);
164         PassAttributeBuilder* builder
165             = PassAttributeBuilder::find(attrProp->getNameString());
166         if (builder)
167             builder->buildAttribute(effect, pass, attrProp, options);
168         else
169             SG_LOG(SG_INPUT, SG_ALERT,
170                    "skipping unknown pass attribute " << attrProp->getName());
171     }
172 }
173
174 // Default names for vector property components
175 const char* vec3Names[] = {"x", "y", "z"};
176 const char* vec4Names[] = {"x", "y", "z", "w"};
177
178 osg::Vec4f getColor(const SGPropertyNode* prop)
179 {
180     if (prop->nChildren() == 0) {
181         if (prop->getType() == props::VEC4D) {
182             return osg::Vec4f(toOsg(prop->getValue<SGVec4d>()));
183         } else if (prop->getType() == props::VEC3D) {
184             return osg::Vec4f(toOsg(prop->getValue<SGVec3d>()), 1.0f);
185         } else {
186             SG_LOG(SG_INPUT, SG_ALERT,
187                    "invalid color property " << prop->getName() << " "
188                    << prop->getStringValue());
189             return osg::Vec4f(0.0f, 0.0f, 0.0f, 1.0f);
190         }
191     } else {
192         osg::Vec4f result;
193         static const char* colors[] = {"r", "g", "b"};
194         for (int i = 0; i < 3; ++i) {
195             const SGPropertyNode* componentProp = prop->getChild(colors[i]);
196             result[i] = componentProp ? componentProp->getValue<float>() : 0.0f;
197         }
198         const SGPropertyNode* alphaProp = prop->getChild("a");
199         result[3] = alphaProp ? alphaProp->getValue<float>() : 1.0f;
200         return result;
201     }
202 }
203
204 struct LightingBuilder : public PassAttributeBuilder
205 {
206     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
207                         const SGReaderWriterOptions* options);
208 };
209
210 void LightingBuilder::buildAttribute(Effect* effect, Pass* pass,
211                                      const SGPropertyNode* prop,
212                                      const SGReaderWriterOptions* options)
213 {
214     const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
215     if (!realProp)
216         return;
217     pass->setMode(GL_LIGHTING, (realProp->getValue<bool>() ? StateAttribute::ON
218                                 : StateAttribute::OFF));
219 }
220
221 InstallAttributeBuilder<LightingBuilder> installLighting("lighting");
222
223 struct ShadeModelBuilder : public PassAttributeBuilder
224 {
225     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
226                         const SGReaderWriterOptions* options)
227     {
228         const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
229         if (!realProp)
230             return;
231         StateAttributeFactory *attrFact = StateAttributeFactory::instance();
232         string propVal = realProp->getStringValue();
233         if (propVal == "flat")
234             pass->setAttribute(attrFact->getFlatShadeModel());
235         else if (propVal == "smooth")
236             pass->setAttribute(attrFact->getSmoothShadeModel());
237         else
238             SG_LOG(SG_INPUT, SG_ALERT,
239                    "invalid shade model property " << propVal);
240     }
241 };
242
243 InstallAttributeBuilder<ShadeModelBuilder> installShadeModel("shade-model");
244
245 struct CullFaceBuilder : PassAttributeBuilder
246 {
247     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
248                         const SGReaderWriterOptions* options)
249     {
250         const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
251         if (!realProp) {
252             pass->setMode(GL_CULL_FACE, StateAttribute::OFF);
253             return;
254         }
255         StateAttributeFactory *attrFact = StateAttributeFactory::instance();
256         string propVal = realProp->getStringValue();
257         if (propVal == "front")
258             pass->setAttributeAndModes(attrFact->getCullFaceFront());
259         else if (propVal == "back")
260             pass->setAttributeAndModes(attrFact->getCullFaceBack());
261         else if (propVal == "front-back")
262             pass->setAttributeAndModes(new CullFace(CullFace::FRONT_AND_BACK));
263         else if (propVal == "off")
264             pass->setMode(GL_CULL_FACE, StateAttribute::OFF);
265         else
266             SG_LOG(SG_INPUT, SG_ALERT,
267                    "invalid cull face property " << propVal);            
268     }    
269 };
270
271 InstallAttributeBuilder<CullFaceBuilder> installCullFace("cull-face");
272
273 struct ColorMaskBuilder : PassAttributeBuilder
274 {
275     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
276                         const SGReaderWriterOptions* options)
277     {
278         const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
279         if (!realProp)
280             return;
281
282         ColorMask *mask = new ColorMask;
283         Vec4 m = getColor(realProp);
284         mask->setMask(m.r() > 0.0, m.g() > 0.0, m.b() > 0.0, m.a() > 0.0);
285         pass->setAttributeAndModes(mask);
286     }    
287 };
288
289 InstallAttributeBuilder<ColorMaskBuilder> installColorMask("color-mask");
290
291 EffectNameValue<StateSet::RenderingHint> renderingHintInit[] =
292 {
293     { "default", StateSet::DEFAULT_BIN },
294     { "opaque", StateSet::OPAQUE_BIN },
295     { "transparent", StateSet::TRANSPARENT_BIN }
296 };
297
298 EffectPropertyMap<StateSet::RenderingHint> renderingHints(renderingHintInit);
299
300 struct HintBuilder : public PassAttributeBuilder
301 {
302     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
303                         const SGReaderWriterOptions* options)
304     {
305         const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
306         if (!realProp)
307             return;
308         StateSet::RenderingHint renderingHint = StateSet::DEFAULT_BIN;
309         findAttr(renderingHints, realProp, renderingHint);
310         pass->setRenderingHint(renderingHint);
311     }    
312 };
313
314 InstallAttributeBuilder<HintBuilder> installHint("rendering-hint");
315
316 struct RenderBinBuilder : public PassAttributeBuilder
317 {
318     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
319                         const SGReaderWriterOptions* options)
320     {
321         if (!isAttributeActive(effect, prop))
322             return;
323         const SGPropertyNode* binProp = prop->getChild("bin-number");
324         binProp = getEffectPropertyNode(effect, binProp);
325         const SGPropertyNode* nameProp = prop->getChild("bin-name");
326         nameProp = getEffectPropertyNode(effect, nameProp);
327         if (binProp && nameProp) {
328             pass->setRenderBinDetails(binProp->getIntValue(),
329                                       nameProp->getStringValue());
330         } else {
331             if (!binProp)
332                 SG_LOG(SG_INPUT, SG_ALERT,
333                        "No render bin number specified in render bin section");
334             if (!nameProp)
335                 SG_LOG(SG_INPUT, SG_ALERT,
336                        "No render bin name specified in render bin section");
337         }
338     }
339 };
340
341 InstallAttributeBuilder<RenderBinBuilder> installRenderBin("render-bin");
342
343 struct MaterialBuilder : public PassAttributeBuilder
344 {
345     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
346                         const SGReaderWriterOptions* options);
347 };
348
349 EffectNameValue<Material::ColorMode> colorModeInit[] =
350 {
351     { "ambient", Material::AMBIENT },
352     { "ambient-and-diffuse", Material::AMBIENT_AND_DIFFUSE },
353     { "diffuse", Material::DIFFUSE },
354     { "emissive", Material::EMISSION },
355     { "specular", Material::SPECULAR },
356     { "off", Material::OFF }
357 };
358 EffectPropertyMap<Material::ColorMode> colorModes(colorModeInit);
359
360 void MaterialBuilder::buildAttribute(Effect* effect, Pass* pass,
361                                      const SGPropertyNode* prop,
362                                      const SGReaderWriterOptions* options)
363 {
364     if (!isAttributeActive(effect, prop))
365         return;
366     Material* mat = new Material;
367     const SGPropertyNode* color = 0;
368     if ((color = getEffectPropertyChild(effect, prop, "ambient")))
369         mat->setAmbient(Material::FRONT_AND_BACK, getColor(color));
370     if ((color = getEffectPropertyChild(effect, prop, "ambient-front")))
371         mat->setAmbient(Material::FRONT, getColor(color));
372     if ((color = getEffectPropertyChild(effect, prop, "ambient-back")))
373         mat->setAmbient(Material::BACK, getColor(color));
374     if ((color = getEffectPropertyChild(effect, prop, "diffuse")))
375         mat->setDiffuse(Material::FRONT_AND_BACK, getColor(color));
376     if ((color = getEffectPropertyChild(effect, prop, "diffuse-front")))
377         mat->setDiffuse(Material::FRONT, getColor(color));
378     if ((color = getEffectPropertyChild(effect, prop, "diffuse-back")))
379         mat->setDiffuse(Material::BACK, getColor(color));
380     if ((color = getEffectPropertyChild(effect, prop, "specular")))
381         mat->setSpecular(Material::FRONT_AND_BACK, getColor(color));
382     if ((color = getEffectPropertyChild(effect, prop, "specular-front")))
383         mat->setSpecular(Material::FRONT, getColor(color));
384     if ((color = getEffectPropertyChild(effect, prop, "specular-back")))
385         mat->setSpecular(Material::BACK, getColor(color));
386     if ((color = getEffectPropertyChild(effect, prop, "emissive")))
387         mat->setEmission(Material::FRONT_AND_BACK, getColor(color));
388     if ((color = getEffectPropertyChild(effect, prop, "emissive-front")))
389         mat->setEmission(Material::FRONT, getColor(color));        
390     if ((color = getEffectPropertyChild(effect, prop, "emissive-back")))
391         mat->setEmission(Material::BACK, getColor(color));        
392     const SGPropertyNode* shininess = 0;
393     mat->setShininess(Material::FRONT_AND_BACK, 0.0f);
394     if ((shininess = getEffectPropertyChild(effect, prop, "shininess")))
395         mat->setShininess(Material::FRONT_AND_BACK, shininess->getFloatValue());
396     if ((shininess = getEffectPropertyChild(effect, prop, "shininess-front")))
397         mat->setShininess(Material::FRONT, shininess->getFloatValue());
398     if ((shininess = getEffectPropertyChild(effect, prop, "shininess-back")))
399         mat->setShininess(Material::BACK, shininess->getFloatValue());
400     Material::ColorMode colorMode = Material::OFF;
401     findAttr(colorModes, getEffectPropertyChild(effect, prop, "color-mode"),
402              colorMode);
403     mat->setColorMode(colorMode);
404     pass->setAttribute(mat);
405 }
406
407 InstallAttributeBuilder<MaterialBuilder> installMaterial("material");
408
409 EffectNameValue<BlendFunc::BlendFuncMode> blendFuncModesInit[] =
410 {
411     {"dst-alpha", BlendFunc::DST_ALPHA},
412     {"dst-color", BlendFunc::DST_COLOR},
413     {"one", BlendFunc::ONE},
414     {"one-minus-dst-alpha", BlendFunc::ONE_MINUS_DST_ALPHA},
415     {"one-minus-dst-color", BlendFunc::ONE_MINUS_DST_COLOR},
416     {"one-minus-src-alpha", BlendFunc::ONE_MINUS_SRC_ALPHA},
417     {"one-minus-src-color", BlendFunc::ONE_MINUS_SRC_COLOR},
418     {"src-alpha", BlendFunc::SRC_ALPHA},
419     {"src-alpha-saturate", BlendFunc::SRC_ALPHA_SATURATE},
420     {"src-color", BlendFunc::SRC_COLOR},
421     {"constant-color", BlendFunc::CONSTANT_COLOR},
422     {"one-minus-constant-color", BlendFunc::ONE_MINUS_CONSTANT_COLOR},
423     {"constant-alpha", BlendFunc::CONSTANT_ALPHA},
424     {"one-minus-constant-alpha", BlendFunc::ONE_MINUS_CONSTANT_ALPHA},
425     {"zero", BlendFunc::ZERO}
426 };
427 EffectPropertyMap<BlendFunc::BlendFuncMode> blendFuncModes(blendFuncModesInit);
428
429 struct BlendBuilder : public PassAttributeBuilder
430 {
431     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
432                         const SGReaderWriterOptions* options)
433     {
434         if (!isAttributeActive(effect, prop))
435             return;
436         // XXX Compatibility with early <blend> syntax; should go away
437         // before a release
438         const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
439         if (!realProp)
440             return;
441         if (realProp->nChildren() == 0) {
442             pass->setMode(GL_BLEND, (realProp->getBoolValue()
443                                      ? StateAttribute::ON
444                                      : StateAttribute::OFF));
445             return;
446         }
447
448         const SGPropertyNode* pmode = getEffectPropertyChild(effect, prop,
449                                                              "mode");
450         // XXX When dynamic parameters are supported, this code should
451         // create the blend function even if the mode is off.
452         if (pmode && !pmode->getValue<bool>()) {
453             pass->setMode(GL_BLEND, StateAttribute::OFF);
454             return;
455         }
456         const SGPropertyNode* psource
457             = getEffectPropertyChild(effect, prop, "source");
458         const SGPropertyNode* pdestination
459             = getEffectPropertyChild(effect, prop, "destination");
460         const SGPropertyNode* psourceRGB
461             = getEffectPropertyChild(effect, prop, "source-rgb");
462         const SGPropertyNode* psourceAlpha
463             = getEffectPropertyChild(effect, prop, "source-alpha");
464         const SGPropertyNode* pdestRGB
465             = getEffectPropertyChild(effect, prop, "destination-rgb");
466         const SGPropertyNode* pdestAlpha
467             = getEffectPropertyChild(effect, prop, "destination-alpha");
468         BlendFunc::BlendFuncMode sourceMode = BlendFunc::ONE;
469         BlendFunc::BlendFuncMode destMode = BlendFunc::ZERO;
470         if (psource)
471             findAttr(blendFuncModes, psource, sourceMode);
472         if (pdestination)
473             findAttr(blendFuncModes, pdestination, destMode);
474         if (psource && pdestination
475             && !(psourceRGB || psourceAlpha || pdestRGB || pdestAlpha)
476             && sourceMode == BlendFunc::SRC_ALPHA
477             && destMode == BlendFunc::ONE_MINUS_SRC_ALPHA) {
478             pass->setAttributeAndModes(StateAttributeFactory::instance()
479                                        ->getStandardBlendFunc());
480             return;
481         }
482         BlendFunc* blendFunc = new BlendFunc;
483         if (psource)
484             blendFunc->setSource(sourceMode);
485         if (pdestination)
486             blendFunc->setDestination(destMode);
487         if (psourceRGB) {
488             BlendFunc::BlendFuncMode sourceRGBMode;
489             findAttr(blendFuncModes, psourceRGB, sourceRGBMode);
490             blendFunc->setSourceRGB(sourceRGBMode);
491         }
492         if (pdestRGB) {
493             BlendFunc::BlendFuncMode destRGBMode;
494             findAttr(blendFuncModes, pdestRGB, destRGBMode);
495             blendFunc->setDestinationRGB(destRGBMode);
496         }
497         if (psourceAlpha) {
498             BlendFunc::BlendFuncMode sourceAlphaMode;
499             findAttr(blendFuncModes, psourceAlpha, sourceAlphaMode);
500             blendFunc->setSourceAlpha(sourceAlphaMode);
501         }
502         if (pdestAlpha) {
503             BlendFunc::BlendFuncMode destAlphaMode;
504             findAttr(blendFuncModes, pdestAlpha, destAlphaMode);
505             blendFunc->setDestinationAlpha(destAlphaMode);
506         }
507         pass->setAttributeAndModes(blendFunc);
508     }
509 };
510
511 InstallAttributeBuilder<BlendBuilder> installBlend("blend");
512
513
514 EffectNameValue<Stencil::Function> stencilFunctionInit[] =
515 {
516     {"never", Stencil::NEVER },
517     {"less", Stencil::LESS},
518     {"equal", Stencil::EQUAL},
519     {"less-or-equal", Stencil::LEQUAL},
520     {"greater", Stencil::GREATER},
521     {"not-equal", Stencil::NOTEQUAL},
522     {"greater-or-equal", Stencil::GEQUAL},
523     {"always", Stencil::ALWAYS}
524 };
525
526 EffectPropertyMap<Stencil::Function> stencilFunction(stencilFunctionInit);
527
528 EffectNameValue<Stencil::Operation> stencilOperationInit[] =
529 {
530     {"keep", Stencil::KEEP},
531     {"zero", Stencil::ZERO},
532     {"replace", Stencil::REPLACE},
533     {"increase", Stencil::INCR},
534     {"decrease", Stencil::DECR},
535     {"invert", Stencil::INVERT},
536     {"increase-wrap", Stencil::INCR_WRAP},
537     {"decrease-wrap", Stencil::DECR_WRAP}
538 };
539
540 EffectPropertyMap<Stencil::Operation> stencilOperation(stencilOperationInit);
541
542 struct StencilBuilder : public PassAttributeBuilder
543 {
544     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
545                         const SGReaderWriterOptions* options)
546     {
547         if (!isAttributeActive(effect, prop))
548             return;
549
550         const SGPropertyNode* pmode = getEffectPropertyChild(effect, prop,
551                                                              "mode");
552         if (pmode && !pmode->getValue<bool>()) {
553             pass->setMode(GL_STENCIL, StateAttribute::OFF);
554             return;
555         }
556         const SGPropertyNode* pfunction
557             = getEffectPropertyChild(effect, prop, "function");
558         const SGPropertyNode* pvalue
559             = getEffectPropertyChild(effect, prop, "value");
560         const SGPropertyNode* pmask
561             = getEffectPropertyChild(effect, prop, "mask");
562         const SGPropertyNode* psfail
563             = getEffectPropertyChild(effect, prop, "stencil-fail");
564         const SGPropertyNode* pzfail
565             = getEffectPropertyChild(effect, prop, "z-fail");
566         const SGPropertyNode* ppass
567             = getEffectPropertyChild(effect, prop, "pass");
568
569         Stencil::Function func = Stencil::ALWAYS;  // Always pass
570         int ref = 0;
571         unsigned int mask = ~0u;  // All bits on
572         Stencil::Operation sfailop = Stencil::KEEP;  // Keep the old values as default
573         Stencil::Operation zfailop = Stencil::KEEP;
574         Stencil::Operation passop = Stencil::KEEP;
575
576         ref_ptr<Stencil> stencilFunc = new Stencil;
577
578         if (pfunction)
579             findAttr(stencilFunction, pfunction, func);
580         if (pvalue)
581             ref = pvalue->getIntValue();
582         if (pmask) 
583             mask = pmask->getIntValue();
584
585         if (psfail)
586             findAttr(stencilOperation, psfail, sfailop);
587         if (pzfail)
588             findAttr(stencilOperation, pzfail, zfailop);
589         if (ppass)
590             findAttr(stencilOperation, ppass, passop);
591
592         // Set the stencil operation
593         stencilFunc->setFunction(func, ref, mask);
594
595         // Set the operation, s-fail, s-pass/z-fail, s-pass/z-pass
596         stencilFunc->setOperation(sfailop, zfailop, passop);
597
598         // Add the operation to pass
599         pass->setAttributeAndModes(stencilFunc.get());
600     }
601 };
602
603 InstallAttributeBuilder<StencilBuilder> installStencil("stencil");
604
605
606 EffectNameValue<AlphaFunc::ComparisonFunction> alphaComparisonInit[] =
607 {
608     {"never", AlphaFunc::NEVER},
609     {"less", AlphaFunc::LESS},
610     {"equal", AlphaFunc::EQUAL},
611     {"lequal", AlphaFunc::LEQUAL},
612     {"greater", AlphaFunc::GREATER},
613     {"notequal", AlphaFunc::NOTEQUAL},
614     {"gequal", AlphaFunc::GEQUAL},
615     {"always", AlphaFunc::ALWAYS}
616 };
617 EffectPropertyMap<AlphaFunc::ComparisonFunction>
618 alphaComparison(alphaComparisonInit);
619
620 struct AlphaTestBuilder : public PassAttributeBuilder
621 {
622     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
623                         const SGReaderWriterOptions* options)
624     {
625         if (!isAttributeActive(effect, prop))
626             return;
627         // XXX Compatibility with early <alpha-test> syntax; should go away
628         // before a release
629         const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
630         if (!realProp)
631             return;
632         if (realProp->nChildren() == 0) {
633             pass->setMode(GL_ALPHA_TEST, (realProp->getBoolValue()
634                                      ? StateAttribute::ON
635                                      : StateAttribute::OFF));
636             return;
637         }
638
639         const SGPropertyNode* pmode = getEffectPropertyChild(effect, prop,
640                                                              "mode");
641         // XXX When dynamic parameters are supported, this code should
642         // create the blend function even if the mode is off.
643         if (pmode && !pmode->getValue<bool>()) {
644             pass->setMode(GL_ALPHA_TEST, StateAttribute::OFF);
645             return;
646         }
647         const SGPropertyNode* pComp = getEffectPropertyChild(effect, prop,
648                                                              "comparison");
649         const SGPropertyNode* pRef = getEffectPropertyChild(effect, prop,
650                                                              "reference");
651         AlphaFunc::ComparisonFunction func = AlphaFunc::ALWAYS;
652         float refValue = 1.0f;
653         if (pComp)
654             findAttr(alphaComparison, pComp, func);
655         if (pRef)
656             refValue = pRef->getValue<float>();
657         if (func == AlphaFunc::GREATER && osg::equivalent(refValue, 1.0f)) {
658             pass->setAttributeAndModes(StateAttributeFactory::instance()
659                                        ->getStandardAlphaFunc());
660         } else {
661             AlphaFunc* alphaFunc = new AlphaFunc;
662             alphaFunc->setFunction(func);
663             alphaFunc->setReferenceValue(refValue);
664             pass->setAttributeAndModes(alphaFunc);
665         }
666     }
667 };
668
669 InstallAttributeBuilder<AlphaTestBuilder> installAlphaTest("alpha-test");
670
671 InstallAttributeBuilder<TextureUnitBuilder> textureUnitBuilder("texture-unit");
672
673 // Shader key, used both for shaders with relative and absolute names
674 typedef pair<string, Shader::Type> ShaderKey;
675
676 inline ShaderKey makeShaderKey(SGPropertyNode_ptr& ptr, Shader::Type shaderType)
677 {
678     return ShaderKey(ptr->getStringValue(), shaderType);
679 }
680
681 struct ProgramKey
682 {
683     typedef pair<string, int> AttribKey;
684     osgDB::FilePathList paths;
685     vector<ShaderKey> shaders;
686     vector<AttribKey> attributes;
687     struct EqualTo
688     {
689         bool operator()(const ProgramKey& lhs, const ProgramKey& rhs) const
690         {
691             return (lhs.paths.size() == rhs.paths.size()
692                     && equal(lhs.paths.begin(), lhs.paths.end(),
693                              rhs.paths.begin())
694                     && lhs.shaders.size() == rhs.shaders.size()
695                     && equal (lhs.shaders.begin(), lhs.shaders.end(),
696                               rhs.shaders.begin())
697                     && lhs.attributes.size() == rhs.attributes.size()
698                     && equal(lhs.attributes.begin(), lhs.attributes.end(),
699                              rhs.attributes.begin()));
700         }
701     };
702 };
703
704 size_t hash_value(const ProgramKey& key)
705 {
706     size_t seed = 0;
707     boost::hash_range(seed, key.paths.begin(), key.paths.end());
708     boost::hash_range(seed, key.shaders.begin(), key.shaders.end());
709     boost::hash_range(seed, key.attributes.begin(), key.attributes.end());
710     return seed;
711 }
712
713 // XXX Should these be protected by a mutex? Probably
714
715 typedef tr1::unordered_map<ProgramKey, ref_ptr<Program>,
716                            boost::hash<ProgramKey>, ProgramKey::EqualTo>
717 ProgramMap;
718 ProgramMap programMap;
719 ProgramMap resolvedProgramMap;  // map with resolved shader file names
720
721 typedef tr1::unordered_map<ShaderKey, ref_ptr<Shader>, boost::hash<ShaderKey> >
722 ShaderMap;
723 ShaderMap shaderMap;
724
725 void reload_shaders()
726 {
727     for(ShaderMap::iterator sitr = shaderMap.begin(); sitr != shaderMap.end(); ++sitr)
728     {
729         Shader *shader = sitr->second.get();
730         string fileName = SGModelLib::findDataFile(sitr->first.first);
731         if (!fileName.empty()) {
732             shader->loadShaderSourceFromFile(fileName);
733         }
734     }
735 }
736
737 struct ShaderProgramBuilder : PassAttributeBuilder
738 {
739     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
740                         const SGReaderWriterOptions* options);
741 };
742
743
744 EffectNameValue<GLint> geometryInputTypeInit[] =
745 {
746     {"points", GL_POINTS},
747     {"lines", GL_LINES},
748     {"lines-adjacency", GL_LINES_ADJACENCY_EXT},
749     {"triangles", GL_TRIANGLES},
750     {"triangles-adjacency", GL_TRIANGLES_ADJACENCY_EXT},
751 };
752 EffectPropertyMap<GLint>
753 geometryInputType(geometryInputTypeInit);
754
755
756 EffectNameValue<GLint> geometryOutputTypeInit[] =
757 {
758     {"points", GL_POINTS},
759     {"line-strip", GL_LINE_STRIP},
760     {"triangle-strip", GL_TRIANGLE_STRIP}
761 };
762 EffectPropertyMap<GLint>
763 geometryOutputType(geometryOutputTypeInit);
764
765 void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
766                                           const SGPropertyNode* prop,
767                                           const SGReaderWriterOptions*
768                                           options)
769 {
770     using namespace boost;
771     if (!isAttributeActive(effect, prop))
772         return;
773     PropertyList pVertShaders = prop->getChildren("vertex-shader");
774     PropertyList pGeomShaders = prop->getChildren("geometry-shader");
775     PropertyList pFragShaders = prop->getChildren("fragment-shader");
776     PropertyList pAttributes = prop->getChildren("attribute");
777     ProgramKey prgKey;
778     std::back_insert_iterator<vector<ShaderKey> > inserter(prgKey.shaders);
779     transform(pVertShaders.begin(), pVertShaders.end(), inserter,
780               boost::bind(makeShaderKey, _1, Shader::VERTEX));
781     transform(pGeomShaders.begin(), pGeomShaders.end(), inserter,
782               boost::bind(makeShaderKey, _1, Shader::GEOMETRY));
783     transform(pFragShaders.begin(), pFragShaders.end(), inserter,
784               boost::bind(makeShaderKey, _1, Shader::FRAGMENT));
785     for (PropertyList::iterator itr = pAttributes.begin(),
786              e = pAttributes.end();
787          itr != e;
788          ++itr) {
789         const SGPropertyNode* pName = getEffectPropertyChild(effect, *itr,
790                                                              "name");
791         const SGPropertyNode* pIndex = getEffectPropertyChild(effect, *itr,
792                                                               "index");
793         if (!pName || ! pIndex)
794             throw BuilderException("malformed attribute property");
795         prgKey.attributes
796             .push_back(ProgramKey::AttribKey(pName->getStringValue(),
797                                              pIndex->getValue<int>()));
798     }
799     if (options)
800         prgKey.paths = options->getDatabasePathList();
801     Program* program = 0;
802     ProgramMap::iterator pitr = programMap.find(prgKey);
803     if (pitr != programMap.end()) {
804         program = pitr->second.get();
805         pass->setAttributeAndModes(program);
806         return;
807     }
808     // The program wasn't in the map using the load path passed in with
809     // the options, but it might have already been loaded using a
810     // different load path i.e., its shaders were found in the fg data
811     // directory. So, resolve the shaders' file names and look in the
812     // resolvedProgramMap for a program using those shaders.
813     ProgramKey resolvedKey;
814     resolvedKey.attributes = prgKey.attributes;
815     BOOST_FOREACH(const ShaderKey& shaderKey, prgKey.shaders)
816     {
817         const string& shaderName = shaderKey.first;
818         Shader::Type stype = shaderKey.second;
819         string fileName = SGModelLib::findDataFile(shaderName, options);
820         if (fileName.empty())
821             throw BuilderException(string("couldn't find shader ") +
822                                    shaderName);
823         resolvedKey.shaders.push_back(ShaderKey(fileName, stype));
824     }
825     ProgramMap::iterator resitr = resolvedProgramMap.find(resolvedKey);
826     if (resitr != resolvedProgramMap.end()) {
827         program = resitr->second.get();
828         programMap.insert(ProgramMap::value_type(prgKey, program));
829         pass->setAttributeAndModes(program);
830         return;
831     }
832     program = new Program;
833     BOOST_FOREACH(const ShaderKey& skey, resolvedKey.shaders)
834     {
835         const string& fileName = skey.first;
836         Shader::Type stype = skey.second;
837         ShaderMap::iterator sitr = shaderMap.find(skey);
838         if (sitr != shaderMap.end()) {
839             program->addShader(sitr->second.get());
840         } else {
841             ref_ptr<Shader> shader = new Shader(stype);
842             if (shader->loadShaderSourceFromFile(fileName)) {
843                 program->addShader(shader.get());
844                 shaderMap.insert(ShaderMap::value_type(skey, shader));
845             }
846         }
847     }
848     BOOST_FOREACH(const ProgramKey::AttribKey& key, prgKey.attributes) {
849         program->addBindAttribLocation(key.first, key.second);
850     }
851     const SGPropertyNode* pGeometryVerticesOut
852         = getEffectPropertyChild(effect, prop, "geometry-vertices-out");
853     if (pGeometryVerticesOut)
854         program->setParameter(GL_GEOMETRY_VERTICES_OUT_EXT,
855                               pGeometryVerticesOut->getIntValue());
856     const SGPropertyNode* pGeometryInputType
857         = getEffectPropertyChild(effect, prop, "geometry-input-type");
858     if (pGeometryInputType) {
859         GLint type;
860         findAttr(geometryInputType, pGeometryInputType->getStringValue(), type);
861         program->setParameter(GL_GEOMETRY_INPUT_TYPE_EXT, type);
862     }
863     const SGPropertyNode* pGeometryOutputType
864         = getEffectPropertyChild(effect, prop, "geometry-output-type");
865     if (pGeometryOutputType) {
866         GLint type;
867         findAttr(geometryOutputType, pGeometryOutputType->getStringValue(),
868                  type);
869         program->setParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT, type);
870     }
871     programMap.insert(ProgramMap::value_type(prgKey, program));
872     resolvedProgramMap.insert(ProgramMap::value_type(resolvedKey, program));
873     pass->setAttributeAndModes(program);
874 }
875
876 InstallAttributeBuilder<ShaderProgramBuilder> installShaderProgram("program");
877
878 EffectNameValue<Uniform::Type> uniformTypesInit[] =
879 {
880     {"bool", Uniform::BOOL},
881     {"int", Uniform::INT},
882     {"float", Uniform::FLOAT},
883     {"float-vec3", Uniform::FLOAT_VEC3},
884     {"float-vec4", Uniform::FLOAT_VEC4},
885     {"sampler-1d", Uniform::SAMPLER_1D},
886     {"sampler-1d-shadow", Uniform::SAMPLER_1D_SHADOW},
887     {"sampler-2d", Uniform::SAMPLER_2D},
888     {"sampler-2d-shadow", Uniform::SAMPLER_2D_SHADOW},
889     {"sampler-3d", Uniform::SAMPLER_3D},
890     {"sampler-cube", Uniform::SAMPLER_CUBE}
891 };
892 EffectPropertyMap<Uniform::Type> uniformTypes(uniformTypesInit);
893
894 // Optimization hack for common uniforms.
895 // XXX protect these with a mutex?
896
897 ref_ptr<Uniform> texture0;
898 ref_ptr<Uniform> colorMode[3];
899
900 struct UniformBuilder :public PassAttributeBuilder
901 {
902     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
903                         const SGReaderWriterOptions* options)
904     {
905         if (!texture0.valid()) {
906             texture0 = new Uniform(Uniform::SAMPLER_2D, "texture");
907             texture0->set(0);
908             texture0->setDataVariance(Object::STATIC);
909             for (int i = 0; i < 3; ++i) {
910                 colorMode[i] = new Uniform(Uniform::INT, "colorMode");
911                 colorMode[i]->set(i);
912                 colorMode[i]->setDataVariance(Object::STATIC);
913             }
914         }
915         if (!isAttributeActive(effect, prop))
916             return;
917         const SGPropertyNode* nameProp = prop->getChild("name");
918         const SGPropertyNode* typeProp = prop->getChild("type");
919         const SGPropertyNode* positionedProp = prop->getChild("positioned");
920         const SGPropertyNode* valProp = prop->getChild("value");
921         string name;
922         Uniform::Type uniformType = Uniform::FLOAT;
923         if (nameProp) {
924             name = nameProp->getStringValue();
925         } else {
926             SG_LOG(SG_INPUT, SG_ALERT, "No name for uniform property ");
927             return;
928         }
929         if (!valProp) {
930             SG_LOG(SG_INPUT, SG_ALERT, "No value for uniform property "
931                    << name);
932             return;
933         }
934         if (!typeProp) {
935             props::Type propType = valProp->getType();
936             switch (propType) {
937             case props::BOOL:
938                 uniformType = Uniform::BOOL;
939                 break;
940             case props::INT:
941                 uniformType = Uniform::INT;
942                 break;
943             case props::FLOAT:
944             case props::DOUBLE:
945                 break;          // default float type;
946             case props::VEC3D:
947                 uniformType = Uniform::FLOAT_VEC3;
948                 break;
949             case props::VEC4D:
950                 uniformType = Uniform::FLOAT_VEC4;
951                 break;
952             default:
953                 SG_LOG(SG_INPUT, SG_ALERT, "Can't deduce type of uniform "
954                        << name);
955                 return;
956             }
957         } else {
958             findAttr(uniformTypes, typeProp, uniformType);
959         }
960         ref_ptr<Uniform> uniform = new Uniform;
961         uniform->setName(name);
962         uniform->setType(uniformType);
963         switch (uniformType) {
964         case Uniform::FLOAT:
965             initFromParameters(effect, valProp, uniform.get(),
966                                static_cast<bool (Uniform::*)(float)>(&Uniform::set),
967                                options);
968             break;
969         case Uniform::FLOAT_VEC3:
970             initFromParameters(effect, valProp, uniform.get(),
971                                static_cast<bool (Uniform::*)(const Vec3&)>(&Uniform::set),
972                                vec3Names, options);
973             break;
974         case Uniform::FLOAT_VEC4:
975             initFromParameters(effect, valProp, uniform.get(),
976                                static_cast<bool (Uniform::*)(const Vec4&)>(&Uniform::set),
977                                vec4Names, options);
978             break;
979         case Uniform::INT:
980         case Uniform::SAMPLER_1D:
981         case Uniform::SAMPLER_2D:
982         case Uniform::SAMPLER_3D:
983         case Uniform::SAMPLER_1D_SHADOW:
984         case Uniform::SAMPLER_2D_SHADOW:
985         case Uniform::SAMPLER_CUBE:
986             initFromParameters(effect, valProp, uniform.get(),
987                                static_cast<bool (Uniform::*)(int)>(&Uniform::set),
988                                options);
989             break;
990         default: // avoid compiler warning
991             break;
992         }
993         // optimize common uniforms
994         if (uniformType == Uniform::SAMPLER_2D || uniformType == Uniform::INT)
995         {
996             int val;
997             uniform->get(val);
998             if (uniformType == Uniform::SAMPLER_2D && val == 0
999                 && name == "texture") {
1000                 uniform = texture0;
1001             } else if (uniformType == Uniform::INT && val >= 0 && val < 3
1002                        && name == "colorMode") {
1003                 uniform = colorMode[val];
1004             }
1005         }
1006         pass->addUniform(uniform.get());
1007         if (positionedProp && positionedProp->getBoolValue() && uniformType == Uniform::FLOAT_VEC4) {
1008             osg::Vec4 offset;
1009             uniform->get(offset);
1010             pass->addPositionedUniform( name, offset );
1011         }
1012     }
1013 };
1014
1015 InstallAttributeBuilder<UniformBuilder> installUniform("uniform");
1016
1017 // Not sure what to do with "name". At one point I wanted to use it to
1018 // order the passes, but I do support render bin and stuff too...
1019
1020 struct NameBuilder : public PassAttributeBuilder
1021 {
1022     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
1023                         const SGReaderWriterOptions* options)
1024     {
1025         // name can't use <use>
1026         string name = prop->getStringValue();
1027         if (!name.empty())
1028             pass->setName(name);
1029     }
1030 };
1031
1032 InstallAttributeBuilder<NameBuilder> installName("name");
1033
1034 EffectNameValue<PolygonMode::Mode> polygonModeModesInit[] =
1035 {
1036     {"fill", PolygonMode::FILL},
1037     {"line", PolygonMode::LINE},
1038     {"point", PolygonMode::POINT}
1039 };
1040 EffectPropertyMap<PolygonMode::Mode> polygonModeModes(polygonModeModesInit);
1041
1042 struct PolygonModeBuilder : public PassAttributeBuilder
1043 {
1044     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
1045                         const SGReaderWriterOptions* options)
1046     {
1047         if (!isAttributeActive(effect, prop))
1048             return;
1049         const SGPropertyNode* frontProp
1050             = getEffectPropertyChild(effect, prop, "front");
1051         const SGPropertyNode* backProp
1052             = getEffectPropertyChild(effect, prop, "back");
1053         ref_ptr<PolygonMode> pmode = new PolygonMode;
1054         PolygonMode::Mode frontMode = PolygonMode::FILL;
1055         PolygonMode::Mode backMode = PolygonMode::FILL;
1056         if (frontProp) {
1057             findAttr(polygonModeModes, frontProp, frontMode);
1058             pmode->setMode(PolygonMode::FRONT, frontMode);
1059         }
1060         if (backProp) {
1061             findAttr(polygonModeModes, backProp, backMode);
1062             pmode->setMode(PolygonMode::BACK, backMode);
1063         }
1064         pass->setAttribute(pmode.get());
1065     }
1066 };
1067
1068 InstallAttributeBuilder<PolygonModeBuilder> installPolygonMode("polygon-mode");
1069
1070 struct PolygonOffsetBuilder : public PassAttributeBuilder
1071 {
1072     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
1073                         const SGReaderWriterOptions* options)
1074     {
1075         if (!isAttributeActive(effect, prop))
1076             return;
1077         
1078         const SGPropertyNode* factor
1079            = getEffectPropertyChild(effect, prop, "factor");
1080         const SGPropertyNode* units
1081            = getEffectPropertyChild(effect, prop, "units");
1082         
1083         ref_ptr<PolygonOffset> polyoffset = new PolygonOffset;
1084         
1085         polyoffset->setFactor(factor->getFloatValue());
1086         polyoffset->setUnits(units->getFloatValue());
1087
1088         SG_LOG(SG_INPUT, SG_BULK,
1089                    "Set PolygonOffset to " << polyoffset->getFactor() << polyoffset->getUnits() );            
1090
1091         pass->setAttributeAndModes(polyoffset.get(),
1092                                    StateAttribute::OVERRIDE|StateAttribute::ON);
1093     }
1094 };
1095
1096 InstallAttributeBuilder<PolygonOffsetBuilder> installPolygonOffset("polygon-offset");
1097
1098 struct VertexProgramTwoSideBuilder : public PassAttributeBuilder
1099 {
1100     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
1101                         const SGReaderWriterOptions* options)
1102     {
1103         const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
1104         if (!realProp)
1105             return;
1106         pass->setMode(GL_VERTEX_PROGRAM_TWO_SIDE,
1107                       (realProp->getValue<bool>()
1108                        ? StateAttribute::ON : StateAttribute::OFF));
1109     }
1110 };
1111
1112 InstallAttributeBuilder<VertexProgramTwoSideBuilder>
1113 installTwoSide("vertex-program-two-side");
1114
1115 struct VertexProgramPointSizeBuilder : public PassAttributeBuilder
1116 {
1117     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
1118                         const SGReaderWriterOptions* options)
1119     {
1120         const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
1121         if (!realProp)
1122             return;
1123         pass->setMode(GL_VERTEX_PROGRAM_POINT_SIZE,
1124                       (realProp->getValue<bool>()
1125                        ? StateAttribute::ON : StateAttribute::OFF));
1126     }
1127 };
1128
1129 InstallAttributeBuilder<VertexProgramPointSizeBuilder>
1130 installPointSize("vertex-program-point-size");
1131
1132 EffectNameValue<Depth::Function> depthFunctionInit[] =
1133 {
1134     {"never", Depth::NEVER},
1135     {"less", Depth::LESS},
1136     {"equal", Depth::EQUAL},
1137     {"lequal", Depth::LEQUAL},
1138     {"greater", Depth::GREATER},
1139     {"notequal", Depth::NOTEQUAL},
1140     {"gequal", Depth::GEQUAL},
1141     {"always", Depth::ALWAYS}
1142 };
1143 EffectPropertyMap<Depth::Function> depthFunction(depthFunctionInit);
1144
1145 struct DepthBuilder : public PassAttributeBuilder
1146 {
1147     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
1148                         const SGReaderWriterOptions* options)
1149     {
1150         if (!isAttributeActive(effect, prop))
1151             return;
1152         ref_ptr<Depth> depth = new Depth;
1153         const SGPropertyNode* pfunc
1154             = getEffectPropertyChild(effect, prop, "function");
1155         if (pfunc) {
1156             Depth::Function func = Depth::LESS;
1157             findAttr(depthFunction, pfunc, func);
1158             depth->setFunction(func);
1159         }
1160         const SGPropertyNode* pnear
1161             = getEffectPropertyChild(effect, prop, "near");
1162         if (pnear)
1163             depth->setZNear(pnear->getValue<double>());
1164         const SGPropertyNode* pfar
1165             = getEffectPropertyChild(effect, prop, "far");
1166         if (pfar)
1167             depth->setZFar(pfar->getValue<double>());
1168         const SGPropertyNode* pmask
1169             = getEffectPropertyChild(effect, prop, "write-mask");
1170         if (pmask)
1171             depth->setWriteMask(pmask->getValue<bool>());
1172         const SGPropertyNode* penabled
1173             = getEffectPropertyChild(effect, prop, "enabled");
1174         bool enabled = ( penabled == 0 || penabled->getBoolValue() );
1175         pass->setAttributeAndModes(depth.get(), enabled ? osg::StateAttribute::ON : osg::StateAttribute::OFF);
1176     }
1177 };
1178
1179 InstallAttributeBuilder<DepthBuilder> installDepth("depth");
1180
1181 void buildTechnique(Effect* effect, const SGPropertyNode* prop,
1182                     const SGReaderWriterOptions* options)
1183 {
1184     Technique* tniq = new Technique;
1185     effect->techniques.push_back(tniq);
1186     const SGPropertyNode* predProp = prop->getChild("predicate");
1187     if (!predProp) {
1188         tniq->setAlwaysValid(true);
1189     } else {
1190         try {
1191             TechniquePredParser parser;
1192             parser.setTechnique(tniq);
1193             expression::BindingLayout& layout = parser.getBindingLayout();
1194             /*int contextLoc = */layout.addBinding("__contextId", expression::INT);
1195             SGExpressionb* validExp
1196                 = dynamic_cast<SGExpressionb*>(parser.read(predProp
1197                                                            ->getChild(0)));
1198             if (validExp)
1199                 tniq->setValidExpression(validExp, layout);
1200             else
1201                 throw expression::ParseError("technique predicate is not a boolean expression");
1202         }
1203         catch (expression::ParseError& except)
1204         {
1205             SG_LOG(SG_INPUT, SG_ALERT,
1206                    "parsing technique predicate " << except.getMessage());
1207             tniq->setAlwaysValid(false);
1208         }
1209     }
1210     PropertyList passProps = prop->getChildren("pass");
1211     for (PropertyList::iterator itr = passProps.begin(), e = passProps.end();
1212          itr != e;
1213          ++itr) {
1214         buildPass(effect, tniq, itr->ptr(), options);
1215     }
1216 }
1217
1218 // Specifically for .ac files...
1219 bool makeParametersFromStateSet(SGPropertyNode* effectRoot, const StateSet* ss)
1220 {
1221     SGPropertyNode* paramRoot = makeChild(effectRoot, "parameters");
1222     SGPropertyNode* matNode = paramRoot->getChild("material", 0, true);
1223     Vec4f ambVal, difVal, specVal, emisVal;
1224     float shininess = 0.0f;
1225     const Material* mat = getStateAttribute<Material>(ss);
1226     if (mat) {
1227         ambVal = mat->getAmbient(Material::FRONT_AND_BACK);
1228         difVal = mat->getDiffuse(Material::FRONT_AND_BACK);
1229         specVal = mat->getSpecular(Material::FRONT_AND_BACK);
1230         emisVal = mat->getEmission(Material::FRONT_AND_BACK);
1231         shininess = mat->getShininess(Material::FRONT_AND_BACK);
1232         makeChild(matNode, "active")->setValue(true);
1233         makeChild(matNode, "ambient")->setValue(toVec4d(toSG(ambVal)));
1234         makeChild(matNode, "diffuse")->setValue(toVec4d(toSG(difVal)));
1235         makeChild(matNode, "specular")->setValue(toVec4d(toSG(specVal)));
1236         makeChild(matNode, "emissive")->setValue(toVec4d(toSG(emisVal)));
1237         makeChild(matNode, "shininess")->setValue(shininess);
1238         matNode->getChild("color-mode", 0, true)->setStringValue("diffuse");
1239     } else {
1240         makeChild(matNode, "active")->setValue(false);
1241     }
1242     const ShadeModel* sm = getStateAttribute<ShadeModel>(ss);
1243     string shadeModelString("smooth");
1244     if (sm) {
1245         ShadeModel::Mode smMode = sm->getMode();
1246         if (smMode == ShadeModel::FLAT)
1247             shadeModelString = "flat";
1248     }
1249     makeChild(paramRoot, "shade-model")->setStringValue(shadeModelString);
1250     string cullFaceString("off");
1251     const CullFace* cullFace = getStateAttribute<CullFace>(ss);
1252     if (cullFace) {
1253         switch (cullFace->getMode()) {
1254         case CullFace::FRONT:
1255             cullFaceString = "front";
1256             break;
1257         case CullFace::BACK:
1258             cullFaceString = "back";
1259             break;
1260         case CullFace::FRONT_AND_BACK:
1261             cullFaceString = "front-back";
1262             break;
1263         default:
1264             break;
1265         }
1266     }
1267     makeChild(paramRoot, "cull-face")->setStringValue(cullFaceString);
1268     // Macintosh ATI workaround
1269     bool vertexTwoSide = cullFaceString == "off";
1270     makeChild(paramRoot, "vertex-program-two-side")->setValue(vertexTwoSide);
1271     const BlendFunc* blendFunc = getStateAttribute<BlendFunc>(ss);
1272     SGPropertyNode* blendNode = makeChild(paramRoot, "blend");
1273     if (blendFunc) {
1274         string sourceMode = findName(blendFuncModes, blendFunc->getSource());
1275         string destMode = findName(blendFuncModes, blendFunc->getDestination());
1276         makeChild(blendNode, "active")->setValue(true);
1277         makeChild(blendNode, "source")->setStringValue(sourceMode);
1278         makeChild(blendNode, "destination")->setStringValue(destMode);
1279         makeChild(blendNode, "mode")->setValue(true);
1280     } else {
1281         makeChild(blendNode, "active")->setValue(false);
1282     }
1283     string renderingHint = findName(renderingHints, ss->getRenderingHint());
1284     makeChild(paramRoot, "rendering-hint")->setStringValue(renderingHint);
1285     makeTextureParameters(paramRoot, ss);
1286     return true;
1287 }
1288
1289 // Walk the techniques property tree, building techniques and
1290 // passes.
1291 bool Effect::realizeTechniques(const SGReaderWriterOptions* options)
1292 {
1293     if (_isRealized)
1294         return true;
1295     PropertyList tniqList = root->getChildren("technique");
1296     for (PropertyList::iterator itr = tniqList.begin(), e = tniqList.end();
1297          itr != e;
1298          ++itr)
1299         buildTechnique(this, *itr, options);
1300     _isRealized = true;
1301     return true;
1302 }
1303
1304 void Effect::InitializeCallback::doUpdate(osg::Node* node, osg::NodeVisitor* nv)
1305 {
1306     EffectGeode* eg = dynamic_cast<EffectGeode*>(node);
1307     if (!eg)
1308         return;
1309     Effect* effect = eg->getEffect();
1310     if (!effect)
1311         return;
1312     SGPropertyNode* root = getPropertyRoot();
1313     for (vector<SGSharedPtr<Updater> >::iterator itr = effect->_extraData.begin(),
1314              end = effect->_extraData.end();
1315          itr != end;
1316          ++itr) {
1317         InitializeWhenAdded* adder
1318             = dynamic_cast<InitializeWhenAdded*>(itr->ptr());
1319         if (adder)
1320             adder->initOnAdd(effect, root);
1321     }
1322 }
1323
1324 bool Effect::Key::EqualTo::operator()(const Effect::Key& lhs,
1325                                       const Effect::Key& rhs) const
1326 {
1327     if (lhs.paths.size() != rhs.paths.size()
1328         || !equal(lhs.paths.begin(), lhs.paths.end(), rhs.paths.begin()))
1329         return false;
1330     if (lhs.unmerged.valid() && rhs.unmerged.valid())
1331         return props::Compare()(lhs.unmerged, rhs.unmerged);
1332     else
1333         return lhs.unmerged == rhs.unmerged;
1334 }
1335
1336 size_t hash_value(const Effect::Key& key)
1337 {
1338     size_t seed = 0;
1339     if (key.unmerged.valid())
1340         boost::hash_combine(seed, *key.unmerged);
1341     boost::hash_range(seed, key.paths.begin(), key.paths.end());
1342     return seed;
1343 }
1344
1345 bool Effect_writeLocalData(const Object& obj, osgDB::Output& fw)
1346 {
1347     const Effect& effect = static_cast<const Effect&>(obj);
1348
1349     fw.indent() << "techniques " << effect.techniques.size() << "\n";
1350     BOOST_FOREACH(const ref_ptr<Technique>& technique, effect.techniques) {
1351         fw.writeObject(*technique);
1352     }
1353     return true;
1354 }
1355
1356 namespace
1357 {
1358 osgDB::RegisterDotOsgWrapperProxy effectProxy
1359 (
1360     new Effect,
1361     "simgear::Effect",
1362     "Object simgear::Effect",
1363     0,
1364     &Effect_writeLocalData
1365     );
1366 }
1367
1368 // Property expressions for technique predicates
1369 template<typename T>
1370 class PropertyExpression : public SGExpression<T>
1371 {
1372 public:
1373     PropertyExpression(SGPropertyNode* pnode) : _pnode(pnode) {}
1374     
1375     void eval(T& value, const expression::Binding*) const
1376     {
1377         value = _pnode->getValue<T>();
1378     }
1379 protected:
1380     SGPropertyNode_ptr _pnode;
1381 };
1382
1383 class EffectPropertyListener : public SGPropertyChangeListener
1384 {
1385 public:
1386     EffectPropertyListener(Technique* tniq) : _tniq(tniq) {}
1387     
1388     void valueChanged(SGPropertyNode* node)
1389     {
1390         _tniq->refreshValidity();
1391     }
1392 protected:
1393     osg::ref_ptr<Technique> _tniq;
1394 };
1395
1396 template<typename T>
1397 Expression* propertyExpressionParser(const SGPropertyNode* exp,
1398                                      expression::Parser* parser)
1399 {
1400     SGPropertyNode_ptr pnode = getPropertyRoot()->getNode(exp->getStringValue(),
1401                                                           true);
1402     PropertyExpression<T>* pexp = new PropertyExpression<T>(pnode);
1403     TechniquePredParser* predParser
1404         = dynamic_cast<TechniquePredParser*>(parser);
1405     if (predParser)
1406         pnode->addChangeListener(new EffectPropertyListener(predParser
1407                                                             ->getTechnique()));
1408     return pexp;
1409 }
1410
1411 expression::ExpParserRegistrar propertyRegistrar("property",
1412                                                  propertyExpressionParser<bool>);
1413
1414 expression::ExpParserRegistrar propvalueRegistrar("float-property",
1415                                                  propertyExpressionParser<float>);
1416
1417 }