1 // Copyright (C) 2008 - 2010 Tim Moore timoore33@gmail.com
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.
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.
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.
18 # include <simgear_config.h>
22 #include "EffectBuilder.hxx"
23 #include "EffectGeode.hxx"
24 #include "Technique.hxx"
26 #include "TextureBuilder.hxx"
33 #include <boost/tr1/unordered_map.hpp>
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>
41 #include <osg/AlphaFunc>
42 #include <osg/BlendFunc>
43 #include <osg/CullFace>
45 #include <osg/Drawable>
46 #include <osg/Material>
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>
57 #include <osg/Texture1D>
58 #include <osg/Texture2D>
59 #include <osg/Texture3D>
60 #include <osg/TextureRectangle>
61 #include <osg/Uniform>
63 #include <osgUtil/CullVisitor>
64 #include <osgDB/FileUtils>
65 #include <osgDB/Input>
66 #include <osgDB/ParameterOutput>
67 #include <osgDB/ReadFile>
68 #include <osgDB/Registry>
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>
84 using namespace osgUtil;
86 using namespace effect;
89 : _cache(0), _isRealized(false)
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)
97 typedef vector<ref_ptr<Technique> > TechniqueList;
98 for (TechniqueList::const_iterator itr = rhs.techniques.begin(),
99 end = rhs.techniques.end();
102 techniques.push_back(static_cast<Technique*>(copyop(itr->get())));
104 generator = rhs.generator;
107 // Assume that the last technique is always valid.
108 StateSet* Effect::getDefaultStateSet()
110 Technique* tniq = techniques.back().get();
113 Pass* pass = tniq->passes.front().get();
117 int Effect::getGenerator(Effect::Generator what) const
119 std::map<Generator,int>::const_iterator it = generator.find(what);
120 if(it == generator.end()) return -1;
121 else return it->second;
124 // There should always be a valid technique in an effect.
126 Technique* Effect::chooseTechnique(RenderInfo* info)
128 BOOST_FOREACH(ref_ptr<Technique>& technique, techniques)
130 if (technique->valid(info) == Technique::VALID)
131 return technique.get();
136 void Effect::resizeGLObjectBuffers(unsigned int maxSize)
138 BOOST_FOREACH(const ref_ptr<Technique>& technique, techniques)
140 technique->resizeGLObjectBuffers(maxSize);
144 void Effect::releaseGLObjects(osg::State* state) const
146 BOOST_FOREACH(const ref_ptr<Technique>& technique, techniques)
148 technique->releaseGLObjects(state);
157 void buildPass(Effect* effect, Technique* tniq, const SGPropertyNode* prop,
158 const SGReaderWriterOptions* options)
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());
167 builder->buildAttribute(effect, pass, attrProp, options);
169 SG_LOG(SG_INPUT, SG_ALERT,
170 "skipping unknown pass attribute " << attrProp->getName());
174 // Default names for vector property components
175 const char* vec3Names[] = {"x", "y", "z"};
176 const char* vec4Names[] = {"x", "y", "z", "w"};
178 osg::Vec4f getColor(const SGPropertyNode* prop)
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);
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);
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;
198 const SGPropertyNode* alphaProp = prop->getChild("a");
199 result[3] = alphaProp ? alphaProp->getValue<float>() : 1.0f;
204 struct LightingBuilder : public PassAttributeBuilder
206 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
207 const SGReaderWriterOptions* options);
210 void LightingBuilder::buildAttribute(Effect* effect, Pass* pass,
211 const SGPropertyNode* prop,
212 const SGReaderWriterOptions* options)
214 const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
217 pass->setMode(GL_LIGHTING, (realProp->getValue<bool>() ? StateAttribute::ON
218 : StateAttribute::OFF));
221 InstallAttributeBuilder<LightingBuilder> installLighting("lighting");
223 struct ShadeModelBuilder : public PassAttributeBuilder
225 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
226 const SGReaderWriterOptions* options)
228 const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
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());
238 SG_LOG(SG_INPUT, SG_ALERT,
239 "invalid shade model property " << propVal);
243 InstallAttributeBuilder<ShadeModelBuilder> installShadeModel("shade-model");
245 struct CullFaceBuilder : PassAttributeBuilder
247 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
248 const SGReaderWriterOptions* options)
250 const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
252 pass->setMode(GL_CULL_FACE, StateAttribute::OFF);
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);
266 SG_LOG(SG_INPUT, SG_ALERT,
267 "invalid cull face property " << propVal);
271 InstallAttributeBuilder<CullFaceBuilder> installCullFace("cull-face");
273 struct ColorMaskBuilder : PassAttributeBuilder
275 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
276 const SGReaderWriterOptions* options)
278 const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
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);
289 InstallAttributeBuilder<ColorMaskBuilder> installColorMask("color-mask");
291 EffectNameValue<StateSet::RenderingHint> renderingHintInit[] =
293 { "default", StateSet::DEFAULT_BIN },
294 { "opaque", StateSet::OPAQUE_BIN },
295 { "transparent", StateSet::TRANSPARENT_BIN }
298 EffectPropertyMap<StateSet::RenderingHint> renderingHints(renderingHintInit);
300 struct HintBuilder : public PassAttributeBuilder
302 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
303 const SGReaderWriterOptions* options)
305 const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
308 StateSet::RenderingHint renderingHint = StateSet::DEFAULT_BIN;
309 findAttr(renderingHints, realProp, renderingHint);
310 pass->setRenderingHint(renderingHint);
314 InstallAttributeBuilder<HintBuilder> installHint("rendering-hint");
316 struct RenderBinBuilder : public PassAttributeBuilder
318 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
319 const SGReaderWriterOptions* options)
321 if (!isAttributeActive(effect, prop))
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());
332 SG_LOG(SG_INPUT, SG_ALERT,
333 "No render bin number specified in render bin section");
335 SG_LOG(SG_INPUT, SG_ALERT,
336 "No render bin name specified in render bin section");
341 InstallAttributeBuilder<RenderBinBuilder> installRenderBin("render-bin");
343 struct MaterialBuilder : public PassAttributeBuilder
345 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
346 const SGReaderWriterOptions* options);
349 EffectNameValue<Material::ColorMode> colorModeInit[] =
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 }
358 EffectPropertyMap<Material::ColorMode> colorModes(colorModeInit);
360 void MaterialBuilder::buildAttribute(Effect* effect, Pass* pass,
361 const SGPropertyNode* prop,
362 const SGReaderWriterOptions* options)
364 if (!isAttributeActive(effect, prop))
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"),
403 mat->setColorMode(colorMode);
404 pass->setAttribute(mat);
407 InstallAttributeBuilder<MaterialBuilder> installMaterial("material");
409 EffectNameValue<BlendFunc::BlendFuncMode> blendFuncModesInit[] =
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}
427 EffectPropertyMap<BlendFunc::BlendFuncMode> blendFuncModes(blendFuncModesInit);
429 struct BlendBuilder : public PassAttributeBuilder
431 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
432 const SGReaderWriterOptions* options)
434 if (!isAttributeActive(effect, prop))
436 // XXX Compatibility with early <blend> syntax; should go away
438 const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
441 if (realProp->nChildren() == 0) {
442 pass->setMode(GL_BLEND, (realProp->getBoolValue()
444 : StateAttribute::OFF));
448 const SGPropertyNode* pmode = getEffectPropertyChild(effect, prop,
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);
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;
471 findAttr(blendFuncModes, psource, sourceMode);
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());
482 BlendFunc* blendFunc = new BlendFunc;
484 blendFunc->setSource(sourceMode);
486 blendFunc->setDestination(destMode);
488 BlendFunc::BlendFuncMode sourceRGBMode;
489 findAttr(blendFuncModes, psourceRGB, sourceRGBMode);
490 blendFunc->setSourceRGB(sourceRGBMode);
493 BlendFunc::BlendFuncMode destRGBMode;
494 findAttr(blendFuncModes, pdestRGB, destRGBMode);
495 blendFunc->setDestinationRGB(destRGBMode);
498 BlendFunc::BlendFuncMode sourceAlphaMode;
499 findAttr(blendFuncModes, psourceAlpha, sourceAlphaMode);
500 blendFunc->setSourceAlpha(sourceAlphaMode);
503 BlendFunc::BlendFuncMode destAlphaMode;
504 findAttr(blendFuncModes, pdestAlpha, destAlphaMode);
505 blendFunc->setDestinationAlpha(destAlphaMode);
507 pass->setAttributeAndModes(blendFunc);
511 InstallAttributeBuilder<BlendBuilder> installBlend("blend");
514 EffectNameValue<Stencil::Function> stencilFunctionInit[] =
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}
526 EffectPropertyMap<Stencil::Function> stencilFunction(stencilFunctionInit);
528 EffectNameValue<Stencil::Operation> stencilOperationInit[] =
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}
540 EffectPropertyMap<Stencil::Operation> stencilOperation(stencilOperationInit);
542 struct StencilBuilder : public PassAttributeBuilder
544 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
545 const SGReaderWriterOptions* options)
547 if (!isAttributeActive(effect, prop))
550 const SGPropertyNode* pmode = getEffectPropertyChild(effect, prop,
552 if (pmode && !pmode->getValue<bool>()) {
553 pass->setMode(GL_STENCIL, StateAttribute::OFF);
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");
569 Stencil::Function func = Stencil::ALWAYS; // Always pass
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;
576 ref_ptr<Stencil> stencilFunc = new Stencil;
579 findAttr(stencilFunction, pfunction, func);
581 ref = pvalue->getIntValue();
583 mask = pmask->getIntValue();
586 findAttr(stencilOperation, psfail, sfailop);
588 findAttr(stencilOperation, pzfail, zfailop);
590 findAttr(stencilOperation, ppass, passop);
592 // Set the stencil operation
593 stencilFunc->setFunction(func, ref, mask);
595 // Set the operation, s-fail, s-pass/z-fail, s-pass/z-pass
596 stencilFunc->setOperation(sfailop, zfailop, passop);
598 // Add the operation to pass
599 pass->setAttributeAndModes(stencilFunc.get());
603 InstallAttributeBuilder<StencilBuilder> installStencil("stencil");
606 EffectNameValue<AlphaFunc::ComparisonFunction> alphaComparisonInit[] =
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}
617 EffectPropertyMap<AlphaFunc::ComparisonFunction>
618 alphaComparison(alphaComparisonInit);
620 struct AlphaTestBuilder : public PassAttributeBuilder
622 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
623 const SGReaderWriterOptions* options)
625 if (!isAttributeActive(effect, prop))
627 // XXX Compatibility with early <alpha-test> syntax; should go away
629 const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
632 if (realProp->nChildren() == 0) {
633 pass->setMode(GL_ALPHA_TEST, (realProp->getBoolValue()
635 : StateAttribute::OFF));
639 const SGPropertyNode* pmode = getEffectPropertyChild(effect, prop,
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);
647 const SGPropertyNode* pComp = getEffectPropertyChild(effect, prop,
649 const SGPropertyNode* pRef = getEffectPropertyChild(effect, prop,
651 AlphaFunc::ComparisonFunction func = AlphaFunc::ALWAYS;
652 float refValue = 1.0f;
654 findAttr(alphaComparison, pComp, func);
656 refValue = pRef->getValue<float>();
657 if (func == AlphaFunc::GREATER && osg::equivalent(refValue, 1.0f)) {
658 pass->setAttributeAndModes(StateAttributeFactory::instance()
659 ->getStandardAlphaFunc());
661 AlphaFunc* alphaFunc = new AlphaFunc;
662 alphaFunc->setFunction(func);
663 alphaFunc->setReferenceValue(refValue);
664 pass->setAttributeAndModes(alphaFunc);
669 InstallAttributeBuilder<AlphaTestBuilder> installAlphaTest("alpha-test");
671 InstallAttributeBuilder<TextureUnitBuilder> textureUnitBuilder("texture-unit");
673 // Shader key, used both for shaders with relative and absolute names
674 typedef pair<string, Shader::Type> ShaderKey;
676 inline ShaderKey makeShaderKey(SGPropertyNode_ptr& ptr, Shader::Type shaderType)
678 return ShaderKey(ptr->getStringValue(), shaderType);
683 typedef pair<string, int> AttribKey;
684 osgDB::FilePathList paths;
685 vector<ShaderKey> shaders;
686 vector<AttribKey> attributes;
689 bool operator()(const ProgramKey& lhs, const ProgramKey& rhs) const
691 return (lhs.paths.size() == rhs.paths.size()
692 && equal(lhs.paths.begin(), lhs.paths.end(),
694 && lhs.shaders.size() == rhs.shaders.size()
695 && equal (lhs.shaders.begin(), lhs.shaders.end(),
697 && lhs.attributes.size() == rhs.attributes.size()
698 && equal(lhs.attributes.begin(), lhs.attributes.end(),
699 rhs.attributes.begin()));
704 size_t hash_value(const ProgramKey& key)
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());
713 // XXX Should these be protected by a mutex? Probably
715 typedef tr1::unordered_map<ProgramKey, ref_ptr<Program>,
716 boost::hash<ProgramKey>, ProgramKey::EqualTo>
718 ProgramMap programMap;
719 ProgramMap resolvedProgramMap; // map with resolved shader file names
721 typedef tr1::unordered_map<ShaderKey, ref_ptr<Shader>, boost::hash<ShaderKey> >
725 void reload_shaders()
727 for(ShaderMap::iterator sitr = shaderMap.begin(); sitr != shaderMap.end(); ++sitr)
729 Shader *shader = sitr->second.get();
730 string fileName = SGModelLib::findDataFile(sitr->first.first);
731 if (!fileName.empty()) {
732 shader->loadShaderSourceFromFile(fileName);
737 struct ShaderProgramBuilder : PassAttributeBuilder
739 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
740 const SGReaderWriterOptions* options);
744 EffectNameValue<GLint> geometryInputTypeInit[] =
746 {"points", GL_POINTS},
748 {"lines-adjacency", GL_LINES_ADJACENCY_EXT},
749 {"triangles", GL_TRIANGLES},
750 {"triangles-adjacency", GL_TRIANGLES_ADJACENCY_EXT},
752 EffectPropertyMap<GLint>
753 geometryInputType(geometryInputTypeInit);
756 EffectNameValue<GLint> geometryOutputTypeInit[] =
758 {"points", GL_POINTS},
759 {"line-strip", GL_LINE_STRIP},
760 {"triangle-strip", GL_TRIANGLE_STRIP}
762 EffectPropertyMap<GLint>
763 geometryOutputType(geometryOutputTypeInit);
765 void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
766 const SGPropertyNode* prop,
767 const SGReaderWriterOptions*
770 using namespace boost;
771 if (!isAttributeActive(effect, prop))
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");
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();
789 const SGPropertyNode* pName = getEffectPropertyChild(effect, *itr,
791 const SGPropertyNode* pIndex = getEffectPropertyChild(effect, *itr,
793 if (!pName || ! pIndex)
794 throw BuilderException("malformed attribute property");
796 .push_back(ProgramKey::AttribKey(pName->getStringValue(),
797 pIndex->getValue<int>()));
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);
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)
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 ") +
823 resolvedKey.shaders.push_back(ShaderKey(fileName, stype));
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);
832 program = new Program;
833 BOOST_FOREACH(const ShaderKey& skey, resolvedKey.shaders)
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());
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));
848 BOOST_FOREACH(const ProgramKey::AttribKey& key, prgKey.attributes) {
849 program->addBindAttribLocation(key.first, key.second);
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) {
860 findAttr(geometryInputType, pGeometryInputType->getStringValue(), type);
861 program->setParameter(GL_GEOMETRY_INPUT_TYPE_EXT, type);
863 const SGPropertyNode* pGeometryOutputType
864 = getEffectPropertyChild(effect, prop, "geometry-output-type");
865 if (pGeometryOutputType) {
867 findAttr(geometryOutputType, pGeometryOutputType->getStringValue(),
869 program->setParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT, type);
871 programMap.insert(ProgramMap::value_type(prgKey, program));
872 resolvedProgramMap.insert(ProgramMap::value_type(resolvedKey, program));
873 pass->setAttributeAndModes(program);
876 InstallAttributeBuilder<ShaderProgramBuilder> installShaderProgram("program");
878 EffectNameValue<Uniform::Type> uniformTypesInit[] =
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}
892 EffectPropertyMap<Uniform::Type> uniformTypes(uniformTypesInit);
894 // Optimization hack for common uniforms.
895 // XXX protect these with a mutex?
897 ref_ptr<Uniform> texture0;
898 ref_ptr<Uniform> colorMode[3];
900 struct UniformBuilder :public PassAttributeBuilder
902 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
903 const SGReaderWriterOptions* options)
905 if (!texture0.valid()) {
906 texture0 = new Uniform(Uniform::SAMPLER_2D, "texture");
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);
915 if (!isAttributeActive(effect, prop))
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");
922 Uniform::Type uniformType = Uniform::FLOAT;
924 name = nameProp->getStringValue();
926 SG_LOG(SG_INPUT, SG_ALERT, "No name for uniform property ");
930 SG_LOG(SG_INPUT, SG_ALERT, "No value for uniform property "
935 props::Type propType = valProp->getType();
938 uniformType = Uniform::BOOL;
941 uniformType = Uniform::INT;
945 break; // default float type;
947 uniformType = Uniform::FLOAT_VEC3;
950 uniformType = Uniform::FLOAT_VEC4;
953 SG_LOG(SG_INPUT, SG_ALERT, "Can't deduce type of uniform "
958 findAttr(uniformTypes, typeProp, uniformType);
960 ref_ptr<Uniform> uniform = new Uniform;
961 uniform->setName(name);
962 uniform->setType(uniformType);
963 switch (uniformType) {
965 initFromParameters(effect, valProp, uniform.get(),
966 static_cast<bool (Uniform::*)(bool)>(&Uniform::set),
970 initFromParameters(effect, valProp, uniform.get(),
971 static_cast<bool (Uniform::*)(float)>(&Uniform::set),
974 case Uniform::FLOAT_VEC3:
975 initFromParameters(effect, valProp, uniform.get(),
976 static_cast<bool (Uniform::*)(const Vec3&)>(&Uniform::set),
979 case Uniform::FLOAT_VEC4:
980 initFromParameters(effect, valProp, uniform.get(),
981 static_cast<bool (Uniform::*)(const Vec4&)>(&Uniform::set),
985 case Uniform::SAMPLER_1D:
986 case Uniform::SAMPLER_2D:
987 case Uniform::SAMPLER_3D:
988 case Uniform::SAMPLER_1D_SHADOW:
989 case Uniform::SAMPLER_2D_SHADOW:
990 case Uniform::SAMPLER_CUBE:
991 initFromParameters(effect, valProp, uniform.get(),
992 static_cast<bool (Uniform::*)(int)>(&Uniform::set),
995 default: // avoid compiler warning
998 // optimize common uniforms
999 if (uniformType == Uniform::SAMPLER_2D || uniformType == Uniform::INT)
1003 if (uniformType == Uniform::SAMPLER_2D && val == 0
1004 && name == "texture") {
1006 } else if (uniformType == Uniform::INT && val >= 0 && val < 3
1007 && name == "colorMode") {
1008 uniform = colorMode[val];
1011 pass->addUniform(uniform.get());
1012 if (positionedProp && positionedProp->getBoolValue() && uniformType == Uniform::FLOAT_VEC4) {
1014 uniform->get(offset);
1015 pass->addPositionedUniform( name, offset );
1020 InstallAttributeBuilder<UniformBuilder> installUniform("uniform");
1022 // Not sure what to do with "name". At one point I wanted to use it to
1023 // order the passes, but I do support render bin and stuff too...
1025 struct NameBuilder : public PassAttributeBuilder
1027 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
1028 const SGReaderWriterOptions* options)
1030 // name can't use <use>
1031 string name = prop->getStringValue();
1033 pass->setName(name);
1037 InstallAttributeBuilder<NameBuilder> installName("name");
1039 EffectNameValue<PolygonMode::Mode> polygonModeModesInit[] =
1041 {"fill", PolygonMode::FILL},
1042 {"line", PolygonMode::LINE},
1043 {"point", PolygonMode::POINT}
1045 EffectPropertyMap<PolygonMode::Mode> polygonModeModes(polygonModeModesInit);
1047 struct PolygonModeBuilder : public PassAttributeBuilder
1049 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
1050 const SGReaderWriterOptions* options)
1052 if (!isAttributeActive(effect, prop))
1054 const SGPropertyNode* frontProp
1055 = getEffectPropertyChild(effect, prop, "front");
1056 const SGPropertyNode* backProp
1057 = getEffectPropertyChild(effect, prop, "back");
1058 ref_ptr<PolygonMode> pmode = new PolygonMode;
1059 PolygonMode::Mode frontMode = PolygonMode::FILL;
1060 PolygonMode::Mode backMode = PolygonMode::FILL;
1062 findAttr(polygonModeModes, frontProp, frontMode);
1063 pmode->setMode(PolygonMode::FRONT, frontMode);
1066 findAttr(polygonModeModes, backProp, backMode);
1067 pmode->setMode(PolygonMode::BACK, backMode);
1069 pass->setAttribute(pmode.get());
1073 InstallAttributeBuilder<PolygonModeBuilder> installPolygonMode("polygon-mode");
1075 struct PolygonOffsetBuilder : public PassAttributeBuilder
1077 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
1078 const SGReaderWriterOptions* options)
1080 if (!isAttributeActive(effect, prop))
1083 const SGPropertyNode* factor
1084 = getEffectPropertyChild(effect, prop, "factor");
1085 const SGPropertyNode* units
1086 = getEffectPropertyChild(effect, prop, "units");
1088 ref_ptr<PolygonOffset> polyoffset = new PolygonOffset;
1090 polyoffset->setFactor(factor->getFloatValue());
1091 polyoffset->setUnits(units->getFloatValue());
1093 SG_LOG(SG_INPUT, SG_BULK,
1094 "Set PolygonOffset to " << polyoffset->getFactor() << polyoffset->getUnits() );
1096 pass->setAttributeAndModes(polyoffset.get(),
1097 StateAttribute::OVERRIDE|StateAttribute::ON);
1101 InstallAttributeBuilder<PolygonOffsetBuilder> installPolygonOffset("polygon-offset");
1103 struct VertexProgramTwoSideBuilder : public PassAttributeBuilder
1105 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
1106 const SGReaderWriterOptions* options)
1108 const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
1111 pass->setMode(GL_VERTEX_PROGRAM_TWO_SIDE,
1112 (realProp->getValue<bool>()
1113 ? StateAttribute::ON : StateAttribute::OFF));
1117 InstallAttributeBuilder<VertexProgramTwoSideBuilder>
1118 installTwoSide("vertex-program-two-side");
1120 struct VertexProgramPointSizeBuilder : public PassAttributeBuilder
1122 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
1123 const SGReaderWriterOptions* options)
1125 const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
1128 pass->setMode(GL_VERTEX_PROGRAM_POINT_SIZE,
1129 (realProp->getValue<bool>()
1130 ? StateAttribute::ON : StateAttribute::OFF));
1134 InstallAttributeBuilder<VertexProgramPointSizeBuilder>
1135 installPointSize("vertex-program-point-size");
1137 EffectNameValue<Depth::Function> depthFunctionInit[] =
1139 {"never", Depth::NEVER},
1140 {"less", Depth::LESS},
1141 {"equal", Depth::EQUAL},
1142 {"lequal", Depth::LEQUAL},
1143 {"greater", Depth::GREATER},
1144 {"notequal", Depth::NOTEQUAL},
1145 {"gequal", Depth::GEQUAL},
1146 {"always", Depth::ALWAYS}
1148 EffectPropertyMap<Depth::Function> depthFunction(depthFunctionInit);
1150 struct DepthBuilder : public PassAttributeBuilder
1152 void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
1153 const SGReaderWriterOptions* options)
1155 if (!isAttributeActive(effect, prop))
1157 ref_ptr<Depth> depth = new Depth;
1158 const SGPropertyNode* pfunc
1159 = getEffectPropertyChild(effect, prop, "function");
1161 Depth::Function func = Depth::LESS;
1162 findAttr(depthFunction, pfunc, func);
1163 depth->setFunction(func);
1165 const SGPropertyNode* pnear
1166 = getEffectPropertyChild(effect, prop, "near");
1168 depth->setZNear(pnear->getValue<double>());
1169 const SGPropertyNode* pfar
1170 = getEffectPropertyChild(effect, prop, "far");
1172 depth->setZFar(pfar->getValue<double>());
1173 const SGPropertyNode* pmask
1174 = getEffectPropertyChild(effect, prop, "write-mask");
1176 depth->setWriteMask(pmask->getValue<bool>());
1177 const SGPropertyNode* penabled
1178 = getEffectPropertyChild(effect, prop, "enabled");
1179 bool enabled = ( penabled == 0 || penabled->getBoolValue() );
1180 pass->setAttributeAndModes(depth.get(), enabled ? osg::StateAttribute::ON : osg::StateAttribute::OFF);
1184 InstallAttributeBuilder<DepthBuilder> installDepth("depth");
1186 void buildTechnique(Effect* effect, const SGPropertyNode* prop,
1187 const SGReaderWriterOptions* options)
1189 Technique* tniq = new Technique;
1190 effect->techniques.push_back(tniq);
1191 const SGPropertyNode* predProp = prop->getChild("predicate");
1193 tniq->setAlwaysValid(true);
1196 TechniquePredParser parser;
1197 parser.setTechnique(tniq);
1198 expression::BindingLayout& layout = parser.getBindingLayout();
1199 /*int contextLoc = */layout.addBinding("__contextId", expression::INT);
1200 SGExpressionb* validExp
1201 = dynamic_cast<SGExpressionb*>(parser.read(predProp
1204 tniq->setValidExpression(validExp, layout);
1206 throw expression::ParseError("technique predicate is not a boolean expression");
1208 catch (expression::ParseError& except)
1210 SG_LOG(SG_INPUT, SG_ALERT,
1211 "parsing technique predicate " << except.getMessage());
1212 tniq->setAlwaysValid(false);
1215 PropertyList passProps = prop->getChildren("pass");
1216 for (PropertyList::iterator itr = passProps.begin(), e = passProps.end();
1219 buildPass(effect, tniq, itr->ptr(), options);
1223 // Specifically for .ac files...
1224 bool makeParametersFromStateSet(SGPropertyNode* effectRoot, const StateSet* ss)
1226 SGPropertyNode* paramRoot = makeChild(effectRoot, "parameters");
1227 SGPropertyNode* matNode = paramRoot->getChild("material", 0, true);
1228 Vec4f ambVal, difVal, specVal, emisVal;
1229 float shininess = 0.0f;
1230 const Material* mat = getStateAttribute<Material>(ss);
1232 ambVal = mat->getAmbient(Material::FRONT_AND_BACK);
1233 difVal = mat->getDiffuse(Material::FRONT_AND_BACK);
1234 specVal = mat->getSpecular(Material::FRONT_AND_BACK);
1235 emisVal = mat->getEmission(Material::FRONT_AND_BACK);
1236 shininess = mat->getShininess(Material::FRONT_AND_BACK);
1237 makeChild(matNode, "active")->setValue(true);
1238 makeChild(matNode, "ambient")->setValue(toVec4d(toSG(ambVal)));
1239 makeChild(matNode, "diffuse")->setValue(toVec4d(toSG(difVal)));
1240 makeChild(matNode, "specular")->setValue(toVec4d(toSG(specVal)));
1241 makeChild(matNode, "emissive")->setValue(toVec4d(toSG(emisVal)));
1242 makeChild(matNode, "shininess")->setValue(shininess);
1243 matNode->getChild("color-mode", 0, true)->setStringValue("diffuse");
1245 makeChild(matNode, "active")->setValue(false);
1247 const ShadeModel* sm = getStateAttribute<ShadeModel>(ss);
1248 string shadeModelString("smooth");
1250 ShadeModel::Mode smMode = sm->getMode();
1251 if (smMode == ShadeModel::FLAT)
1252 shadeModelString = "flat";
1254 makeChild(paramRoot, "shade-model")->setStringValue(shadeModelString);
1255 string cullFaceString("off");
1256 const CullFace* cullFace = getStateAttribute<CullFace>(ss);
1258 switch (cullFace->getMode()) {
1259 case CullFace::FRONT:
1260 cullFaceString = "front";
1262 case CullFace::BACK:
1263 cullFaceString = "back";
1265 case CullFace::FRONT_AND_BACK:
1266 cullFaceString = "front-back";
1272 makeChild(paramRoot, "cull-face")->setStringValue(cullFaceString);
1273 // Macintosh ATI workaround
1274 bool vertexTwoSide = cullFaceString == "off";
1275 makeChild(paramRoot, "vertex-program-two-side")->setValue(vertexTwoSide);
1276 const BlendFunc* blendFunc = getStateAttribute<BlendFunc>(ss);
1277 SGPropertyNode* blendNode = makeChild(paramRoot, "blend");
1279 string sourceMode = findName(blendFuncModes, blendFunc->getSource());
1280 string destMode = findName(blendFuncModes, blendFunc->getDestination());
1281 makeChild(blendNode, "active")->setValue(true);
1282 makeChild(blendNode, "source")->setStringValue(sourceMode);
1283 makeChild(blendNode, "destination")->setStringValue(destMode);
1284 makeChild(blendNode, "mode")->setValue(true);
1286 makeChild(blendNode, "active")->setValue(false);
1288 string renderingHint = findName(renderingHints, ss->getRenderingHint());
1289 makeChild(paramRoot, "rendering-hint")->setStringValue(renderingHint);
1290 makeTextureParameters(paramRoot, ss);
1294 // Walk the techniques property tree, building techniques and
1296 bool Effect::realizeTechniques(const SGReaderWriterOptions* options)
1300 PropertyList tniqList = root->getChildren("technique");
1301 for (PropertyList::iterator itr = tniqList.begin(), e = tniqList.end();
1304 buildTechnique(this, *itr, options);
1309 void Effect::InitializeCallback::doUpdate(osg::Node* node, osg::NodeVisitor* nv)
1311 EffectGeode* eg = dynamic_cast<EffectGeode*>(node);
1314 Effect* effect = eg->getEffect();
1317 SGPropertyNode* root = getPropertyRoot();
1318 for (vector<SGSharedPtr<Updater> >::iterator itr = effect->_extraData.begin(),
1319 end = effect->_extraData.end();
1322 InitializeWhenAdded* adder
1323 = dynamic_cast<InitializeWhenAdded*>(itr->ptr());
1325 adder->initOnAdd(effect, root);
1329 bool Effect::Key::EqualTo::operator()(const Effect::Key& lhs,
1330 const Effect::Key& rhs) const
1332 if (lhs.paths.size() != rhs.paths.size()
1333 || !equal(lhs.paths.begin(), lhs.paths.end(), rhs.paths.begin()))
1335 if (lhs.unmerged.valid() && rhs.unmerged.valid())
1336 return props::Compare()(lhs.unmerged, rhs.unmerged);
1338 return lhs.unmerged == rhs.unmerged;
1341 size_t hash_value(const Effect::Key& key)
1344 if (key.unmerged.valid())
1345 boost::hash_combine(seed, *key.unmerged);
1346 boost::hash_range(seed, key.paths.begin(), key.paths.end());
1350 bool Effect_writeLocalData(const Object& obj, osgDB::Output& fw)
1352 const Effect& effect = static_cast<const Effect&>(obj);
1354 fw.indent() << "techniques " << effect.techniques.size() << "\n";
1355 BOOST_FOREACH(const ref_ptr<Technique>& technique, effect.techniques) {
1356 fw.writeObject(*technique);
1363 osgDB::RegisterDotOsgWrapperProxy effectProxy
1367 "Object simgear::Effect",
1369 &Effect_writeLocalData
1373 // Property expressions for technique predicates
1374 template<typename T>
1375 class PropertyExpression : public SGExpression<T>
1378 PropertyExpression(SGPropertyNode* pnode) : _pnode(pnode) {}
1380 void eval(T& value, const expression::Binding*) const
1382 value = _pnode->getValue<T>();
1385 SGPropertyNode_ptr _pnode;
1388 class EffectPropertyListener : public SGPropertyChangeListener
1391 EffectPropertyListener(Technique* tniq) : _tniq(tniq) {}
1393 void valueChanged(SGPropertyNode* node)
1395 _tniq->refreshValidity();
1398 osg::ref_ptr<Technique> _tniq;
1401 template<typename T>
1402 Expression* propertyExpressionParser(const SGPropertyNode* exp,
1403 expression::Parser* parser)
1405 SGPropertyNode_ptr pnode = getPropertyRoot()->getNode(exp->getStringValue(),
1407 PropertyExpression<T>* pexp = new PropertyExpression<T>(pnode);
1408 TechniquePredParser* predParser
1409 = dynamic_cast<TechniquePredParser*>(parser);
1411 pnode->addChangeListener(new EffectPropertyListener(predParser
1416 expression::ExpParserRegistrar propertyRegistrar("property",
1417 propertyExpressionParser<bool>);
1419 expression::ExpParserRegistrar propvalueRegistrar("float-property",
1420 propertyExpressionParser<float>);