itr != end;
++itr)
techniques.push_back(static_cast<Technique*>(copyop(itr->get())));
+
+ generator = rhs.generator;
}
// Assume that the last technique is always valid.
return pass;
}
+int Effect::getGenerator(Effect::Generator what) const
+{
+ std::map<Generator,int>::const_iterator it = generator.find(what);
+ if(it == generator.end()) return -1;
+ else return it->second;
+}
+
// There should always be a valid technique in an effect.
Technique* Effect::chooseTechnique(RenderInfo* info)
}
}
+// Default names for vector property components
+const char* vec3Names[] = {"x", "y", "z"};
+const char* vec4Names[] = {"x", "y", "z", "w"};
+
osg::Vec4f getColor(const SGPropertyNode* prop)
{
if (prop->nChildren() == 0) {
const SGReaderWriterXMLOptions* options);
};
+
+EffectNameValue<GLint> geometryInputTypeInit[] =
+{
+ {"points", GL_POINTS},
+ {"lines", GL_LINES},
+ {"lines-adjacency", GL_LINES_ADJACENCY_EXT},
+ {"triangles", GL_TRIANGLES},
+ {"triangles-adjacency", GL_TRIANGLES_ADJACENCY_EXT},
+};
+EffectPropertyMap<GLint>
+geometryInputType(geometryInputTypeInit);
+
+
+EffectNameValue<GLint> geometryOutputTypeInit[] =
+{
+ {"points", GL_POINTS},
+ {"line-strip", GL_LINE_STRIP},
+ {"triangle-strip", GL_TRIANGLE_STRIP}
+};
+EffectPropertyMap<GLint>
+geometryOutputType(geometryOutputTypeInit);
+
void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
const SGPropertyNode* prop,
const SGReaderWriterXMLOptions*
if (!isAttributeActive(effect, prop))
return;
PropertyList pVertShaders = prop->getChildren("vertex-shader");
+ PropertyList pGeomShaders = prop->getChildren("geometry-shader");
PropertyList pFragShaders = prop->getChildren("fragment-shader");
PropertyList pAttributes = prop->getChildren("attribute");
ProgramKey prgKey;
++itr)
prgKey.shaders.push_back(ShaderKey((*itr)->getStringValue(),
Shader::VERTEX));
+ for (PropertyList::iterator itr = pGeomShaders.begin(),
+ e = pGeomShaders.end();
+ itr != e;
+ ++itr)
+ prgKey.shaders.push_back(ShaderKey((*itr)->getStringValue(),
+ Shader::GEOMETRY));
for (PropertyList::iterator itr = pFragShaders.begin(),
e = pFragShaders.end();
itr != e;
// Add vertex shaders, then fragment shaders
PropertyList& pvec = pVertShaders;
Shader::Type stype = Shader::VERTEX;
- for (int i = 0; i < 2; ++i) {
+ for (int i = 0; i < 3; ++i) {
for (PropertyList::iterator nameItr = pvec.begin(), e = pvec.end();
nameItr != e;
++nameItr) {
}
}
}
- pvec = pFragShaders;
- stype = Shader::FRAGMENT;
+ if (i == 0) {
+ pvec = pGeomShaders;
+ stype = Shader::GEOMETRY;
+ } else {
+ pvec = pFragShaders;
+ stype = Shader::FRAGMENT;
+ }
}
BOOST_FOREACH(const ProgramKey::AttribKey& key, prgKey.attributes) {
program->addBindAttribLocation(key.first, key.second);
}
- programMap.insert(ProgramMap::value_type(prgKey, program));
+ const SGPropertyNode* pGeometryVerticesOut = getEffectPropertyChild(effect, prop, "geometry-vertices-out");
+ if ( pGeometryVerticesOut ) {
+ program->setParameter( GL_GEOMETRY_VERTICES_OUT_EXT, pGeometryVerticesOut->getIntValue() );
+ }
+ const SGPropertyNode* pGeometryInputType = getEffectPropertyChild(effect, prop, "geometry-input-type");
+ if ( pGeometryInputType ) {
+ GLint type;
+ findAttr( geometryInputType, pGeometryInputType->getStringValue(), type );
+ program->setParameter( GL_GEOMETRY_INPUT_TYPE_EXT, type );
+ }
+ const SGPropertyNode* pGeometryOutputType = getEffectPropertyChild(effect, prop, "geometry-output-type");
+ if ( pGeometryOutputType ) {
+ GLint type;
+ findAttr( geometryOutputType, pGeometryOutputType->getStringValue(), type );
+ program->setParameter( GL_GEOMETRY_OUTPUT_TYPE_EXT, type );
+ }
+
+ programMap.insert(ProgramMap::value_type(prgKey, program));
}
pass->setAttributeAndModes(program);
}
{"float-vec3", Uniform::FLOAT_VEC3},
{"float-vec4", Uniform::FLOAT_VEC4},
{"sampler-1d", Uniform::SAMPLER_1D},
+ {"sampler-1d-shadow", Uniform::SAMPLER_1D_SHADOW},
{"sampler-2d", Uniform::SAMPLER_2D},
- {"sampler-3d", Uniform::SAMPLER_3D}
+ {"sampler-2d-shadow", Uniform::SAMPLER_2D_SHADOW},
+ {"sampler-3d", Uniform::SAMPLER_3D},
+ {"sampler-cube", Uniform::SAMPLER_CUBE}
};
EffectPropertyMap<Uniform::Type> uniformTypes(uniformTypesInit);
return;
const SGPropertyNode* nameProp = prop->getChild("name");
const SGPropertyNode* typeProp = prop->getChild("type");
- const SGPropertyNode* valProp
- = getEffectPropertyChild(effect, prop, "value");
+ const SGPropertyNode* valProp = prop->getChild("value");
string name;
Uniform::Type uniformType = Uniform::FLOAT;
if (nameProp) {
uniform->setType(uniformType);
switch (uniformType) {
case Uniform::FLOAT:
- uniform->set(valProp->getValue<float>());
+ initFromParameters(effect, valProp, uniform.get(),
+ static_cast<bool (Uniform::*)(float)>(&Uniform::set),
+ options);
break;
case Uniform::FLOAT_VEC3:
- uniform->set(toOsg(valProp->getValue<SGVec3d>()));
+ initFromParameters(effect, valProp, uniform.get(),
+ static_cast<bool (Uniform::*)(const Vec3&)>(&Uniform::set),
+ vec3Names, options);
break;
case Uniform::FLOAT_VEC4:
- uniform->set(toOsg(valProp->getValue<SGVec4d>()));
+ initFromParameters(effect, valProp, uniform.get(),
+ static_cast<bool (Uniform::*)(const Vec4&)>(&Uniform::set),
+ vec4Names, options);
break;
case Uniform::SAMPLER_1D:
case Uniform::SAMPLER_2D:
case Uniform::SAMPLER_3D:
- uniform->set(valProp->getValue<int>());
+ case Uniform::SAMPLER_1D_SHADOW:
+ case Uniform::SAMPLER_2D_SHADOW:
+ case Uniform::SAMPLER_CUBE:
+ initFromParameters(effect, valProp, uniform.get(),
+ static_cast<bool (Uniform::*)(int)>(&Uniform::set),
+ options);
break;
default: // avoid compiler warning
break;
}
// Property expressions for technique predicates
-class PropertyExpression : public SGExpression<bool>
+template<typename T>
+class PropertyExpression : public SGExpression<T>
{
public:
PropertyExpression(SGPropertyNode* pnode) : _pnode(pnode) {}
- void eval(bool& value, const expression::Binding*) const
+ void eval(T& value, const expression::Binding*) const
{
- value = _pnode->getValue<bool>();
+ value = _pnode->getValue<T>();
}
protected:
SGPropertyNode_ptr _pnode;
osg::ref_ptr<Technique> _tniq;
};
+template<typename T>
Expression* propertyExpressionParser(const SGPropertyNode* exp,
expression::Parser* parser)
{
SGPropertyNode_ptr pnode = getPropertyRoot()->getNode(exp->getStringValue(),
true);
- PropertyExpression* pexp = new PropertyExpression(pnode);
+ PropertyExpression<T>* pexp = new PropertyExpression<T>(pnode);
TechniquePredParser* predParser
= dynamic_cast<TechniquePredParser*>(parser);
if (predParser)
}
expression::ExpParserRegistrar propertyRegistrar("property",
- propertyExpressionParser);
+ propertyExpressionParser<bool>);
+
+expression::ExpParserRegistrar propvalueRegistrar("float-property",
+ propertyExpressionParser<float>);
}