]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/material/Effect.cxx
Terrasync: make whitespace in pathnames work under windows
[simgear.git] / simgear / scene / material / Effect.cxx
index b4c010f497b66d1b5265f2c9e944714a7de7aece..6517bd2390171be9de11901dbfefcdaa0ddb643c 100644 (file)
@@ -279,7 +279,7 @@ struct ColorMaskBuilder : PassAttributeBuilder
 
         ColorMask *mask = new ColorMask;
         Vec4 m = getColor(realProp);
-        mask->setMask(m.r(), m.g(), m.b(), m.a());
+        mask->setMask(m.r() > 0.0, m.g() > 0.0, m.b() > 0.0, m.a() > 0.0);
         pass->setAttributeAndModes(mask);
     }    
 };
@@ -671,6 +671,11 @@ InstallAttributeBuilder<TextureUnitBuilder> textureUnitBuilder("texture-unit");
 // Shader key, used both for shaders with relative and absolute names
 typedef pair<string, Shader::Type> ShaderKey;
 
+inline ShaderKey makeShaderKey(SGPropertyNode_ptr& ptr, Shader::Type shaderType)
+{
+    return ShaderKey(ptr->getStringValue(), shaderType);
+}
+
 struct ProgramKey
 {
     typedef pair<string, int> AttribKey;
@@ -709,6 +714,7 @@ typedef tr1::unordered_map<ProgramKey, ref_ptr<Program>,
                            boost::hash<ProgramKey>, ProgramKey::EqualTo>
 ProgramMap;
 ProgramMap programMap;
+ProgramMap resolvedProgramMap;  // map with resolved shader file names
 
 typedef tr1::unordered_map<ShaderKey, ref_ptr<Shader>, boost::hash<ShaderKey> >
 ShaderMap;
@@ -719,7 +725,7 @@ void reload_shaders()
     for(ShaderMap::iterator sitr = shaderMap.begin(); sitr != shaderMap.end(); ++sitr)
     {
        Shader *shader = sitr->second.get();
-        string fileName = osgDB::findDataFile(sitr->first.first);
+        string fileName = SGModelLib::findDataFile(sitr->first.first);
         if (!fileName.empty()) {
            shader->loadShaderSourceFromFile(fileName);
         }
@@ -767,24 +773,13 @@ void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
     PropertyList pFragShaders = prop->getChildren("fragment-shader");
     PropertyList pAttributes = prop->getChildren("attribute");
     ProgramKey prgKey;
-    for (PropertyList::iterator itr = pVertShaders.begin(),
-             e = pVertShaders.end();
-         itr != e;
-         ++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;
-         ++itr)
-        prgKey.shaders.push_back(ShaderKey((*itr)->getStringValue(),
-                                           Shader::FRAGMENT));
+    std::back_insert_iterator<vector<ShaderKey> > inserter(prgKey.shaders);
+    transform(pVertShaders.begin(), pVertShaders.end(), inserter,
+              boost::bind(makeShaderKey, _1, Shader::VERTEX));
+    transform(pGeomShaders.begin(), pGeomShaders.end(), inserter,
+              boost::bind(makeShaderKey, _1, Shader::GEOMETRY));
+    transform(pFragShaders.begin(), pFragShaders.end(), inserter,
+              boost::bind(makeShaderKey, _1, Shader::FRAGMENT));
     for (PropertyList::iterator itr = pAttributes.begin(),
              e = pAttributes.end();
          itr != e;
@@ -805,62 +800,74 @@ void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
     ProgramMap::iterator pitr = programMap.find(prgKey);
     if (pitr != programMap.end()) {
         program = pitr->second.get();
-    } else {
-        program = new Program;
-        // Add vertex shaders, then fragment shaders
-        PropertyList& pvec = pVertShaders;
-        Shader::Type stype = Shader::VERTEX;
-        for (int i = 0; i < 3; ++i) {
-            for (PropertyList::iterator nameItr = pvec.begin(), e = pvec.end();
-                 nameItr != e;
-                 ++nameItr) {
-                string shaderName = (*nameItr)->getStringValue();
-                string fileName = osgDB::findDataFile(shaderName, options);
-                if (fileName.empty())
-                    throw BuilderException(string("couldn't find shader ") +
-                                           shaderName);
-                ShaderKey skey(fileName, stype);
-                ShaderMap::iterator sitr = shaderMap.find(skey);
-                if (sitr != shaderMap.end()) {
-                    program->addShader(sitr->second.get());
-                } else {
-                    ref_ptr<Shader> shader = new Shader(stype);
-                    if (shader->loadShaderSourceFromFile(fileName)) {
-                        program->addShader(shader.get());
-                        shaderMap.insert(ShaderMap::value_type(skey, shader));
-                    }
-                }
-            }
-            if (i == 0) {
-                pvec = pGeomShaders;
-                stype = Shader::GEOMETRY;
-            } else {
-                pvec = pFragShaders;
-                stype = Shader::FRAGMENT;
+        pass->setAttributeAndModes(program);
+        return;
+    }
+    // The program wasn't in the map using the load path passed in with
+    // the options, but it might have already been loaded using a
+    // different load path i.e., its shaders were found in the fg data
+    // directory. So, resolve the shaders' file names and look in the
+    // resolvedProgramMap for a program using those shaders.
+    ProgramKey resolvedKey;
+    resolvedKey.attributes = prgKey.attributes;
+    BOOST_FOREACH(const ShaderKey& shaderKey, prgKey.shaders)
+    {
+        const string& shaderName = shaderKey.first;
+        Shader::Type stype = shaderKey.second;
+        string fileName = SGModelLib::findDataFile(shaderName, options);
+        if (fileName.empty())
+            throw BuilderException(string("couldn't find shader ") +
+                                   shaderName);
+        resolvedKey.shaders.push_back(ShaderKey(fileName, stype));
+    }
+    ProgramMap::iterator resitr = resolvedProgramMap.find(resolvedKey);
+    if (resitr != resolvedProgramMap.end()) {
+        program = resitr->second.get();
+        programMap.insert(ProgramMap::value_type(prgKey, program));
+        pass->setAttributeAndModes(program);
+        return;
+    }
+    program = new Program;
+    BOOST_FOREACH(const ShaderKey& skey, resolvedKey.shaders)
+    {
+        const string& fileName = skey.first;
+        Shader::Type stype = skey.second;
+        ShaderMap::iterator sitr = shaderMap.find(skey);
+        if (sitr != shaderMap.end()) {
+            program->addShader(sitr->second.get());
+        } else {
+            ref_ptr<Shader> shader = new Shader(stype);
+            if (shader->loadShaderSourceFromFile(fileName)) {
+                program->addShader(shader.get());
+                shaderMap.insert(ShaderMap::value_type(skey, shader));
             }
         }
-        BOOST_FOREACH(const ProgramKey::AttribKey& key, prgKey.attributes) {
-            program->addBindAttribLocation(key.first, key.second);
-        }
-        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));
     }
+    BOOST_FOREACH(const ProgramKey::AttribKey& key, prgKey.attributes) {
+        program->addBindAttribLocation(key.first, key.second);
+    }
+    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));
+    resolvedProgramMap.insert(ProgramMap::value_type(resolvedKey, program));
     pass->setAttributeAndModes(program);
 }
 
@@ -882,11 +889,27 @@ EffectNameValue<Uniform::Type> uniformTypesInit[] =
 };
 EffectPropertyMap<Uniform::Type> uniformTypes(uniformTypesInit);
 
+// Optimization hack for common uniforms.
+// XXX protect these with a mutex?
+
+ref_ptr<Uniform> texture0;
+ref_ptr<Uniform> colorMode[3];
+
 struct UniformBuilder :public PassAttributeBuilder
 {
     void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
                         const SGReaderWriterXMLOptions* options)
     {
+        if (!texture0.valid()) {
+            texture0 = new Uniform(Uniform::SAMPLER_2D, "texture");
+            texture0->set(0);
+            texture0->setDataVariance(Object::STATIC);
+            for (int i = 0; i < 3; ++i) {
+                colorMode[i] = new Uniform(Uniform::INT, "colorMode");
+                colorMode[i]->set(i);
+                colorMode[i]->setDataVariance(Object::STATIC);
+            }
+        }
         if (!isAttributeActive(effect, prop))
             return;
         const SGPropertyNode* nameProp = prop->getChild("name");
@@ -950,6 +973,7 @@ struct UniformBuilder :public PassAttributeBuilder
                                static_cast<bool (Uniform::*)(const Vec4&)>(&Uniform::set),
                                vec4Names, options);
             break;
+        case Uniform::INT:
         case Uniform::SAMPLER_1D:
         case Uniform::SAMPLER_2D:
         case Uniform::SAMPLER_3D:
@@ -963,6 +987,19 @@ struct UniformBuilder :public PassAttributeBuilder
         default: // avoid compiler warning
             break;
         }
+        // optimize common uniforms
+        if (uniformType == Uniform::SAMPLER_2D || uniformType == Uniform::INT)
+        {
+            int val;
+            uniform->get(val);
+            if (uniformType == Uniform::SAMPLER_2D && val == 0
+                && name == "texture") {
+                uniform = texture0;
+            } else if (uniformType == Uniform::INT && val >= 0 && val < 3
+                       && name == "colorMode") {
+                uniform = colorMode[val];
+            }
+        }
         pass->addUniform(uniform.get());
     }
 };