]> 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 c3976d81039ad9e512dc45115939b9345ed5bcb2..6517bd2390171be9de11901dbfefcdaa0ddb643c 100644 (file)
@@ -1,4 +1,4 @@
-// Copyright (C) 2008 - 2009  Tim Moore timoore@redhat.com
+// Copyright (C) 2008 - 2010  Tim Moore timoore33@gmail.com
 //
 // This library is free software; you can redistribute it and/or
 // modify it under the terms of the GNU Library General Public
@@ -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);
         }
@@ -732,6 +738,28 @@ struct ShaderProgramBuilder : PassAttributeBuilder
                         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*
@@ -741,21 +769,17 @@ void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
     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;
-    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 = 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;
@@ -776,40 +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 < 2; ++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));
-                    }
-                }
+        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));
             }
-            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));
     }
+    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);
 }
 
@@ -817,6 +875,8 @@ InstallAttributeBuilder<ShaderProgramBuilder> installShaderProgram("program");
 
 EffectNameValue<Uniform::Type> uniformTypesInit[] =
 {
+    {"bool", Uniform::BOOL},
+    {"int", Uniform::INT},
     {"float", Uniform::FLOAT},
     {"float-vec3", Uniform::FLOAT_VEC3},
     {"float-vec4", Uniform::FLOAT_VEC4},
@@ -829,11 +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");
@@ -855,6 +931,12 @@ struct UniformBuilder :public PassAttributeBuilder
         if (!typeProp) {
             props::Type propType = valProp->getType();
             switch (propType) {
+            case props::BOOL:
+                uniformType = Uniform::BOOL;
+                break;
+            case props::INT:
+                uniformType = Uniform::INT;
+                break;
             case props::FLOAT:
             case props::DOUBLE:
                 break;          // default float type;
@@ -891,6 +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:
@@ -904,6 +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());
     }
 };
@@ -1130,6 +1226,9 @@ bool makeParametersFromStateSet(SGPropertyNode* effectRoot, const StateSet* ss)
         }
     }
     makeChild(paramRoot, "cull-face")->setStringValue(cullFaceString);
+    // Macintosh ATI workaround
+    bool vertexTwoSide = cullFaceString == "off";
+    makeChild(paramRoot, "vertex-program-two-side")->setValue(vertexTwoSide);
     const BlendFunc* blendFunc = getStateAttribute<BlendFunc>(ss);
     SGPropertyNode* blendNode = makeChild(paramRoot, "blend");
     if (blendFunc) {
@@ -1228,14 +1327,15 @@ osgDB::RegisterDotOsgWrapperProxy effectProxy
 }
 
 // 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;
@@ -1254,12 +1354,13 @@ protected:
     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)
@@ -1269,6 +1370,9 @@ Expression* propertyExpressionParser(const SGPropertyNode* exp,
 }
 
 expression::ExpParserRegistrar propertyRegistrar("property",
-                                                 propertyExpressionParser);
+                                                 propertyExpressionParser<bool>);
+
+expression::ExpParserRegistrar propvalueRegistrar("float-property",
+                                                 propertyExpressionParser<float>);
 
 }