]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/material/Effect.cxx
Add bool and int uniform types for shaders, and vertex-program-two-sided
[simgear.git] / simgear / scene / material / Effect.cxx
index 9625fb3bd80747a473364863516b498abc3ca225..b4c010f497b66d1b5265f2c9e944714a7de7aece 100644 (file)
+// 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
+// License as published by the Free Software Foundation; either
+// version 2 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+// Library General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
+
+#ifdef HAVE_CONFIG_H
+#  include <simgear_config.h>
+#endif
+
 #include "Effect.hxx"
+#include "EffectBuilder.hxx"
+#include "EffectGeode.hxx"
 #include "Technique.hxx"
 #include "Pass.hxx"
+#include "TextureBuilder.hxx"
 
 #include <algorithm>
 #include <functional>
 #include <iterator>
+#include <map>
+#include <utility>
+#include <boost/tr1/unordered_map.hpp>
 
 #include <boost/bind.hpp>
 #include <boost/foreach.hpp>
+#include <boost/functional/hash.hpp>
+#include <boost/tuple/tuple.hpp>
+#include <boost/tuple/tuple_comparison.hpp>
 
+#include <osg/AlphaFunc>
+#include <osg/BlendFunc>
+#include <osg/CullFace>
+#include <osg/Depth>
 #include <osg/Drawable>
+#include <osg/Material>
+#include <osg/Math>
+#include <osg/PolygonMode>
+#include <osg/Program>
+#include <osg/Referenced>
 #include <osg/RenderInfo>
+#include <osg/ShadeModel>
 #include <osg/StateSet>
+#include <osg/Stencil>
+#include <osg/TexEnv>
+#include <osg/Texture1D>
+#include <osg/Texture2D>
+#include <osg/Texture3D>
+#include <osg/TextureRectangle>
+#include <osg/Uniform>
+#include <osg/Vec4d>
 #include <osgUtil/CullVisitor>
-#include <osgDB/Registry>
+#include <osgDB/FileUtils>
 #include <osgDB/Input>
 #include <osgDB/ParameterOutput>
+#include <osgDB/ReadFile>
+#include <osgDB/Registry>
 
+#include <simgear/scene/model/SGReaderWriterXMLOptions.hxx>
+#include <simgear/scene/tgdb/userdata.hxx>
+#include <simgear/scene/util/SGSceneFeatures.hxx>
+#include <simgear/scene/util/StateAttributeFactory.hxx>
 #include <simgear/structure/OSGUtils.hxx>
+#include <simgear/structure/SGExpression.hxx>
 
 
 
 namespace simgear
 {
+using namespace std;
 using namespace osg;
 using namespace osgUtil;
 
+using namespace effect;
+
 Effect::Effect()
+    : _cache(0), _isRealized(false)
 {
 }
 
 Effect::Effect(const Effect& rhs, const CopyOp& copyop)
+    : root(rhs.root), parametersProp(rhs.parametersProp), _cache(0),
+      _isRealized(rhs._isRealized)
 {
-    using namespace std;
-    using namespace boost;
-    transform(rhs.techniques.begin(), rhs.techniques.end(),
-              backRefInsertIterator(techniques),
-              bind(simgear::clone_ref<Technique>, _1, copyop));
+    typedef vector<ref_ptr<Technique> > TechniqueList;
+    for (TechniqueList::const_iterator itr = rhs.techniques.begin(),
+             end = rhs.techniques.end();
+         itr != end;
+         ++itr)
+        techniques.push_back(static_cast<Technique*>(copyop(itr->get())));
+
+    generator = rhs.generator;
 }
 
 // Assume that the last technique is always valid.
@@ -46,9 +109,14 @@ StateSet* Effect::getDefaultStateSet()
     if (!tniq)
         return 0;
     Pass* pass = tniq->passes.front().get();
-    if (!pass)
-        return 0;
-    return pass->getStateSet();
+    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.
@@ -81,6 +149,1121 @@ void Effect::releaseGLObjects(osg::State* state) const
 
 Effect::~Effect()
 {
+    delete _cache;
+}
+
+void buildPass(Effect* effect, Technique* tniq, const SGPropertyNode* prop,
+               const SGReaderWriterXMLOptions* options)
+{
+    Pass* pass = new Pass;
+    tniq->passes.push_back(pass);
+    for (int i = 0; i < prop->nChildren(); ++i) {
+        const SGPropertyNode* attrProp = prop->getChild(i);
+        PassAttributeBuilder* builder
+            = PassAttributeBuilder::find(attrProp->getNameString());
+        if (builder)
+            builder->buildAttribute(effect, pass, attrProp, options);
+        else
+            SG_LOG(SG_INPUT, SG_ALERT,
+                   "skipping unknown pass attribute " << attrProp->getName());
+    }
+}
+
+// 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) {
+        if (prop->getType() == props::VEC4D) {
+            return osg::Vec4f(toOsg(prop->getValue<SGVec4d>()));
+        } else if (prop->getType() == props::VEC3D) {
+            return osg::Vec4f(toOsg(prop->getValue<SGVec3d>()), 1.0f);
+        } else {
+            SG_LOG(SG_INPUT, SG_ALERT,
+                   "invalid color property " << prop->getName() << " "
+                   << prop->getStringValue());
+            return osg::Vec4f(0.0f, 0.0f, 0.0f, 1.0f);
+        }
+    } else {
+        osg::Vec4f result;
+        static const char* colors[] = {"r", "g", "b"};
+        for (int i = 0; i < 3; ++i) {
+            const SGPropertyNode* componentProp = prop->getChild(colors[i]);
+            result[i] = componentProp ? componentProp->getValue<float>() : 0.0f;
+        }
+        const SGPropertyNode* alphaProp = prop->getChild("a");
+        result[3] = alphaProp ? alphaProp->getValue<float>() : 1.0f;
+        return result;
+    }
+}
+
+struct LightingBuilder : public PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options);
+};
+
+void LightingBuilder::buildAttribute(Effect* effect, Pass* pass,
+                                     const SGPropertyNode* prop,
+                                     const SGReaderWriterXMLOptions* options)
+{
+    const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
+    if (!realProp)
+        return;
+    pass->setMode(GL_LIGHTING, (realProp->getValue<bool>() ? StateAttribute::ON
+                                : StateAttribute::OFF));
+}
+
+InstallAttributeBuilder<LightingBuilder> installLighting("lighting");
+
+struct ShadeModelBuilder : public PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options)
+    {
+        const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
+        if (!realProp)
+            return;
+        StateAttributeFactory *attrFact = StateAttributeFactory::instance();
+        string propVal = realProp->getStringValue();
+        if (propVal == "flat")
+            pass->setAttribute(attrFact->getFlatShadeModel());
+        else if (propVal == "smooth")
+            pass->setAttribute(attrFact->getSmoothShadeModel());
+        else
+            SG_LOG(SG_INPUT, SG_ALERT,
+                   "invalid shade model property " << propVal);
+    }
+};
+
+InstallAttributeBuilder<ShadeModelBuilder> installShadeModel("shade-model");
+
+struct CullFaceBuilder : PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options)
+    {
+        const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
+        if (!realProp) {
+            pass->setMode(GL_CULL_FACE, StateAttribute::OFF);
+            return;
+        }
+        StateAttributeFactory *attrFact = StateAttributeFactory::instance();
+        string propVal = realProp->getStringValue();
+        if (propVal == "front")
+            pass->setAttributeAndModes(attrFact->getCullFaceFront());
+        else if (propVal == "back")
+            pass->setAttributeAndModes(attrFact->getCullFaceBack());
+        else if (propVal == "front-back")
+            pass->setAttributeAndModes(new CullFace(CullFace::FRONT_AND_BACK));
+        else if (propVal == "off")
+            pass->setMode(GL_CULL_FACE, StateAttribute::OFF);
+        else
+            SG_LOG(SG_INPUT, SG_ALERT,
+                   "invalid cull face property " << propVal);            
+    }    
+};
+
+InstallAttributeBuilder<CullFaceBuilder> installCullFace("cull-face");
+
+struct ColorMaskBuilder : PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options)
+    {
+        const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
+        if (!realProp)
+            return;
+
+        ColorMask *mask = new ColorMask;
+        Vec4 m = getColor(realProp);
+        mask->setMask(m.r(), m.g(), m.b(), m.a());
+        pass->setAttributeAndModes(mask);
+    }    
+};
+
+InstallAttributeBuilder<ColorMaskBuilder> installColorMask("color-mask");
+
+EffectNameValue<StateSet::RenderingHint> renderingHintInit[] =
+{
+    { "default", StateSet::DEFAULT_BIN },
+    { "opaque", StateSet::OPAQUE_BIN },
+    { "transparent", StateSet::TRANSPARENT_BIN }
+};
+
+EffectPropertyMap<StateSet::RenderingHint> renderingHints(renderingHintInit);
+
+struct HintBuilder : public PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options)
+    {
+        const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
+        if (!realProp)
+            return;
+        StateSet::RenderingHint renderingHint = StateSet::DEFAULT_BIN;
+        findAttr(renderingHints, realProp, renderingHint);
+        pass->setRenderingHint(renderingHint);
+    }    
+};
+
+InstallAttributeBuilder<HintBuilder> installHint("rendering-hint");
+
+struct RenderBinBuilder : public PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options)
+    {
+        if (!isAttributeActive(effect, prop))
+            return;
+        const SGPropertyNode* binProp = prop->getChild("bin-number");
+        binProp = getEffectPropertyNode(effect, binProp);
+        const SGPropertyNode* nameProp = prop->getChild("bin-name");
+        nameProp = getEffectPropertyNode(effect, nameProp);
+        if (binProp && nameProp) {
+            pass->setRenderBinDetails(binProp->getIntValue(),
+                                      nameProp->getStringValue());
+        } else {
+            if (!binProp)
+                SG_LOG(SG_INPUT, SG_ALERT,
+                       "No render bin number specified in render bin section");
+            if (!nameProp)
+                SG_LOG(SG_INPUT, SG_ALERT,
+                       "No render bin name specified in render bin section");
+        }
+    }
+};
+
+InstallAttributeBuilder<RenderBinBuilder> installRenderBin("render-bin");
+
+struct MaterialBuilder : public PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options);
+};
+
+EffectNameValue<Material::ColorMode> colorModeInit[] =
+{
+    { "ambient", Material::AMBIENT },
+    { "ambient-and-diffuse", Material::AMBIENT_AND_DIFFUSE },
+    { "diffuse", Material::DIFFUSE },
+    { "emissive", Material::EMISSION },
+    { "specular", Material::SPECULAR },
+    { "off", Material::OFF }
+};
+EffectPropertyMap<Material::ColorMode> colorModes(colorModeInit);
+
+void MaterialBuilder::buildAttribute(Effect* effect, Pass* pass,
+                                     const SGPropertyNode* prop,
+                                     const SGReaderWriterXMLOptions* options)
+{
+    if (!isAttributeActive(effect, prop))
+        return;
+    Material* mat = new Material;
+    const SGPropertyNode* color = 0;
+    if ((color = getEffectPropertyChild(effect, prop, "ambient")))
+        mat->setAmbient(Material::FRONT_AND_BACK, getColor(color));
+    if ((color = getEffectPropertyChild(effect, prop, "ambient-front")))
+        mat->setAmbient(Material::FRONT, getColor(color));
+    if ((color = getEffectPropertyChild(effect, prop, "ambient-back")))
+        mat->setAmbient(Material::BACK, getColor(color));
+    if ((color = getEffectPropertyChild(effect, prop, "diffuse")))
+        mat->setDiffuse(Material::FRONT_AND_BACK, getColor(color));
+    if ((color = getEffectPropertyChild(effect, prop, "diffuse-front")))
+        mat->setDiffuse(Material::FRONT, getColor(color));
+    if ((color = getEffectPropertyChild(effect, prop, "diffuse-back")))
+        mat->setDiffuse(Material::BACK, getColor(color));
+    if ((color = getEffectPropertyChild(effect, prop, "specular")))
+        mat->setSpecular(Material::FRONT_AND_BACK, getColor(color));
+    if ((color = getEffectPropertyChild(effect, prop, "specular-front")))
+        mat->setSpecular(Material::FRONT, getColor(color));
+    if ((color = getEffectPropertyChild(effect, prop, "specular-back")))
+        mat->setSpecular(Material::BACK, getColor(color));
+    if ((color = getEffectPropertyChild(effect, prop, "emissive")))
+        mat->setEmission(Material::FRONT_AND_BACK, getColor(color));
+    if ((color = getEffectPropertyChild(effect, prop, "emissive-front")))
+        mat->setEmission(Material::FRONT, getColor(color));        
+    if ((color = getEffectPropertyChild(effect, prop, "emissive-back")))
+        mat->setEmission(Material::BACK, getColor(color));        
+    const SGPropertyNode* shininess = 0;
+    mat->setShininess(Material::FRONT_AND_BACK, 0.0f);
+    if ((shininess = getEffectPropertyChild(effect, prop, "shininess")))
+        mat->setShininess(Material::FRONT_AND_BACK, shininess->getFloatValue());
+    if ((shininess = getEffectPropertyChild(effect, prop, "shininess-front")))
+        mat->setShininess(Material::FRONT, shininess->getFloatValue());
+    if ((shininess = getEffectPropertyChild(effect, prop, "shininess-back")))
+        mat->setShininess(Material::BACK, shininess->getFloatValue());
+    Material::ColorMode colorMode = Material::OFF;
+    findAttr(colorModes, getEffectPropertyChild(effect, prop, "color-mode"),
+             colorMode);
+    mat->setColorMode(colorMode);
+    pass->setAttribute(mat);
+}
+
+InstallAttributeBuilder<MaterialBuilder> installMaterial("material");
+
+EffectNameValue<BlendFunc::BlendFuncMode> blendFuncModesInit[] =
+{
+    {"dst-alpha", BlendFunc::DST_ALPHA},
+    {"dst-color", BlendFunc::DST_COLOR},
+    {"one", BlendFunc::ONE},
+    {"one-minus-dst-alpha", BlendFunc::ONE_MINUS_DST_ALPHA},
+    {"one-minus-dst-color", BlendFunc::ONE_MINUS_DST_COLOR},
+    {"one-minus-src-alpha", BlendFunc::ONE_MINUS_SRC_ALPHA},
+    {"one-minus-src-color", BlendFunc::ONE_MINUS_SRC_COLOR},
+    {"src-alpha", BlendFunc::SRC_ALPHA},
+    {"src-alpha-saturate", BlendFunc::SRC_ALPHA_SATURATE},
+    {"src-color", BlendFunc::SRC_COLOR},
+    {"constant-color", BlendFunc::CONSTANT_COLOR},
+    {"one-minus-constant-color", BlendFunc::ONE_MINUS_CONSTANT_COLOR},
+    {"constant-alpha", BlendFunc::CONSTANT_ALPHA},
+    {"one-minus-constant-alpha", BlendFunc::ONE_MINUS_CONSTANT_ALPHA},
+    {"zero", BlendFunc::ZERO}
+};
+EffectPropertyMap<BlendFunc::BlendFuncMode> blendFuncModes(blendFuncModesInit);
+
+struct BlendBuilder : public PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options)
+    {
+        if (!isAttributeActive(effect, prop))
+            return;
+        // XXX Compatibility with early <blend> syntax; should go away
+        // before a release
+        const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
+        if (!realProp)
+            return;
+        if (realProp->nChildren() == 0) {
+            pass->setMode(GL_BLEND, (realProp->getBoolValue()
+                                     ? StateAttribute::ON
+                                     : StateAttribute::OFF));
+            return;
+        }
+
+        const SGPropertyNode* pmode = getEffectPropertyChild(effect, prop,
+                                                             "mode");
+        // XXX When dynamic parameters are supported, this code should
+        // create the blend function even if the mode is off.
+        if (pmode && !pmode->getValue<bool>()) {
+            pass->setMode(GL_BLEND, StateAttribute::OFF);
+            return;
+        }
+        const SGPropertyNode* psource
+            = getEffectPropertyChild(effect, prop, "source");
+        const SGPropertyNode* pdestination
+            = getEffectPropertyChild(effect, prop, "destination");
+        const SGPropertyNode* psourceRGB
+            = getEffectPropertyChild(effect, prop, "source-rgb");
+        const SGPropertyNode* psourceAlpha
+            = getEffectPropertyChild(effect, prop, "source-alpha");
+        const SGPropertyNode* pdestRGB
+            = getEffectPropertyChild(effect, prop, "destination-rgb");
+        const SGPropertyNode* pdestAlpha
+            = getEffectPropertyChild(effect, prop, "destination-alpha");
+        BlendFunc::BlendFuncMode sourceMode = BlendFunc::ONE;
+        BlendFunc::BlendFuncMode destMode = BlendFunc::ZERO;
+        if (psource)
+            findAttr(blendFuncModes, psource, sourceMode);
+        if (pdestination)
+            findAttr(blendFuncModes, pdestination, destMode);
+        if (psource && pdestination
+            && !(psourceRGB || psourceAlpha || pdestRGB || pdestAlpha)
+            && sourceMode == BlendFunc::SRC_ALPHA
+            && destMode == BlendFunc::ONE_MINUS_SRC_ALPHA) {
+            pass->setAttributeAndModes(StateAttributeFactory::instance()
+                                       ->getStandardBlendFunc());
+            return;
+        }
+        BlendFunc* blendFunc = new BlendFunc;
+        if (psource)
+            blendFunc->setSource(sourceMode);
+        if (pdestination)
+            blendFunc->setDestination(destMode);
+        if (psourceRGB) {
+            BlendFunc::BlendFuncMode sourceRGBMode;
+            findAttr(blendFuncModes, psourceRGB, sourceRGBMode);
+            blendFunc->setSourceRGB(sourceRGBMode);
+        }
+        if (pdestRGB) {
+            BlendFunc::BlendFuncMode destRGBMode;
+            findAttr(blendFuncModes, pdestRGB, destRGBMode);
+            blendFunc->setDestinationRGB(destRGBMode);
+        }
+        if (psourceAlpha) {
+            BlendFunc::BlendFuncMode sourceAlphaMode;
+            findAttr(blendFuncModes, psourceAlpha, sourceAlphaMode);
+            blendFunc->setSourceAlpha(sourceAlphaMode);
+        }
+        if (pdestAlpha) {
+            BlendFunc::BlendFuncMode destAlphaMode;
+            findAttr(blendFuncModes, pdestAlpha, destAlphaMode);
+            blendFunc->setDestinationAlpha(destAlphaMode);
+        }
+        pass->setAttributeAndModes(blendFunc);
+    }
+};
+
+InstallAttributeBuilder<BlendBuilder> installBlend("blend");
+
+
+EffectNameValue<Stencil::Function> stencilFunctionInit[] =
+{
+    {"never", Stencil::NEVER },
+    {"less", Stencil::LESS},
+    {"equal", Stencil::EQUAL},
+    {"less-or-equal", Stencil::LEQUAL},
+    {"greater", Stencil::GREATER},
+    {"not-equal", Stencil::NOTEQUAL},
+    {"greater-or-equal", Stencil::GEQUAL},
+    {"always", Stencil::ALWAYS}
+};
+
+EffectPropertyMap<Stencil::Function> stencilFunction(stencilFunctionInit);
+
+EffectNameValue<Stencil::Operation> stencilOperationInit[] =
+{
+    {"keep", Stencil::KEEP},
+    {"zero", Stencil::ZERO},
+    {"replace", Stencil::REPLACE},
+    {"increase", Stencil::INCR},
+    {"decrease", Stencil::DECR},
+    {"invert", Stencil::INVERT},
+    {"increase-wrap", Stencil::INCR_WRAP},
+    {"decrease-wrap", Stencil::DECR_WRAP}
+};
+
+EffectPropertyMap<Stencil::Operation> stencilOperation(stencilOperationInit);
+
+struct StencilBuilder : public PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options)
+    {
+        if (!isAttributeActive(effect, prop))
+            return;
+
+        const SGPropertyNode* pmode = getEffectPropertyChild(effect, prop,
+                                                             "mode");
+        if (pmode && !pmode->getValue<bool>()) {
+            pass->setMode(GL_STENCIL, StateAttribute::OFF);
+            return;
+        }
+        const SGPropertyNode* pfunction
+            = getEffectPropertyChild(effect, prop, "function");
+        const SGPropertyNode* pvalue
+            = getEffectPropertyChild(effect, prop, "value");
+        const SGPropertyNode* pmask
+            = getEffectPropertyChild(effect, prop, "mask");
+        const SGPropertyNode* psfail
+            = getEffectPropertyChild(effect, prop, "stencil-fail");
+        const SGPropertyNode* pzfail
+            = getEffectPropertyChild(effect, prop, "z-fail");
+        const SGPropertyNode* ppass
+            = getEffectPropertyChild(effect, prop, "pass");
+
+        Stencil::Function func = Stencil::ALWAYS;  // Always pass
+        int ref = 0;
+        unsigned int mask = ~0u;  // All bits on
+        Stencil::Operation sfailop = Stencil::KEEP;  // Keep the old values as default
+        Stencil::Operation zfailop = Stencil::KEEP;
+        Stencil::Operation passop = Stencil::KEEP;
+
+        ref_ptr<Stencil> stencilFunc = new Stencil;
+
+        if (pfunction)
+            findAttr(stencilFunction, pfunction, func);
+        if (pvalue)
+            ref = pvalue->getIntValue();
+        if (pmask) 
+            mask = pmask->getIntValue();
+
+        if (psfail)
+            findAttr(stencilOperation, psfail, sfailop);
+        if (pzfail)
+            findAttr(stencilOperation, pzfail, zfailop);
+        if (ppass)
+            findAttr(stencilOperation, ppass, passop);
+
+        // Set the stencil operation
+        stencilFunc->setFunction(func, ref, mask);
+
+        // Set the operation, s-fail, s-pass/z-fail, s-pass/z-pass
+        stencilFunc->setOperation(sfailop, zfailop, passop);
+
+        // Add the operation to pass
+        pass->setAttributeAndModes(stencilFunc.get());
+    }
+};
+
+InstallAttributeBuilder<StencilBuilder> installStencil("stencil");
+
+
+EffectNameValue<AlphaFunc::ComparisonFunction> alphaComparisonInit[] =
+{
+    {"never", AlphaFunc::NEVER},
+    {"less", AlphaFunc::LESS},
+    {"equal", AlphaFunc::EQUAL},
+    {"lequal", AlphaFunc::LEQUAL},
+    {"greater", AlphaFunc::GREATER},
+    {"notequal", AlphaFunc::NOTEQUAL},
+    {"gequal", AlphaFunc::GEQUAL},
+    {"always", AlphaFunc::ALWAYS}
+};
+EffectPropertyMap<AlphaFunc::ComparisonFunction>
+alphaComparison(alphaComparisonInit);
+
+struct AlphaTestBuilder : public PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options)
+    {
+        if (!isAttributeActive(effect, prop))
+            return;
+        // XXX Compatibility with early <alpha-test> syntax; should go away
+        // before a release
+        const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
+        if (!realProp)
+            return;
+        if (realProp->nChildren() == 0) {
+            pass->setMode(GL_ALPHA_TEST, (realProp->getBoolValue()
+                                     ? StateAttribute::ON
+                                     : StateAttribute::OFF));
+            return;
+        }
+
+        const SGPropertyNode* pmode = getEffectPropertyChild(effect, prop,
+                                                             "mode");
+        // XXX When dynamic parameters are supported, this code should
+        // create the blend function even if the mode is off.
+        if (pmode && !pmode->getValue<bool>()) {
+            pass->setMode(GL_ALPHA_TEST, StateAttribute::OFF);
+            return;
+        }
+        const SGPropertyNode* pComp = getEffectPropertyChild(effect, prop,
+                                                             "comparison");
+        const SGPropertyNode* pRef = getEffectPropertyChild(effect, prop,
+                                                             "reference");
+        AlphaFunc::ComparisonFunction func = AlphaFunc::ALWAYS;
+        float refValue = 1.0f;
+        if (pComp)
+            findAttr(alphaComparison, pComp, func);
+        if (pRef)
+            refValue = pRef->getValue<float>();
+        if (func == AlphaFunc::GREATER && osg::equivalent(refValue, 1.0f)) {
+            pass->setAttributeAndModes(StateAttributeFactory::instance()
+                                       ->getStandardAlphaFunc());
+        } else {
+            AlphaFunc* alphaFunc = new AlphaFunc;
+            alphaFunc->setFunction(func);
+            alphaFunc->setReferenceValue(refValue);
+            pass->setAttributeAndModes(alphaFunc);
+        }
+    }
+};
+
+InstallAttributeBuilder<AlphaTestBuilder> installAlphaTest("alpha-test");
+
+InstallAttributeBuilder<TextureUnitBuilder> textureUnitBuilder("texture-unit");
+
+// Shader key, used both for shaders with relative and absolute names
+typedef pair<string, Shader::Type> ShaderKey;
+
+struct ProgramKey
+{
+    typedef pair<string, int> AttribKey;
+    osgDB::FilePathList paths;
+    vector<ShaderKey> shaders;
+    vector<AttribKey> attributes;
+    struct EqualTo
+    {
+        bool operator()(const ProgramKey& lhs, const ProgramKey& rhs) const
+        {
+            return (lhs.paths.size() == rhs.paths.size()
+                    && equal(lhs.paths.begin(), lhs.paths.end(),
+                             rhs.paths.begin())
+                    && lhs.shaders.size() == rhs.shaders.size()
+                    && equal (lhs.shaders.begin(), lhs.shaders.end(),
+                              rhs.shaders.begin())
+                    && lhs.attributes.size() == rhs.attributes.size()
+                    && equal(lhs.attributes.begin(), lhs.attributes.end(),
+                             rhs.attributes.begin()));
+        }
+    };
+};
+
+size_t hash_value(const ProgramKey& key)
+{
+    size_t seed = 0;
+    boost::hash_range(seed, key.paths.begin(), key.paths.end());
+    boost::hash_range(seed, key.shaders.begin(), key.shaders.end());
+    boost::hash_range(seed, key.attributes.begin(), key.attributes.end());
+    return seed;
+}
+
+// XXX Should these be protected by a mutex? Probably
+
+typedef tr1::unordered_map<ProgramKey, ref_ptr<Program>,
+                           boost::hash<ProgramKey>, ProgramKey::EqualTo>
+ProgramMap;
+ProgramMap programMap;
+
+typedef tr1::unordered_map<ShaderKey, ref_ptr<Shader>, boost::hash<ShaderKey> >
+ShaderMap;
+ShaderMap shaderMap;
+
+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);
+        if (!fileName.empty()) {
+           shader->loadShaderSourceFromFile(fileName);
+        }
+    }
+}
+
+struct ShaderProgramBuilder : PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        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*
+                                          options)
+{
+    using namespace boost;
+    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 = 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));
+    for (PropertyList::iterator itr = pAttributes.begin(),
+             e = pAttributes.end();
+         itr != e;
+         ++itr) {
+        const SGPropertyNode* pName = getEffectPropertyChild(effect, *itr,
+                                                             "name");
+        const SGPropertyNode* pIndex = getEffectPropertyChild(effect, *itr,
+                                                              "index");
+        if (!pName || ! pIndex)
+            throw BuilderException("malformed attribute property");
+        prgKey.attributes
+            .push_back(ProgramKey::AttribKey(pName->getStringValue(),
+                                             pIndex->getValue<int>()));
+    }
+    if (options)
+        prgKey.paths = options->getDatabasePathList();
+    Program* program = 0;
+    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;
+            }
+        }
+        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));
+    }
+    pass->setAttributeAndModes(program);
+}
+
+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},
+    {"sampler-1d", Uniform::SAMPLER_1D},
+    {"sampler-1d-shadow", Uniform::SAMPLER_1D_SHADOW},
+    {"sampler-2d", Uniform::SAMPLER_2D},
+    {"sampler-2d-shadow", Uniform::SAMPLER_2D_SHADOW},
+    {"sampler-3d", Uniform::SAMPLER_3D},
+    {"sampler-cube", Uniform::SAMPLER_CUBE}
+};
+EffectPropertyMap<Uniform::Type> uniformTypes(uniformTypesInit);
+
+struct UniformBuilder :public PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options)
+    {
+        if (!isAttributeActive(effect, prop))
+            return;
+        const SGPropertyNode* nameProp = prop->getChild("name");
+        const SGPropertyNode* typeProp = prop->getChild("type");
+        const SGPropertyNode* valProp = prop->getChild("value");
+        string name;
+        Uniform::Type uniformType = Uniform::FLOAT;
+        if (nameProp) {
+            name = nameProp->getStringValue();
+        } else {
+            SG_LOG(SG_INPUT, SG_ALERT, "No name for uniform property ");
+            return;
+        }
+        if (!valProp) {
+            SG_LOG(SG_INPUT, SG_ALERT, "No value for uniform property "
+                   << name);
+            return;
+        }
+        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;
+            case props::VEC3D:
+                uniformType = Uniform::FLOAT_VEC3;
+                break;
+            case props::VEC4D:
+                uniformType = Uniform::FLOAT_VEC4;
+                break;
+            default:
+                SG_LOG(SG_INPUT, SG_ALERT, "Can't deduce type of uniform "
+                       << name);
+                return;
+            }
+        } else {
+            findAttr(uniformTypes, typeProp, uniformType);
+        }
+        ref_ptr<Uniform> uniform = new Uniform;
+        uniform->setName(name);
+        uniform->setType(uniformType);
+        switch (uniformType) {
+        case Uniform::FLOAT:
+            initFromParameters(effect, valProp, uniform.get(),
+                               static_cast<bool (Uniform::*)(float)>(&Uniform::set),
+                               options);
+            break;
+        case Uniform::FLOAT_VEC3:
+            initFromParameters(effect, valProp, uniform.get(),
+                               static_cast<bool (Uniform::*)(const Vec3&)>(&Uniform::set),
+                               vec3Names, options);
+            break;
+        case Uniform::FLOAT_VEC4:
+            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:
+        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;
+        }
+        pass->addUniform(uniform.get());
+    }
+};
+
+InstallAttributeBuilder<UniformBuilder> installUniform("uniform");
+
+// Not sure what to do with "name". At one point I wanted to use it to
+// order the passes, but I do support render bin and stuff too...
+
+struct NameBuilder : public PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options)
+    {
+        // name can't use <use>
+        string name = prop->getStringValue();
+        if (!name.empty())
+            pass->setName(name);
+    }
+};
+
+InstallAttributeBuilder<NameBuilder> installName("name");
+
+EffectNameValue<PolygonMode::Mode> polygonModeModesInit[] =
+{
+    {"fill", PolygonMode::FILL},
+    {"line", PolygonMode::LINE},
+    {"point", PolygonMode::POINT}
+};
+EffectPropertyMap<PolygonMode::Mode> polygonModeModes(polygonModeModesInit);
+
+struct PolygonModeBuilder : public PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options)
+    {
+        if (!isAttributeActive(effect, prop))
+            return;
+        const SGPropertyNode* frontProp
+            = getEffectPropertyChild(effect, prop, "front");
+        const SGPropertyNode* backProp
+            = getEffectPropertyChild(effect, prop, "back");
+        ref_ptr<PolygonMode> pmode = new PolygonMode;
+        PolygonMode::Mode frontMode = PolygonMode::FILL;
+        PolygonMode::Mode backMode = PolygonMode::FILL;
+        if (frontProp) {
+            findAttr(polygonModeModes, frontProp, frontMode);
+            pmode->setMode(PolygonMode::FRONT, frontMode);
+        }
+        if (backProp) {
+            findAttr(polygonModeModes, backProp, backMode);
+            pmode->setMode(PolygonMode::BACK, backMode);
+        }
+        pass->setAttribute(pmode.get());
+    }
+};
+
+InstallAttributeBuilder<PolygonModeBuilder> installPolygonMode("polygon-mode");
+
+struct VertexProgramTwoSideBuilder : public PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options)
+    {
+        const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
+        if (!realProp)
+            return;
+        pass->setMode(GL_VERTEX_PROGRAM_TWO_SIDE,
+                      (realProp->getValue<bool>()
+                       ? StateAttribute::ON : StateAttribute::OFF));
+    }
+};
+
+InstallAttributeBuilder<VertexProgramTwoSideBuilder>
+installTwoSide("vertex-program-two-side");
+
+struct VertexProgramPointSizeBuilder : public PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options)
+    {
+        const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
+        if (!realProp)
+            return;
+        pass->setMode(GL_VERTEX_PROGRAM_POINT_SIZE,
+                      (realProp->getValue<bool>()
+                       ? StateAttribute::ON : StateAttribute::OFF));
+    }
+};
+
+InstallAttributeBuilder<VertexProgramPointSizeBuilder>
+installPointSize("vertex-program-point-size");
+
+EffectNameValue<Depth::Function> depthFunctionInit[] =
+{
+    {"never", Depth::NEVER},
+    {"less", Depth::LESS},
+    {"equal", Depth::EQUAL},
+    {"lequal", Depth::LEQUAL},
+    {"greater", Depth::GREATER},
+    {"notequal", Depth::NOTEQUAL},
+    {"gequal", Depth::GEQUAL},
+    {"always", Depth::ALWAYS}
+};
+EffectPropertyMap<Depth::Function> depthFunction(depthFunctionInit);
+
+struct DepthBuilder : public PassAttributeBuilder
+{
+    void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
+                        const SGReaderWriterXMLOptions* options)
+    {
+        if (!isAttributeActive(effect, prop))
+            return;
+        ref_ptr<Depth> depth = new Depth;
+        const SGPropertyNode* pfunc
+            = getEffectPropertyChild(effect, prop, "function");
+        if (pfunc) {
+            Depth::Function func = Depth::LESS;
+            findAttr(depthFunction, pfunc, func);
+            depth->setFunction(func);
+        }
+        const SGPropertyNode* pnear
+            = getEffectPropertyChild(effect, prop, "near");
+        if (pnear)
+            depth->setZNear(pnear->getValue<double>());
+        const SGPropertyNode* pfar
+            = getEffectPropertyChild(effect, prop, "far");
+        if (pfar)
+            depth->setZFar(pnear->getValue<double>());
+        const SGPropertyNode* pmask
+            = getEffectPropertyChild(effect, prop, "write-mask");
+        if (pmask)
+            depth->setWriteMask(pmask->getValue<bool>());
+        pass->setAttribute(depth.get());
+    }
+};
+
+InstallAttributeBuilder<DepthBuilder> installDepth("depth");
+
+void buildTechnique(Effect* effect, const SGPropertyNode* prop,
+                    const SGReaderWriterXMLOptions* options)
+{
+    Technique* tniq = new Technique;
+    effect->techniques.push_back(tniq);
+    const SGPropertyNode* predProp = prop->getChild("predicate");
+    if (!predProp) {
+        tniq->setAlwaysValid(true);
+    } else {
+        try {
+            TechniquePredParser parser;
+            parser.setTechnique(tniq);
+            expression::BindingLayout& layout = parser.getBindingLayout();
+            /*int contextLoc = */layout.addBinding("__contextId", expression::INT);
+            SGExpressionb* validExp
+                = dynamic_cast<SGExpressionb*>(parser.read(predProp
+                                                           ->getChild(0)));
+            if (validExp)
+                tniq->setValidExpression(validExp, layout);
+            else
+                throw expression::ParseError("technique predicate is not a boolean expression");
+        }
+        catch (expression::ParseError& except)
+        {
+            SG_LOG(SG_INPUT, SG_ALERT,
+                   "parsing technique predicate " << except.getMessage());
+            tniq->setAlwaysValid(false);
+        }
+    }
+    PropertyList passProps = prop->getChildren("pass");
+    for (PropertyList::iterator itr = passProps.begin(), e = passProps.end();
+         itr != e;
+         ++itr) {
+        buildPass(effect, tniq, itr->ptr(), options);
+    }
+}
+
+// Specifically for .ac files...
+bool makeParametersFromStateSet(SGPropertyNode* effectRoot, const StateSet* ss)
+{
+    SGPropertyNode* paramRoot = makeChild(effectRoot, "parameters");
+    SGPropertyNode* matNode = paramRoot->getChild("material", 0, true);
+    Vec4f ambVal, difVal, specVal, emisVal;
+    float shininess = 0.0f;
+    const Material* mat = getStateAttribute<Material>(ss);
+    if (mat) {
+        ambVal = mat->getAmbient(Material::FRONT_AND_BACK);
+        difVal = mat->getDiffuse(Material::FRONT_AND_BACK);
+        specVal = mat->getSpecular(Material::FRONT_AND_BACK);
+        emisVal = mat->getEmission(Material::FRONT_AND_BACK);
+        shininess = mat->getShininess(Material::FRONT_AND_BACK);
+        makeChild(matNode, "active")->setValue(true);
+        makeChild(matNode, "ambient")->setValue(toVec4d(toSG(ambVal)));
+        makeChild(matNode, "diffuse")->setValue(toVec4d(toSG(difVal)));
+        makeChild(matNode, "specular")->setValue(toVec4d(toSG(specVal)));
+        makeChild(matNode, "emissive")->setValue(toVec4d(toSG(emisVal)));
+        makeChild(matNode, "shininess")->setValue(shininess);
+        matNode->getChild("color-mode", 0, true)->setStringValue("diffuse");
+    } else {
+        makeChild(matNode, "active")->setValue(false);
+    }
+    const ShadeModel* sm = getStateAttribute<ShadeModel>(ss);
+    string shadeModelString("smooth");
+    if (sm) {
+        ShadeModel::Mode smMode = sm->getMode();
+        if (smMode == ShadeModel::FLAT)
+            shadeModelString = "flat";
+    }
+    makeChild(paramRoot, "shade-model")->setStringValue(shadeModelString);
+    string cullFaceString("off");
+    const CullFace* cullFace = getStateAttribute<CullFace>(ss);
+    if (cullFace) {
+        switch (cullFace->getMode()) {
+        case CullFace::FRONT:
+            cullFaceString = "front";
+            break;
+        case CullFace::BACK:
+            cullFaceString = "back";
+            break;
+        case CullFace::FRONT_AND_BACK:
+            cullFaceString = "front-back";
+            break;
+        default:
+            break;
+        }
+    }
+    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) {
+        string sourceMode = findName(blendFuncModes, blendFunc->getSource());
+        string destMode = findName(blendFuncModes, blendFunc->getDestination());
+        makeChild(blendNode, "active")->setValue(true);
+        makeChild(blendNode, "source")->setStringValue(sourceMode);
+        makeChild(blendNode, "destination")->setStringValue(destMode);
+        makeChild(blendNode, "mode")->setValue(true);
+    } else {
+        makeChild(blendNode, "active")->setValue(false);
+    }
+    string renderingHint = findName(renderingHints, ss->getRenderingHint());
+    makeChild(paramRoot, "rendering-hint")->setStringValue(renderingHint);
+    makeTextureParameters(paramRoot, ss);
+    return true;
+}
+
+// Walk the techniques property tree, building techniques and
+// passes.
+bool Effect::realizeTechniques(const SGReaderWriterXMLOptions* options)
+{
+    if (_isRealized)
+        return true;
+    PropertyList tniqList = root->getChildren("technique");
+    for (PropertyList::iterator itr = tniqList.begin(), e = tniqList.end();
+         itr != e;
+         ++itr)
+        buildTechnique(this, *itr, options);
+    _isRealized = true;
+    return true;
+}
+
+void Effect::InitializeCallback::doUpdate(osg::Node* node, osg::NodeVisitor* nv)
+{
+    EffectGeode* eg = dynamic_cast<EffectGeode*>(node);
+    if (!eg)
+        return;
+    Effect* effect = eg->getEffect();
+    if (!effect)
+        return;
+    SGPropertyNode* root = getPropertyRoot();
+    for (vector<SGSharedPtr<Updater> >::iterator itr = effect->_extraData.begin(),
+             end = effect->_extraData.end();
+         itr != end;
+         ++itr) {
+        InitializeWhenAdded* adder
+            = dynamic_cast<InitializeWhenAdded*>(itr->ptr());
+        if (adder)
+            adder->initOnAdd(effect, root);
+    }
+}
+
+bool Effect::Key::EqualTo::operator()(const Effect::Key& lhs,
+                                      const Effect::Key& rhs) const
+{
+    if (lhs.paths.size() != rhs.paths.size()
+        || !equal(lhs.paths.begin(), lhs.paths.end(), rhs.paths.begin()))
+        return false;
+    if (lhs.unmerged.valid() && rhs.unmerged.valid())
+        return props::Compare()(lhs.unmerged, rhs.unmerged);
+    else
+        return lhs.unmerged == rhs.unmerged;
+}
+
+size_t hash_value(const Effect::Key& key)
+{
+    size_t seed = 0;
+    if (key.unmerged.valid())
+        boost::hash_combine(seed, *key.unmerged);
+    boost::hash_range(seed, key.paths.begin(), key.paths.end());
+    return seed;
 }
 
 bool Effect_writeLocalData(const Object& obj, osgDB::Output& fw)
@@ -105,5 +1288,54 @@ osgDB::RegisterDotOsgWrapperProxy effectProxy
     &Effect_writeLocalData
     );
 }
+
+// Property expressions for technique predicates
+template<typename T>
+class PropertyExpression : public SGExpression<T>
+{
+public:
+    PropertyExpression(SGPropertyNode* pnode) : _pnode(pnode) {}
+    
+    void eval(T& value, const expression::Binding*) const
+    {
+        value = _pnode->getValue<T>();
+    }
+protected:
+    SGPropertyNode_ptr _pnode;
+};
+
+class EffectPropertyListener : public SGPropertyChangeListener
+{
+public:
+    EffectPropertyListener(Technique* tniq) : _tniq(tniq) {}
+    
+    void valueChanged(SGPropertyNode* node)
+    {
+        _tniq->refreshValidity();
+    }
+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<T>* pexp = new PropertyExpression<T>(pnode);
+    TechniquePredParser* predParser
+        = dynamic_cast<TechniquePredParser*>(parser);
+    if (predParser)
+        pnode->addChangeListener(new EffectPropertyListener(predParser
+                                                            ->getTechnique()));
+    return pexp;
 }
 
+expression::ExpParserRegistrar propertyRegistrar("property",
+                                                 propertyExpressionParser<bool>);
+
+expression::ExpParserRegistrar propvalueRegistrar("float-property",
+                                                 propertyExpressionParser<float>);
+
+}