-// 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
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);
}
EffectNameValue<Uniform::Type> uniformTypesInit[] =
{
+ {"bool", Uniform::BOOL},
+ {"int", Uniform::INT},
{"float", Uniform::FLOAT},
{"float-vec3", Uniform::FLOAT_VEC3},
{"float-vec4", Uniform::FLOAT_VEC4},
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;
}
}
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) {
}
// 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>);
}