+// 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.
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.
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() > 0.0, m.g() > 0.0, m.b() > 0.0, m.a() > 0.0);
+ 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;
+
+inline ShaderKey makeShaderKey(SGPropertyNode_ptr& ptr, Shader::Type shaderType)
+{
+ return ShaderKey(ptr->getStringValue(), shaderType);
+}
+
+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;
+ProgramMap resolvedProgramMap; // map with resolved shader file names
+
+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;
+ 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;
+ ++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();
+ 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 = osgDB::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));
+ resolvedProgramMap.insert(ProgramMap::value_type(resolvedKey, 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);
+
+// 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");
+ 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::INT:
+ 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;
+ }
+ // 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());
+ }
+};
+
+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)
&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>);
+
+}