]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/model/SGMaterialAnimation.cxx
Work around apparent OSG 3.2.0 normal binding bug.
[simgear.git] / simgear / scene / model / SGMaterialAnimation.cxx
index ca9ac364d27c42e36a5bcd00cf4590a406ecd23c..cc5c660c6ae93355779e3f8600e1e6c2791b3f0c 100644 (file)
 
 #include <simgear/props/condition.hxx>
 #include <simgear/props/props.hxx>
+#include <simgear/scene/material/Effect.hxx>
+#include <simgear/scene/material/EffectGeode.hxx>
+#include <simgear/scene/material/Pass.hxx>
+#include <simgear/scene/material/Technique.hxx>
 #include <simgear/scene/model/model.hxx>
+#include <simgear/scene/model/ConditionNode.hxx>
+#include <simgear/scene/util/OsgMath.hxx>
+
+using namespace std;
+using namespace simgear;
 
 namespace {
 /**
@@ -209,7 +218,25 @@ public:
 
   virtual void apply(osg::Geode& node)
   {
-    maybeGetMaterialValues(node.getStateSet());
+    using namespace simgear;
+    EffectGeode* eg = dynamic_cast<EffectGeode*>(&node);
+    if (eg) {
+      const Effect* effect = eg->getEffect();
+      if (effect)
+        for (vector<osg::ref_ptr<Technique> >::const_iterator itr
+               = effect->techniques.begin(), end = effect->techniques.end();
+             itr != end;
+             ++itr) {
+          const Technique* tniq = itr->get();
+          for (vector<osg::ref_ptr<Pass> >::const_iterator pitr
+                 = tniq->passes.begin(), pend = tniq->passes.end();
+               pitr != pend;
+               ++pitr)
+            maybeGetMaterialValues(pitr->get());
+        }
+    } else {
+      maybeGetMaterialValues(node.getStateSet());
+    }
     int numDrawables = node.getNumDrawables();
     for (int i = 0; i < numDrawables; i++) {
       osg::Geometry* geom = dynamic_cast<osg::Geometry*>(node.getDrawable(i));
@@ -230,18 +257,20 @@ public:
     }
   }
   
-  void maybeGetMaterialValues(osg::StateSet* stateSet)
+  void maybeGetMaterialValues(const osg::StateSet* stateSet)
   {
     if (!stateSet)
       return;
-    osg::Material* nodeMat
-      = dynamic_cast<osg::Material*>(stateSet->getAttribute(osg::StateAttribute::MATERIAL));
+    const osg::Material* nodeMat
+      = dynamic_cast<const osg::Material*>(stateSet
+                                           ->getAttribute(osg::StateAttribute
+                                                          ::MATERIAL));
     if (!nodeMat)
       return;
     material = nodeMat;
   }
 
-  osg::ref_ptr<osg::Material> material;
+  osg::ref_ptr<const osg::Material> material;
   osg::Vec4 ambientDiffuse;
 };
 
@@ -313,9 +342,7 @@ public:
 class UpdateCallback : public osg::NodeCallback {
 public:
   UpdateCallback(const osgDB::FilePathList& texturePathList,
-                 const SGCondition* condition,
                  const SGPropertyNode* configNode, SGPropertyNode* modelRoot) :
-    _condition(condition),
     _materialProps(configNode, modelRoot),
     _texturePathList(texturePathList),
     _prevState(false)
@@ -333,7 +360,7 @@ public:
   virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
   {
     osg::StateSet* stateSet = node->getStateSet();
-    if ((!_condition || _condition->test()) && stateSet) {
+    if (stateSet) {
       if (_textureProp) {
         std::string textureName = _textureProp->getStringValue();
         if (_textureName != textureName) {
@@ -373,7 +400,6 @@ public:
     traverse(node, nv);
   }
 private:
-  SGSharedPtr<const SGCondition> _condition;
   SGSharedPtr<const SGPropertyNode> _textureProp;
   SGSharedPtr<const SGPropertyNode> _thresholdProp;
   std::string _textureName;
@@ -386,14 +412,15 @@ private:
 
 SGMaterialAnimation::SGMaterialAnimation(const SGPropertyNode* configNode,
                                          SGPropertyNode* modelRoot,
-                                         const osgDB::ReaderWriter::Options*
-                                         options) :
+                                         const osgDB::Options*
+                                         options, const string &path) :
   SGAnimation(configNode, modelRoot),
   texturePathList(options->getDatabasePathList())
 {
   if (configNode->hasChild("global"))
-    SG_LOG(SG_IO, SG_ALERT, "Use of <global> in material animation is "
-           "no longer supported");
+    SG_LOG(SG_IO, SG_ALERT, path <<
+           ": Use of <global> in material animation is "
+           "no longer supported.");
 }
 
 osg::Group*
@@ -459,6 +486,8 @@ SGMaterialAnimation::createAnimationGroup(osg::Group& parent)
     mat->setDataVariance(osg::Object::DYNAMIC);
     unsigned defaultColorModeMask = 0;
     mat->setUpdateCallback(0); // Just to make sure.
+    // XXX This should probably go away, as ac3d models always have a
+    // DIFFUSE color mode.
     switch (mat->getColorMode()) {
     case osg::Material::OFF:
       defaultColorModeMask = 0;
@@ -528,13 +557,23 @@ SGMaterialAnimation::createAnimationGroup(osg::Group& parent)
       || getConfig()->hasChild("threshold-prop") || getCondition()) {
     stateSet->setDataVariance(osg::Object::DYNAMIC);
     group->setUpdateCallback(new UpdateCallback(texturePathList,
-                                                getCondition(),
                                                 getConfig(), inputRoot));
   } else {
     stateSet->setDataVariance(osg::Object::STATIC);
   }
-  parent.addChild(group);
-  return group;
+  if (getCondition()) {
+    ConditionNode* cn = new ConditionNode;
+    cn->setCondition(getCondition());
+    osg::Group* modelGroup = new osg::Group;
+    group->addChild(modelGroup);
+    cn->addChild(group);
+    cn->addChild(modelGroup);
+    parent.addChild(cn);
+    return modelGroup;
+  } else {
+    parent.addChild(group);
+    return group;
+  }
 }
 
 void
@@ -550,3 +589,32 @@ SGMaterialAnimation::install(osg::Node& node)
     }
     defaultAmbientDiffuse = defaultsVisitor.ambientDiffuse;
 }
+
+const char* colorNames[] =
+{
+    "ambient",
+    "diffuse",
+    "specular",
+    "emission"
+};
+
+// Build an effect which mimics the material color mode in a
+// shader. The OpenGL material values will be overridden by the
+// material animation's material.
+//
+// This is a hack to get the effect to respect the values set in the
+// material, set up by the animation, which overrides the values in
+// the effect's material attributes. Things will be different when
+// material animations are implemented purely by manipulating effects.
+
+SGPropertyNode_ptr
+SGMaterialAnimation::makeEffectProperties(const SGPropertyNode* animProp)
+{
+    SGPropertyNode_ptr eRoot = new SGPropertyNode;
+    SGPropertyNode* inherit = makeNode(eRoot, "inherits-from");
+    if (animProp->hasChild("diffuse") || animProp->hasChild("transparency"))
+        inherit->setStringValue("Effects/material-off");
+    else
+        inherit->setStringValue("Effects/material-diffuse");
+    return eRoot;
+}