X-Git-Url: https://git.mxchange.org/?a=blobdiff_plain;f=simgear%2Fscene%2Fmaterial%2FEffect.cxx;h=b4c010f497b66d1b5265f2c9e944714a7de7aece;hb=0d419aba8a1ea9c67b1982f4d68fe1fe7bd79033;hp=9625fb3bd80747a473364863516b498abc3ca225;hpb=c6b2124129e908d95ccfdf9d11a51cd257e55e55;p=simgear.git diff --git a/simgear/scene/material/Effect.cxx b/simgear/scene/material/Effect.cxx index 9625fb3b..b4c010f4 100644 --- a/simgear/scene/material/Effect.cxx +++ b/simgear/scene/material/Effect.cxx @@ -1,42 +1,105 @@ +// 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 +#endif + #include "Effect.hxx" +#include "EffectBuilder.hxx" +#include "EffectGeode.hxx" #include "Technique.hxx" #include "Pass.hxx" +#include "TextureBuilder.hxx" #include #include #include +#include +#include +#include #include #include +#include +#include +#include +#include +#include +#include +#include #include +#include +#include +#include +#include +#include #include +#include #include +#include +#include +#include +#include +#include +#include +#include +#include #include -#include +#include #include #include +#include +#include +#include +#include +#include +#include #include +#include 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, _1, copyop)); + typedef vector > TechniqueList; + for (TechniqueList::const_iterator itr = rhs.techniques.begin(), + end = rhs.techniques.end(); + itr != end; + ++itr) + techniques.push_back(static_cast(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::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())); + } else if (prop->getType() == props::VEC3D) { + return osg::Vec4f(toOsg(prop->getValue()), 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() : 0.0f; + } + const SGPropertyNode* alphaProp = prop->getChild("a"); + result[3] = alphaProp ? alphaProp->getValue() : 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() ? StateAttribute::ON + : StateAttribute::OFF)); +} + +InstallAttributeBuilder 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 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 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 installColorMask("color-mask"); + +EffectNameValue renderingHintInit[] = +{ + { "default", StateSet::DEFAULT_BIN }, + { "opaque", StateSet::OPAQUE_BIN }, + { "transparent", StateSet::TRANSPARENT_BIN } +}; + +EffectPropertyMap 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 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 installRenderBin("render-bin"); + +struct MaterialBuilder : public PassAttributeBuilder +{ + void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop, + const SGReaderWriterXMLOptions* options); +}; + +EffectNameValue colorModeInit[] = +{ + { "ambient", Material::AMBIENT }, + { "ambient-and-diffuse", Material::AMBIENT_AND_DIFFUSE }, + { "diffuse", Material::DIFFUSE }, + { "emissive", Material::EMISSION }, + { "specular", Material::SPECULAR }, + { "off", Material::OFF } +}; +EffectPropertyMap 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 installMaterial("material"); + +EffectNameValue 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 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 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()) { + 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 installBlend("blend"); + + +EffectNameValue 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 stencilFunction(stencilFunctionInit); + +EffectNameValue 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 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()) { + 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 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 installStencil("stencil"); + + +EffectNameValue 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 +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 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()) { + 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(); + 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 installAlphaTest("alpha-test"); + +InstallAttributeBuilder textureUnitBuilder("texture-unit"); + +// Shader key, used both for shaders with relative and absolute names +typedef pair ShaderKey; + +struct ProgramKey +{ + typedef pair AttribKey; + osgDB::FilePathList paths; + vector shaders; + vector 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, + boost::hash, ProgramKey::EqualTo> +ProgramMap; +ProgramMap programMap; + +typedef tr1::unordered_map, boost::hash > +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 geometryInputTypeInit[] = +{ + {"points", GL_POINTS}, + {"lines", GL_LINES}, + {"lines-adjacency", GL_LINES_ADJACENCY_EXT}, + {"triangles", GL_TRIANGLES}, + {"triangles-adjacency", GL_TRIANGLES_ADJACENCY_EXT}, +}; +EffectPropertyMap +geometryInputType(geometryInputTypeInit); + + +EffectNameValue geometryOutputTypeInit[] = +{ + {"points", GL_POINTS}, + {"line-strip", GL_LINE_STRIP}, + {"triangle-strip", GL_TRIANGLE_STRIP} +}; +EffectPropertyMap +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())); + } + 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 = 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 installShaderProgram("program"); + +EffectNameValue 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 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 = new Uniform; + uniform->setName(name); + uniform->setType(uniformType); + switch (uniformType) { + case Uniform::FLOAT: + initFromParameters(effect, valProp, uniform.get(), + static_cast(&Uniform::set), + options); + break; + case Uniform::FLOAT_VEC3: + initFromParameters(effect, valProp, uniform.get(), + static_cast(&Uniform::set), + vec3Names, options); + break; + case Uniform::FLOAT_VEC4: + initFromParameters(effect, valProp, uniform.get(), + static_cast(&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(&Uniform::set), + options); + break; + default: // avoid compiler warning + break; + } + pass->addUniform(uniform.get()); + } +}; + +InstallAttributeBuilder 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 + string name = prop->getStringValue(); + if (!name.empty()) + pass->setName(name); + } +}; + +InstallAttributeBuilder installName("name"); + +EffectNameValue polygonModeModesInit[] = +{ + {"fill", PolygonMode::FILL}, + {"line", PolygonMode::LINE}, + {"point", PolygonMode::POINT} +}; +EffectPropertyMap 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 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 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() + ? StateAttribute::ON : StateAttribute::OFF)); + } +}; + +InstallAttributeBuilder +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() + ? StateAttribute::ON : StateAttribute::OFF)); + } +}; + +InstallAttributeBuilder +installPointSize("vertex-program-point-size"); + +EffectNameValue 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 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 = 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()); + const SGPropertyNode* pfar + = getEffectPropertyChild(effect, prop, "far"); + if (pfar) + depth->setZFar(pnear->getValue()); + const SGPropertyNode* pmask + = getEffectPropertyChild(effect, prop, "write-mask"); + if (pmask) + depth->setWriteMask(pmask->getValue()); + pass->setAttribute(depth.get()); + } +}; + +InstallAttributeBuilder 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(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(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(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(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(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(node); + if (!eg) + return; + Effect* effect = eg->getEffect(); + if (!effect) + return; + SGPropertyNode* root = getPropertyRoot(); + for (vector >::iterator itr = effect->_extraData.begin(), + end = effect->_extraData.end(); + itr != end; + ++itr) { + InitializeWhenAdded* adder + = dynamic_cast(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 +class PropertyExpression : public SGExpression +{ +public: + PropertyExpression(SGPropertyNode* pnode) : _pnode(pnode) {} + + void eval(T& value, const expression::Binding*) const + { + value = _pnode->getValue(); + } +protected: + SGPropertyNode_ptr _pnode; +}; + +class EffectPropertyListener : public SGPropertyChangeListener +{ +public: + EffectPropertyListener(Technique* tniq) : _tniq(tniq) {} + + void valueChanged(SGPropertyNode* node) + { + _tniq->refreshValidity(); + } +protected: + osg::ref_ptr _tniq; +}; + +template +Expression* propertyExpressionParser(const SGPropertyNode* exp, + expression::Parser* parser) +{ + SGPropertyNode_ptr pnode = getPropertyRoot()->getNode(exp->getStringValue(), + true); + PropertyExpression* pexp = new PropertyExpression(pnode); + TechniquePredParser* predParser + = dynamic_cast(parser); + if (predParser) + pnode->addChangeListener(new EffectPropertyListener(predParser + ->getTechnique())); + return pexp; } +expression::ExpParserRegistrar propertyRegistrar("property", + propertyExpressionParser); + +expression::ExpParserRegistrar propvalueRegistrar("float-property", + propertyExpressionParser); + +}