/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2003 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * 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 * OpenSceneGraph Public License for more details. */ //osgFX - Copyright (C) 2003 Marco Jez #ifndef OSGFX_TECHNIQUE_ #define OSGFX_TECHNIQUE_ #include #include #include #include #include #include #include /** An helper macro that defines the methods techniqueName() and techniqueDescription() making them return the strings passed as parameters. */ #define META_Technique(name, description) \ inline virtual const char *techniqueName() { return name; } \ inline virtual const char *techniqueDescription() { return description; } namespace osgFX { /** This is the base class for effect techniques. A technique represents one of the possible ways to implement a special effect. This base class is abstract, you will have to subclass your own techniques for your custom effects. Derived classes will have to implement the define_passes() method to configure the rendering pass(es) that make up the technique. Usually you will create one StateSet object for each rendering pass and then you'll call addPass(stateset). The validate() method should return true if the technique is valid within the current rendering context, false otherwise. The default implementation of validate() calls getRequiredExtensions() and tests whether all required extensions are supported or not, returning false if at least one extension is not supported. */ class OSGFX_EXPORT Technique: public osg::Referenced { public: Technique(); /** get the name of this technique */ virtual const char *techniqueName() { return "Default"; } /** get a brief description of this technique */ virtual const char *techniqueDescription() { return "This is the default technique"; } /** collect the GL extension strings which are required for this technique to work properly. This method is called from the default implementation of validate(). */ virtual void getRequiredExtensions(std::vector & /*extensions*/) const {}; /** tests whether this technique is valid for the current rendering context. The default behavior is to call getRequiredExtensions() and check for extension availability. */ virtual bool validate(osg::State &) const; /** get the number of rendering passes defined in this technique */ inline int getNumPasses() const; /** get the Group object associated to the i-th pass */ inline osg::Group *getPassGroup(int i); /** get the const Group object associated to the i-th pass */ inline const osg::Group *getPassGroup(int i) const; /** get the StateSet object associated to the i-th pass */ inline osg::StateSet *getPassStateSet(int i); /** get the const StateSet object associated to the i-th pass */ inline const osg::StateSet *getPassStateSet(int i) const; /** traverses the child nodes with multipass if necessary. Don't call this method directly as it is called by osgFX::Effect */ virtual void accept(osg::NodeVisitor &nv, osg::Node *child); protected: Technique(const Technique &): osg::Referenced() {} // copying is nonsense ;) virtual ~Technique() {} Technique &operator=(const Technique &) { return *this; } /** force rebuilding of pass nodes on next traversal */ inline void dirtyPasses(); /** optional: return a node that overrides the child node on a specified pass */ inline virtual osg::Node *getOverrideChild(int) { return 0; } /** create a new pass node, add it to the technique and associate a StateSet */ void addPass(osg::StateSet *ss = 0); /** add a new pass to the technique specifying an user-defined pass node. You should call this version of addPass() only when you need to gain direct control over the pass node (i.e. for setting up a cull callback); otherwise please use addPass(StateSet*) and let the class create the pass node for you. */ void addPass(osg::Group *pass); /** get the control node which holds the user's subgraph. You may want to do something on it like applying a cull callback. */ inline osg::Group *getControlNode(); /** get the const control node which holds the user's subgraph */ inline const osg::Group *getControlNode() const; /** define the rendering passes that make up this technique. You must implement this method in derived classes to add the required passes. */ virtual void define_passes() = 0; private: bool passes_defined_; osg::ref_ptr control_node_; osg::ref_ptr prev_child_; }; // INLINE METHODS inline int Technique::getNumPasses() const { return static_cast(control_node_->getNumChildren()); } inline osg::Group *Technique::getPassGroup(int i) { return static_cast(control_node_->getChild(i)); } inline const osg::Group *Technique::getPassGroup(int i) const { return static_cast(control_node_->getChild(i)); } inline osg::StateSet *Technique::getPassStateSet(int i) { return control_node_->getChild(i)->getStateSet(); } inline const osg::StateSet *Technique::getPassStateSet(int i) const { return control_node_->getChild(i)->getStateSet(); } inline osg::Group *Technique::getControlNode() { return control_node_.get(); } inline const osg::Group *Technique::getControlNode() const { return control_node_.get(); } inline void Technique::dirtyPasses() { passes_defined_ = false; } } #endif