159 lines
4.3 KiB
C++
159 lines
4.3 KiB
C++
#include <osgFX/Effect>
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#include <osgFX/Validator>
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#include <osg/Group>
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#include <osg/Notify>
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#include <osg/StateAttribute>
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#include <osg/Geometry>
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#include <osgUtil/CullVisitor>
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using namespace osgFX;
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Effect::Effect()
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: osg::Group(),
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_enabled(true),
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_global_sel_tech(AUTO_DETECT),
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_techs_defined(false)
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{
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build_dummy_node();
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}
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Effect::Effect(const Effect& copy, const osg::CopyOp& copyop)
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: osg::Group(copy, copyop),
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_enabled(copy._enabled),
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_global_sel_tech(copy._global_sel_tech),
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_techs_defined(false)
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{
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build_dummy_node();
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}
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Effect::~Effect()
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{
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// disable the validator for safety, so it won't try to access us
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// even if it stays alive for some reason
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if (_dummy_for_validation.valid()) {
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osg::StateSet* ss = _dummy_for_validation->getStateSet();
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if (ss) {
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Validator *validator = dynamic_cast<Validator *>(ss->getAttribute(Validator::VALIDATOR));
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if (validator) {
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validator->disable();
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}
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}
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}
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}
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void Effect::traverse(osg::NodeVisitor& nv)
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{
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// if this effect is not enabled, then go for default traversal
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if (!_enabled) {
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inherited_traverse(nv);
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return;
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}
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// ensure that at least one technique is defined
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if (!_techs_defined) {
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// clear existing techniques
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_techs.clear();
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// clear technique selection indices
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_sel_tech.clear();
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// clear technique selection flags
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_tech_selected.clear();
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// define new techniques
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_techs_defined = define_techniques();
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// check for errors, return on failure
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if (!_techs_defined) {
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OSG_WARN << "Warning: osgFX::Effect: could not define techniques for effect " << className() << std::endl;
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return;
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}
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// ensure that at least one technique has been defined
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if (_techs.empty()) {
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OSG_WARN << "Warning: osgFX::Effect: no techniques defined for effect " << className() << std::endl;
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return;
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}
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}
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Technique *tech = 0;
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// if the selection mode is set to AUTO_DETECT then we have to
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// choose the active technique!
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if (_global_sel_tech == AUTO_DETECT) {
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// test whether at least one technique has been selected
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bool none_selected = true;
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for (unsigned i=0; i<_tech_selected.size(); ++i) {
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if (_tech_selected[i] != 0) {
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none_selected = false;
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break;
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}
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}
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// no techniques selected, traverse a dummy node that
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// contains the Validator (it will select a technique)
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if (none_selected) {
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_dummy_for_validation->accept(nv);
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}
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// find the highest priority technique that could be validated
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// in all active rendering contexts
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int max_index = -1;
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for (unsigned j=0; j<_sel_tech.size(); ++j) {
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if (_tech_selected[j] != 0) {
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if (_sel_tech[j] > max_index) {
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max_index = _sel_tech[j];
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}
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}
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}
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// found a valid technique?
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if (max_index >= 0) {
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tech = _techs[max_index].get();
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}
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} else {
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// the active technique was selected manually
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tech = _techs[_global_sel_tech].get();
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}
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// if we could find an active technique, then continue with traversal,
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// else go for default traversal (no effect)
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if (tech) {
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tech->traverse(nv, this);
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} else {
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if (nv.getTraversalMode() == osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {
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inherited_traverse(nv);
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}
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}
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// wow, we're finished! :)
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}
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void Effect::resizeGLObjectBuffers(unsigned int maxSize)
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{
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Group::resizeGLObjectBuffers(maxSize);
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if (_dummy_for_validation) _dummy_for_validation->resizeGLObjectBuffers(maxSize);
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}
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void Effect::releaseGLObjects(osg::State* state) const
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{
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Group::releaseGLObjects(state);
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if (_dummy_for_validation) _dummy_for_validation->releaseGLObjects(state);
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}
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void Effect::build_dummy_node()
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{
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_dummy_for_validation = new osg::Geode;
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osg::ref_ptr<osg::Geometry> geo = new osg::Geometry;
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_dummy_for_validation->addDrawable(geo.get());
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_dummy_for_validation->getOrCreateStateSet()->setAttribute(new Validator(this));
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}
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