Files
OpenSceneGraph/src/osgFX/Effect.cpp

159 lines
4.3 KiB
C++

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