140 lines
3.6 KiB
C++
140 lines
3.6 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 ©, const osg::CopyOp ©op)
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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::notify(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::notify(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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if (tech) {
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tech->traverse(nv, this);
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}
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// wow, we're finished! :)
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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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