Files
OpenSceneGraph/src/osgFX/Effect.cpp
Robert Osfield 584f805327 Updates to osgFX, from Marco Jez, to map Effect across to being derived
from osg::Group rather than from osg::Node.
2003-09-09 11:54:05 +00:00

140 lines
3.6 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::notify(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::notify(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
if (tech) {
tech->traverse(nv, this);
}
// wow, we're finished! :)
}
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));
}