From Robert Osfield, adding missing member variable initializes and Output::getShaderFileNameForOutput() implementation
133 lines
3.3 KiB
C++
133 lines
3.3 KiB
C++
#include "osg/Shader"
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#include "osg/Notify"
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#include <iostream>
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#include <sstream>
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#include "osgDB/Registry"
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#include "osgDB/Input"
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#include "osgDB/Output"
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#include "osgDB/FileUtils"
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#include "osgDB/WriteFile"
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using namespace osg;
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using namespace osgDB;
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using namespace std;
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// forward declare functions to use later.
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bool Shader_readLocalData(Object& obj, Input& fr);
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bool Shader_writeLocalData(const Object& obj, Output& fw);
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// register the read and write functions with the osgDB::Registry.
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RegisterDotOsgWrapperProxy g_ShaderProxy
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(
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new osg::Shader,
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"Shader",
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"Object Shader",
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&Shader_readLocalData,
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&Shader_writeLocalData
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);
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bool Shader_readLocalData(Object& obj, Input& fr)
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{
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bool iteratorAdvanced = false;
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Shader& shader = static_cast<Shader&>(obj);
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if (fr.matchSequence("type %w"))
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{
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shader.setType( Shader::getTypeId(fr[1].getStr()) );
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fr+=2;
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iteratorAdvanced = true;
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}
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if (fr.matchSequence("file %w") || fr.matchSequence("file %s") )
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{
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std::string fileName = osgDB::findDataFile(fr[1].getStr());
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if (!fileName.empty())
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{
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shader.loadShaderSourceFromFile( fileName.c_str() );
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}
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else
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{
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osg::notify(osg::NOTICE)<<"Warning: could not find shader file \""<<fr[1].getStr()<<"\""<<std::endl;
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}
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fr += 2;
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iteratorAdvanced = true;
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}
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if (fr.matchSequence("code {"))
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{
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std::string code;
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fr += 2;
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iteratorAdvanced = true;
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int entry = fr[0].getNoNestedBrackets();
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while (!fr.eof() && fr[0].getNoNestedBrackets() >= entry)
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{
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if (fr[0].getStr()) {
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code.append(std::string(fr[0].getStr()));
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code += '\n' ;
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}
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++fr;
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}
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shader.setShaderSource(code.c_str());
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}
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return iteratorAdvanced;
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}
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bool Shader_writeLocalData(const Object& obj,Output& fw)
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{
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const Shader& shader = static_cast<const Shader&>(obj);
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fw.indent() << "type " << shader.getTypename() << std::endl;
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// osg::notify(osg::NOTICE)<<"fw.getOutputShaderFiles()="<<fw.getOutputShaderFiles()<<std::endl;
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// check whenever output to shader files is requested
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if (fw.getOutputShaderFiles())
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{
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std::string fileName = shader.getFileName();
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if (fileName.empty())
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{
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fileName = fw.getShaderFileNameForOutput();
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}
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osgDB::writeShaderFile(shader, fileName);
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if (!fileName.empty())
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{
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fw.indent() << "file "<<fw.wrapString(fw.getFileNameForOutput(fileName))<< std::endl;
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}
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}
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else // no need to write shaders to external files, hence embed it
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{
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// split source text into individual lines
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std::vector<std::string> lines;
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std::istringstream iss(shader.getShaderSource());
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std::string line;
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while (std::getline(iss, line)) {
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lines.push_back(line);
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}
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fw.indent() << "code {\n";
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fw.moveIn();
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std::vector<std::string>::const_iterator j;
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for (j=lines.begin(); j!=lines.end(); ++j) {
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fw.indent() << fw.wrapString(*j) << "\n";
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}
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fw.moveOut();
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fw.indent() << "}\n";
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}
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return true;
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}
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