Files
OpenSceneGraph/src/osgPlugins/osg/Shader.cpp
Robert Osfield c4d07194a2 From Art Trevs, add support for saving external shader files.
From Robert Osfield, adding missing member variable initializes and Output::getShaderFileNameForOutput() implementation
2008-03-04 14:04:48 +00:00

133 lines
3.3 KiB
C++

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