animate uniform parameters in effects
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@@ -160,6 +160,10 @@ void buildPass(Effect* effect, Technique* tniq, const SGPropertyNode* prop,
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}
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}
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// Default names for vector property components
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const char* vec3Names[] = {"x", "y", "z"};
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const char* vec4Names[] = {"x", "y", "z", "w"};
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osg::Vec4f getColor(const SGPropertyNode* prop)
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{
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if (prop->nChildren() == 0) {
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@@ -808,8 +812,11 @@ EffectNameValue<Uniform::Type> uniformTypesInit[] =
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{"float-vec3", Uniform::FLOAT_VEC3},
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{"float-vec4", Uniform::FLOAT_VEC4},
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{"sampler-1d", Uniform::SAMPLER_1D},
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{"sampler-1d-shadow", Uniform::SAMPLER_1D_SHADOW},
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{"sampler-2d", Uniform::SAMPLER_2D},
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{"sampler-3d", Uniform::SAMPLER_3D}
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{"sampler-2d-shadow", Uniform::SAMPLER_2D_SHADOW},
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{"sampler-3d", Uniform::SAMPLER_3D},
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{"sampler-cube", Uniform::SAMPLER_CUBE}
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};
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EffectPropertyMap<Uniform::Type> uniformTypes(uniformTypesInit);
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@@ -862,18 +869,29 @@ struct UniformBuilder :public PassAttributeBuilder
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uniform->setType(uniformType);
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switch (uniformType) {
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case Uniform::FLOAT:
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uniform->set(valProp->getValue<float>());
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initFromParameters(effect, valProp, uniform.get(),
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static_cast<bool (Uniform::*)(float)>(&Uniform::set),
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options);
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break;
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case Uniform::FLOAT_VEC3:
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uniform->set(toOsg(valProp->getValue<SGVec3d>()));
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initFromParameters(effect, valProp, uniform.get(),
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static_cast<bool (Uniform::*)(const Vec3&)>(&Uniform::set),
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vec3Names, options);
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break;
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case Uniform::FLOAT_VEC4:
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uniform->set(toOsg(valProp->getValue<SGVec4d>()));
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initFromParameters(effect, valProp, uniform.get(),
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static_cast<bool (Uniform::*)(const Vec4&)>(&Uniform::set),
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vec4Names, options);
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break;
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case Uniform::SAMPLER_1D:
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case Uniform::SAMPLER_2D:
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case Uniform::SAMPLER_3D:
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uniform->set(valProp->getValue<int>());
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case Uniform::SAMPLER_1D_SHADOW:
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case Uniform::SAMPLER_2D_SHADOW:
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case Uniform::SAMPLER_CUBE:
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initFromParameters(effect, valProp, uniform.get(),
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static_cast<bool (Uniform::*)(int)>(&Uniform::set),
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options);
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break;
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default: // avoid compiler warning
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break;
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