Commit Graph

2327 Commits

Author SHA1 Message Date
Tim Moore
59fc902cfb don't render an EffectGeode if there is no valid technique
Normal geometry has a default effect; geometry with no default effect
is unlikely to look correct with no state set applied. This fixes the
problem of clouds being displayed as multi-colored rectangles when
shader effects are turned off.
2009-12-14 06:52:00 +01:00
Tim Moore
e37c218c2a take locks out of ModelRegistry
They should be unnecessary and were causing deadlock with Effects that
load images.
2009-11-29 22:54:02 +01:00
Tim Moore
c2317edf8a Revert boost requirement to 1.37
I don't want to get into testing for tr1::unordered_map, and the
boost compatibility doesn't exist in 1.34.
2009-11-29 12:42:10 +01:00
Tim Moore
5abc6c995f fix a memory leak in newcloud.cxx 2009-11-26 16:30:46 +01:00
Tim Moore
ddd72b2b37 Use an effect for 3d clouds 2009-11-26 11:40:41 +01:00
Tim Moore
7f5df1fb66 Support for shader program attributes in effects
Also, use a hash table for the effect shader program cache.
2009-11-26 11:39:34 +01:00
Tim Moore
2e71b64de1 Better error reporting for effects
Throw an exception when an undefine attribute value is found in an effect.

Also, fix a typo in TexEnvCombine operand attributes.
2009-11-26 11:32:00 +01:00
Tim Moore
45f1f9263f add a property debugging function 2009-11-26 10:38:31 +01:00
Tim Moore
b8a6d1ac4d add depth attribute to Effect 2009-11-23 09:15:47 +01:00
Tim Moore
40533f50df Drop required Boost version from 1.37 to 1.34
Use boost/tr1 to bring in std::tr1::unordered_map instead of the Boost
version.
2009-11-22 23:05:11 +01:00
Tim Moore
539ced191b Move tree shaders to an effect
Also, improve effect hash keys.
2009-11-22 00:32:51 +01:00
Tim Moore
1a400b890b Effect file support for GL_VERTEX_PROGRAM_TWO_SIDE and POINT_SIZE 2009-11-22 00:27:53 +01:00
Tim Moore
ebe5a5579c shader language predicate 2009-11-20 22:59:15 +01:00
Tim Moore
3cd5322496 descend into Effects to find default material animation values 2009-11-16 22:43:41 +01:00
Tim Moore
cadecdcab7 add a transparent texture for effects
This is used as a default texture for the chrome animation.

Also, fix a typo in creating combiners.
2009-11-16 22:42:46 +01:00
Tim Moore
cd4030b7db Make MultiChangeListener derive publicly from SGPropertyChangeListener
Otherwise it doesn't work as a listener!
2009-11-16 22:39:56 +01:00
Tim Moore
0a2264cad4 When instantiating effects, copy user data of any created nodes.
This bug was the cause of the huge memory consumption / death reported at some places:
the BVH data on "raw" .ac models (random objects) was dropped on the floor.
2009-11-15 23:51:08 +01:00
Tim Moore
bb2a02daa8 Bump boost version to 1.37 2009-11-15 01:17:34 +01:00
Tim Moore
5991195062 optimize creation and sharing of effects
Implement equality test and hash for for property trees.  In an
Effect, make a hash table of Effects that inherit from it keyed on
their unmerged property tree. Using that, makeEffect() should return a
single Effect for given property tree description. Animations may
change that in the future...
2009-11-13 22:41:11 +01:00
Tim Moore
54c4055af3 Effects in models working for transparent materials and chrome animation
Implementation of animated effect values via the property system.

Add names for TexEnvCombine attributes
2009-11-13 22:41:11 +01:00
Tim Moore
cb07210bc7 Move Texture unit builder into TexBuilder.cxx
Do the refactoring necessary to make that work.
2009-11-13 22:41:11 +01:00
Tim Moore
3e40d624a8 Effects for models
Basically working, at last. Among other things, create effects in
 models loaded directly from .ac files; this can happen, for example,
with the random models from the materials library.
2009-11-13 22:41:11 +01:00
Tim Moore
63ce675914 Splicing visitor for rewriting scene graphs with a minimum of copying 2009-11-13 22:41:11 +01:00
Tim Moore
14e5e87a4d Dump texture attributes of StateSet into effect property tree
Also, decode blend function.
2009-11-13 22:41:11 +01:00
Tim Moore
e7e81c6639 getStateAttribute utility function
This provides a concise, typesafe way to get attributes from osg::StateSet.

Also, blew away BackRefInserter.
2009-11-13 22:41:11 +01:00
Tim Moore
23d0601d82 Add support for blend functions and alpha test functions in effects 2009-11-13 22:41:11 +01:00
Tim Moore
6db9138eeb wip for effects in models
multi-index for effect attributes
2009-11-13 22:41:10 +01:00
Tim Moore
6a7c200002 remove CopyPolicy from ModelRegistry
Put the responsibility for copying a loaded model directly in
SGReaderWriterXML.
2009-11-13 22:41:10 +01:00
Tim Moore
a25e859fa7 fix typo 2009-11-10 22:10:57 +01:00
Tim Moore
4e2eb2f24c Move propertyExpression code from flightgear to simgear
Also add a function (possibly redundant) to access the global property
root.
2009-11-09 15:53:10 +01:00
Tim Moore
b905f4b8aa Property system optimizations
Profiling startup with the new effects code exposed some performance
gotchas. The objective is to reduce allocation of std::string
temporaries, especially when looking up node path names. Also, I
changed some paths to initialize strings with strings instead of char *;
this causes less allocation, at least with glibc. Also, eliminate
the old version of find_node and its helper functions by writing the
template version of find_node_aux to handle an explicit index
parameter.

Also, add const char[] as an internal property type

This doesn't actually add a new type to the property system, but allows using
character arrays as arguments to certain templates.
2009-11-09 15:52:54 +01:00
Tim Moore
ecd0a53412 Add writeLocalData functions for internal scenegraph classes
This makes the scenegraph dump more complete and therefore more useful.
2009-09-22 12:56:28 +02:00
Tim Moore
3456434e37 check for null effect in EffectCullVisitor
An EffectGeode might not have any effect.
2009-09-18 15:43:46 +02:00
Tim Moore
454c5b1ed2 Merge branch 'tat/configure' into next 2009-09-17 12:25:19 +02:00
torsten
dc2c437a1a Tatsuhiro Nishioka:
Patches for configure.ac and Makefile.am files in FG/SG so Mac developers can build these in a unix way.
These also enables Mac developers to choose either PLIB framework or PLIB static libs.
2009-09-17 12:24:56 +02:00
Tim Moore
819d3f5ded Merge branch 'topic/projection' into next 2009-09-17 12:22:06 +02:00
frohlich
4f802689f2 Correct finite precision issues.
Use consistent function names.
Implement changes consistently over the different vector sizes.

Modified Files:
	SGVec2.hxx SGVec3.hxx SGVec4.hxx
2009-09-17 12:21:42 +02:00
Tim Moore
9cbbe55598 Merge branch 'frohlich/weak' into next 2009-09-17 12:18:33 +02:00
frohlich
7e2dafdcb8 Make the weak pointer work. Some bits were left when importing.
Modified Files:
	SGSharedPtr.hxx SGWeakPtr.hxx
2009-09-17 12:18:07 +02:00
jmt
c7873d68f7 Logging:less verbose sound loading. 2009-09-17 12:13:47 +02:00
jmt
939ec526a8 Logging: quiet down STG parsing. 2009-09-17 12:13:47 +02:00
jmt
b20a635db0 Logging: quiet down model/image loading policy. 2009-09-17 12:13:47 +02:00
jmt
a656bee0df Logging: quiet the BVH building policy. 2009-09-17 12:13:47 +02:00
jmt
42f07e3f14 Logging: quiet material loading. 2009-09-17 12:13:47 +02:00
jmt
5803b05bd5 Logging - downgrade play/stop messages to debug. 2009-09-17 12:13:47 +02:00
John Denker
ccf0ba50c4 Implement vector _projection_ functions. 2009-09-09 23:28:16 +02:00
John Denker
f3bc977d32 Make "repeat" start slower on pick-animation mouse events;
otherwise it is unusable.
2009-09-09 22:54:13 +02:00
ehofman
80609e0816 Dont execute code in case the soundmanager isn't properly initialized 2009-09-09 08:39:56 +02:00
frohlich
795d481ca6 Switch to new vector conversion functions.
Modified Files:
	simgear/math/SGGeod.cxx simgear/math/SGQuat.hxx
	simgear/math/SGVec2.hxx simgear/math/SGVec3.hxx
	simgear/math/SGVec4.hxx simgear/scene/material/Effect.cxx
	simgear/scene/model/SGInteractionAnimation.cxx
	simgear/scene/model/SGMaterialAnimation.cxx
	simgear/scene/model/SGRotateTransform.cxx
	simgear/scene/model/SGScaleTransform.cxx
	simgear/scene/model/SGTranslateTransform.cxx
	simgear/scene/model/animation.cxx
	simgear/scene/model/particles.cxx
	simgear/scene/model/placement.cxx
	simgear/scene/model/shadanim.cxx
	simgear/scene/sky/CloudShaderGeometry.cxx
	simgear/scene/sky/cloud.cxx simgear/scene/sky/cloudfield.cxx
	simgear/scene/sky/dome.cxx simgear/scene/sky/sky.cxx
	simgear/scene/tgdb/GroundLightManager.cxx
	simgear/scene/tgdb/SGOceanTile.cxx
	simgear/scene/tgdb/SGTexturedTriangleBin.hxx
	simgear/scene/tgdb/SGVasiDrawable.cxx
	simgear/scene/tgdb/TreeBin.cxx simgear/scene/tgdb/obj.cxx
 	simgear/scene/tgdb/pt_lights.cxx
	simgear/scene/util/SGUpdateVisitor.hxx
2009-09-09 08:39:55 +02:00
frohlich
1b936b9af8 Fix problem with ocean files not recognized as water.
Move dynamic casts to EffectGeode into the findMaterial method.

Modified Files:
	simgear/scene/material/matlib.cxx
	simgear/scene/material/matlib.hxx
	simgear/scene/model/BoundingVolumeBuildVisitor.hxx
2009-09-09 08:39:55 +02:00