Files
simgear/simgear/scene/material/Effect.cxx
T
Mathias Froehlich 2cc5e776b3 math: Remove SGMath osg dependency.
Move osg dependent stuff from SGMath into simgear/scene/util/OsgMath.hxx.
Update includes in simgear to reflect this change.
Note that this change also requires an updated flightgear version.
2012-03-03 13:35:20 +01:00

1409 lines
51 KiB
C++

// Copyright (C) 2008 - 2010 Tim Moore timoore33@gmail.com
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#endif
#include "Effect.hxx"
#include "EffectBuilder.hxx"
#include "EffectGeode.hxx"
#include "Technique.hxx"
#include "Pass.hxx"
#include "TextureBuilder.hxx"
#include <algorithm>
#include <functional>
#include <iterator>
#include <map>
#include <utility>
#include <boost/tr1/unordered_map.hpp>
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#include <boost/functional/hash.hpp>
#include <boost/tuple/tuple.hpp>
#include <boost/tuple/tuple_comparison.hpp>
#include <osg/AlphaFunc>
#include <osg/BlendFunc>
#include <osg/CullFace>
#include <osg/Depth>
#include <osg/Drawable>
#include <osg/Material>
#include <osg/Math>
#include <osg/PolygonMode>
#include <osg/PolygonOffset>
#include <osg/Program>
#include <osg/Referenced>
#include <osg/RenderInfo>
#include <osg/ShadeModel>
#include <osg/StateSet>
#include <osg/Stencil>
#include <osg/TexEnv>
#include <osg/Texture1D>
#include <osg/Texture2D>
#include <osg/Texture3D>
#include <osg/TextureRectangle>
#include <osg/Uniform>
#include <osg/Vec4d>
#include <osgUtil/CullVisitor>
#include <osgDB/FileUtils>
#include <osgDB/Input>
#include <osgDB/ParameterOutput>
#include <osgDB/ReadFile>
#include <osgDB/Registry>
#include <simgear/scene/util/SGReaderWriterOptions.hxx>
#include <simgear/scene/tgdb/userdata.hxx>
#include <simgear/scene/util/OsgMath.hxx>
#include <simgear/scene/util/SGSceneFeatures.hxx>
#include <simgear/scene/util/StateAttributeFactory.hxx>
#include <simgear/structure/OSGUtils.hxx>
#include <simgear/structure/SGExpression.hxx>
namespace simgear
{
using namespace std;
using namespace osg;
using namespace osgUtil;
using namespace effect;
Effect::Effect()
: _cache(0), _isRealized(false)
{
}
Effect::Effect(const Effect& rhs, const CopyOp& copyop)
: osg::Object(rhs,copyop), root(rhs.root), parametersProp(rhs.parametersProp), _cache(0),
_isRealized(rhs._isRealized)
{
typedef vector<ref_ptr<Technique> > TechniqueList;
for (TechniqueList::const_iterator itr = rhs.techniques.begin(),
end = rhs.techniques.end();
itr != end;
++itr)
techniques.push_back(static_cast<Technique*>(copyop(itr->get())));
generator = rhs.generator;
}
// Assume that the last technique is always valid.
StateSet* Effect::getDefaultStateSet()
{
Technique* tniq = techniques.back().get();
if (!tniq)
return 0;
Pass* pass = tniq->passes.front().get();
return pass;
}
int Effect::getGenerator(Effect::Generator what) const
{
std::map<Generator,int>::const_iterator it = generator.find(what);
if(it == generator.end()) return -1;
else return it->second;
}
// There should always be a valid technique in an effect.
Technique* Effect::chooseTechnique(RenderInfo* info)
{
BOOST_FOREACH(ref_ptr<Technique>& technique, techniques)
{
if (technique->valid(info) == Technique::VALID)
return technique.get();
}
return 0;
}
void Effect::resizeGLObjectBuffers(unsigned int maxSize)
{
BOOST_FOREACH(const ref_ptr<Technique>& technique, techniques)
{
technique->resizeGLObjectBuffers(maxSize);
}
}
void Effect::releaseGLObjects(osg::State* state) const
{
BOOST_FOREACH(const ref_ptr<Technique>& technique, techniques)
{
technique->releaseGLObjects(state);
}
}
Effect::~Effect()
{
delete _cache;
}
void buildPass(Effect* effect, Technique* tniq, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
Pass* pass = new Pass;
tniq->passes.push_back(pass);
for (int i = 0; i < prop->nChildren(); ++i) {
const SGPropertyNode* attrProp = prop->getChild(i);
PassAttributeBuilder* builder
= PassAttributeBuilder::find(attrProp->getNameString());
if (builder)
builder->buildAttribute(effect, pass, attrProp, options);
else
SG_LOG(SG_INPUT, SG_ALERT,
"skipping unknown pass attribute " << attrProp->getName());
}
}
// Default names for vector property components
const char* vec3Names[] = {"x", "y", "z"};
const char* vec4Names[] = {"x", "y", "z", "w"};
osg::Vec4f getColor(const SGPropertyNode* prop)
{
if (prop->nChildren() == 0) {
if (prop->getType() == props::VEC4D) {
return osg::Vec4f(toOsg(prop->getValue<SGVec4d>()));
} else if (prop->getType() == props::VEC3D) {
return osg::Vec4f(toOsg(prop->getValue<SGVec3d>()), 1.0f);
} else {
SG_LOG(SG_INPUT, SG_ALERT,
"invalid color property " << prop->getName() << " "
<< prop->getStringValue());
return osg::Vec4f(0.0f, 0.0f, 0.0f, 1.0f);
}
} else {
osg::Vec4f result;
static const char* colors[] = {"r", "g", "b"};
for (int i = 0; i < 3; ++i) {
const SGPropertyNode* componentProp = prop->getChild(colors[i]);
result[i] = componentProp ? componentProp->getValue<float>() : 0.0f;
}
const SGPropertyNode* alphaProp = prop->getChild("a");
result[3] = alphaProp ? alphaProp->getValue<float>() : 1.0f;
return result;
}
}
struct LightingBuilder : public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options);
};
void LightingBuilder::buildAttribute(Effect* effect, Pass* pass,
const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
if (!realProp)
return;
pass->setMode(GL_LIGHTING, (realProp->getValue<bool>() ? StateAttribute::ON
: StateAttribute::OFF));
}
InstallAttributeBuilder<LightingBuilder> installLighting("lighting");
struct ShadeModelBuilder : public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
if (!realProp)
return;
StateAttributeFactory *attrFact = StateAttributeFactory::instance();
string propVal = realProp->getStringValue();
if (propVal == "flat")
pass->setAttribute(attrFact->getFlatShadeModel());
else if (propVal == "smooth")
pass->setAttribute(attrFact->getSmoothShadeModel());
else
SG_LOG(SG_INPUT, SG_ALERT,
"invalid shade model property " << propVal);
}
};
InstallAttributeBuilder<ShadeModelBuilder> installShadeModel("shade-model");
struct CullFaceBuilder : PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
if (!realProp) {
pass->setMode(GL_CULL_FACE, StateAttribute::OFF);
return;
}
StateAttributeFactory *attrFact = StateAttributeFactory::instance();
string propVal = realProp->getStringValue();
if (propVal == "front")
pass->setAttributeAndModes(attrFact->getCullFaceFront());
else if (propVal == "back")
pass->setAttributeAndModes(attrFact->getCullFaceBack());
else if (propVal == "front-back")
pass->setAttributeAndModes(new CullFace(CullFace::FRONT_AND_BACK));
else if (propVal == "off")
pass->setMode(GL_CULL_FACE, StateAttribute::OFF);
else
SG_LOG(SG_INPUT, SG_ALERT,
"invalid cull face property " << propVal);
}
};
InstallAttributeBuilder<CullFaceBuilder> installCullFace("cull-face");
struct ColorMaskBuilder : PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
if (!realProp)
return;
ColorMask *mask = new ColorMask;
Vec4 m = getColor(realProp);
mask->setMask(m.r() > 0.0, m.g() > 0.0, m.b() > 0.0, m.a() > 0.0);
pass->setAttributeAndModes(mask);
}
};
InstallAttributeBuilder<ColorMaskBuilder> installColorMask("color-mask");
EffectNameValue<StateSet::RenderingHint> renderingHintInit[] =
{
{ "default", StateSet::DEFAULT_BIN },
{ "opaque", StateSet::OPAQUE_BIN },
{ "transparent", StateSet::TRANSPARENT_BIN }
};
EffectPropertyMap<StateSet::RenderingHint> renderingHints(renderingHintInit);
struct HintBuilder : public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
if (!realProp)
return;
StateSet::RenderingHint renderingHint = StateSet::DEFAULT_BIN;
findAttr(renderingHints, realProp, renderingHint);
pass->setRenderingHint(renderingHint);
}
};
InstallAttributeBuilder<HintBuilder> installHint("rendering-hint");
struct RenderBinBuilder : public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
if (!isAttributeActive(effect, prop))
return;
const SGPropertyNode* binProp = prop->getChild("bin-number");
binProp = getEffectPropertyNode(effect, binProp);
const SGPropertyNode* nameProp = prop->getChild("bin-name");
nameProp = getEffectPropertyNode(effect, nameProp);
if (binProp && nameProp) {
pass->setRenderBinDetails(binProp->getIntValue(),
nameProp->getStringValue());
} else {
if (!binProp)
SG_LOG(SG_INPUT, SG_ALERT,
"No render bin number specified in render bin section");
if (!nameProp)
SG_LOG(SG_INPUT, SG_ALERT,
"No render bin name specified in render bin section");
}
}
};
InstallAttributeBuilder<RenderBinBuilder> installRenderBin("render-bin");
struct MaterialBuilder : public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options);
};
EffectNameValue<Material::ColorMode> colorModeInit[] =
{
{ "ambient", Material::AMBIENT },
{ "ambient-and-diffuse", Material::AMBIENT_AND_DIFFUSE },
{ "diffuse", Material::DIFFUSE },
{ "emissive", Material::EMISSION },
{ "specular", Material::SPECULAR },
{ "off", Material::OFF }
};
EffectPropertyMap<Material::ColorMode> colorModes(colorModeInit);
void MaterialBuilder::buildAttribute(Effect* effect, Pass* pass,
const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
if (!isAttributeActive(effect, prop))
return;
Material* mat = new Material;
const SGPropertyNode* color = 0;
if ((color = getEffectPropertyChild(effect, prop, "ambient")))
mat->setAmbient(Material::FRONT_AND_BACK, getColor(color));
if ((color = getEffectPropertyChild(effect, prop, "ambient-front")))
mat->setAmbient(Material::FRONT, getColor(color));
if ((color = getEffectPropertyChild(effect, prop, "ambient-back")))
mat->setAmbient(Material::BACK, getColor(color));
if ((color = getEffectPropertyChild(effect, prop, "diffuse")))
mat->setDiffuse(Material::FRONT_AND_BACK, getColor(color));
if ((color = getEffectPropertyChild(effect, prop, "diffuse-front")))
mat->setDiffuse(Material::FRONT, getColor(color));
if ((color = getEffectPropertyChild(effect, prop, "diffuse-back")))
mat->setDiffuse(Material::BACK, getColor(color));
if ((color = getEffectPropertyChild(effect, prop, "specular")))
mat->setSpecular(Material::FRONT_AND_BACK, getColor(color));
if ((color = getEffectPropertyChild(effect, prop, "specular-front")))
mat->setSpecular(Material::FRONT, getColor(color));
if ((color = getEffectPropertyChild(effect, prop, "specular-back")))
mat->setSpecular(Material::BACK, getColor(color));
if ((color = getEffectPropertyChild(effect, prop, "emissive")))
mat->setEmission(Material::FRONT_AND_BACK, getColor(color));
if ((color = getEffectPropertyChild(effect, prop, "emissive-front")))
mat->setEmission(Material::FRONT, getColor(color));
if ((color = getEffectPropertyChild(effect, prop, "emissive-back")))
mat->setEmission(Material::BACK, getColor(color));
const SGPropertyNode* shininess = 0;
mat->setShininess(Material::FRONT_AND_BACK, 0.0f);
if ((shininess = getEffectPropertyChild(effect, prop, "shininess")))
mat->setShininess(Material::FRONT_AND_BACK, shininess->getFloatValue());
if ((shininess = getEffectPropertyChild(effect, prop, "shininess-front")))
mat->setShininess(Material::FRONT, shininess->getFloatValue());
if ((shininess = getEffectPropertyChild(effect, prop, "shininess-back")))
mat->setShininess(Material::BACK, shininess->getFloatValue());
Material::ColorMode colorMode = Material::OFF;
findAttr(colorModes, getEffectPropertyChild(effect, prop, "color-mode"),
colorMode);
mat->setColorMode(colorMode);
pass->setAttribute(mat);
}
InstallAttributeBuilder<MaterialBuilder> installMaterial("material");
EffectNameValue<BlendFunc::BlendFuncMode> blendFuncModesInit[] =
{
{"dst-alpha", BlendFunc::DST_ALPHA},
{"dst-color", BlendFunc::DST_COLOR},
{"one", BlendFunc::ONE},
{"one-minus-dst-alpha", BlendFunc::ONE_MINUS_DST_ALPHA},
{"one-minus-dst-color", BlendFunc::ONE_MINUS_DST_COLOR},
{"one-minus-src-alpha", BlendFunc::ONE_MINUS_SRC_ALPHA},
{"one-minus-src-color", BlendFunc::ONE_MINUS_SRC_COLOR},
{"src-alpha", BlendFunc::SRC_ALPHA},
{"src-alpha-saturate", BlendFunc::SRC_ALPHA_SATURATE},
{"src-color", BlendFunc::SRC_COLOR},
{"constant-color", BlendFunc::CONSTANT_COLOR},
{"one-minus-constant-color", BlendFunc::ONE_MINUS_CONSTANT_COLOR},
{"constant-alpha", BlendFunc::CONSTANT_ALPHA},
{"one-minus-constant-alpha", BlendFunc::ONE_MINUS_CONSTANT_ALPHA},
{"zero", BlendFunc::ZERO}
};
EffectPropertyMap<BlendFunc::BlendFuncMode> blendFuncModes(blendFuncModesInit);
struct BlendBuilder : public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
if (!isAttributeActive(effect, prop))
return;
// XXX Compatibility with early <blend> syntax; should go away
// before a release
const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
if (!realProp)
return;
if (realProp->nChildren() == 0) {
pass->setMode(GL_BLEND, (realProp->getBoolValue()
? StateAttribute::ON
: StateAttribute::OFF));
return;
}
const SGPropertyNode* pmode = getEffectPropertyChild(effect, prop,
"mode");
// XXX When dynamic parameters are supported, this code should
// create the blend function even if the mode is off.
if (pmode && !pmode->getValue<bool>()) {
pass->setMode(GL_BLEND, StateAttribute::OFF);
return;
}
const SGPropertyNode* psource
= getEffectPropertyChild(effect, prop, "source");
const SGPropertyNode* pdestination
= getEffectPropertyChild(effect, prop, "destination");
const SGPropertyNode* psourceRGB
= getEffectPropertyChild(effect, prop, "source-rgb");
const SGPropertyNode* psourceAlpha
= getEffectPropertyChild(effect, prop, "source-alpha");
const SGPropertyNode* pdestRGB
= getEffectPropertyChild(effect, prop, "destination-rgb");
const SGPropertyNode* pdestAlpha
= getEffectPropertyChild(effect, prop, "destination-alpha");
BlendFunc::BlendFuncMode sourceMode = BlendFunc::ONE;
BlendFunc::BlendFuncMode destMode = BlendFunc::ZERO;
if (psource)
findAttr(blendFuncModes, psource, sourceMode);
if (pdestination)
findAttr(blendFuncModes, pdestination, destMode);
if (psource && pdestination
&& !(psourceRGB || psourceAlpha || pdestRGB || pdestAlpha)
&& sourceMode == BlendFunc::SRC_ALPHA
&& destMode == BlendFunc::ONE_MINUS_SRC_ALPHA) {
pass->setAttributeAndModes(StateAttributeFactory::instance()
->getStandardBlendFunc());
return;
}
BlendFunc* blendFunc = new BlendFunc;
if (psource)
blendFunc->setSource(sourceMode);
if (pdestination)
blendFunc->setDestination(destMode);
if (psourceRGB) {
BlendFunc::BlendFuncMode sourceRGBMode;
findAttr(blendFuncModes, psourceRGB, sourceRGBMode);
blendFunc->setSourceRGB(sourceRGBMode);
}
if (pdestRGB) {
BlendFunc::BlendFuncMode destRGBMode;
findAttr(blendFuncModes, pdestRGB, destRGBMode);
blendFunc->setDestinationRGB(destRGBMode);
}
if (psourceAlpha) {
BlendFunc::BlendFuncMode sourceAlphaMode;
findAttr(blendFuncModes, psourceAlpha, sourceAlphaMode);
blendFunc->setSourceAlpha(sourceAlphaMode);
}
if (pdestAlpha) {
BlendFunc::BlendFuncMode destAlphaMode;
findAttr(blendFuncModes, pdestAlpha, destAlphaMode);
blendFunc->setDestinationAlpha(destAlphaMode);
}
pass->setAttributeAndModes(blendFunc);
}
};
InstallAttributeBuilder<BlendBuilder> installBlend("blend");
EffectNameValue<Stencil::Function> stencilFunctionInit[] =
{
{"never", Stencil::NEVER },
{"less", Stencil::LESS},
{"equal", Stencil::EQUAL},
{"less-or-equal", Stencil::LEQUAL},
{"greater", Stencil::GREATER},
{"not-equal", Stencil::NOTEQUAL},
{"greater-or-equal", Stencil::GEQUAL},
{"always", Stencil::ALWAYS}
};
EffectPropertyMap<Stencil::Function> stencilFunction(stencilFunctionInit);
EffectNameValue<Stencil::Operation> stencilOperationInit[] =
{
{"keep", Stencil::KEEP},
{"zero", Stencil::ZERO},
{"replace", Stencil::REPLACE},
{"increase", Stencil::INCR},
{"decrease", Stencil::DECR},
{"invert", Stencil::INVERT},
{"increase-wrap", Stencil::INCR_WRAP},
{"decrease-wrap", Stencil::DECR_WRAP}
};
EffectPropertyMap<Stencil::Operation> stencilOperation(stencilOperationInit);
struct StencilBuilder : public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
if (!isAttributeActive(effect, prop))
return;
const SGPropertyNode* pmode = getEffectPropertyChild(effect, prop,
"mode");
if (pmode && !pmode->getValue<bool>()) {
pass->setMode(GL_STENCIL, StateAttribute::OFF);
return;
}
const SGPropertyNode* pfunction
= getEffectPropertyChild(effect, prop, "function");
const SGPropertyNode* pvalue
= getEffectPropertyChild(effect, prop, "value");
const SGPropertyNode* pmask
= getEffectPropertyChild(effect, prop, "mask");
const SGPropertyNode* psfail
= getEffectPropertyChild(effect, prop, "stencil-fail");
const SGPropertyNode* pzfail
= getEffectPropertyChild(effect, prop, "z-fail");
const SGPropertyNode* ppass
= getEffectPropertyChild(effect, prop, "pass");
Stencil::Function func = Stencil::ALWAYS; // Always pass
int ref = 0;
unsigned int mask = ~0u; // All bits on
Stencil::Operation sfailop = Stencil::KEEP; // Keep the old values as default
Stencil::Operation zfailop = Stencil::KEEP;
Stencil::Operation passop = Stencil::KEEP;
ref_ptr<Stencil> stencilFunc = new Stencil;
if (pfunction)
findAttr(stencilFunction, pfunction, func);
if (pvalue)
ref = pvalue->getIntValue();
if (pmask)
mask = pmask->getIntValue();
if (psfail)
findAttr(stencilOperation, psfail, sfailop);
if (pzfail)
findAttr(stencilOperation, pzfail, zfailop);
if (ppass)
findAttr(stencilOperation, ppass, passop);
// Set the stencil operation
stencilFunc->setFunction(func, ref, mask);
// Set the operation, s-fail, s-pass/z-fail, s-pass/z-pass
stencilFunc->setOperation(sfailop, zfailop, passop);
// Add the operation to pass
pass->setAttributeAndModes(stencilFunc.get());
}
};
InstallAttributeBuilder<StencilBuilder> installStencil("stencil");
EffectNameValue<AlphaFunc::ComparisonFunction> alphaComparisonInit[] =
{
{"never", AlphaFunc::NEVER},
{"less", AlphaFunc::LESS},
{"equal", AlphaFunc::EQUAL},
{"lequal", AlphaFunc::LEQUAL},
{"greater", AlphaFunc::GREATER},
{"notequal", AlphaFunc::NOTEQUAL},
{"gequal", AlphaFunc::GEQUAL},
{"always", AlphaFunc::ALWAYS}
};
EffectPropertyMap<AlphaFunc::ComparisonFunction>
alphaComparison(alphaComparisonInit);
struct AlphaTestBuilder : public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
if (!isAttributeActive(effect, prop))
return;
// XXX Compatibility with early <alpha-test> syntax; should go away
// before a release
const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
if (!realProp)
return;
if (realProp->nChildren() == 0) {
pass->setMode(GL_ALPHA_TEST, (realProp->getBoolValue()
? StateAttribute::ON
: StateAttribute::OFF));
return;
}
const SGPropertyNode* pmode = getEffectPropertyChild(effect, prop,
"mode");
// XXX When dynamic parameters are supported, this code should
// create the blend function even if the mode is off.
if (pmode && !pmode->getValue<bool>()) {
pass->setMode(GL_ALPHA_TEST, StateAttribute::OFF);
return;
}
const SGPropertyNode* pComp = getEffectPropertyChild(effect, prop,
"comparison");
const SGPropertyNode* pRef = getEffectPropertyChild(effect, prop,
"reference");
AlphaFunc::ComparisonFunction func = AlphaFunc::ALWAYS;
float refValue = 1.0f;
if (pComp)
findAttr(alphaComparison, pComp, func);
if (pRef)
refValue = pRef->getValue<float>();
if (func == AlphaFunc::GREATER && osg::equivalent(refValue, 1.0f)) {
pass->setAttributeAndModes(StateAttributeFactory::instance()
->getStandardAlphaFunc());
} else {
AlphaFunc* alphaFunc = new AlphaFunc;
alphaFunc->setFunction(func);
alphaFunc->setReferenceValue(refValue);
pass->setAttributeAndModes(alphaFunc);
}
}
};
InstallAttributeBuilder<AlphaTestBuilder> installAlphaTest("alpha-test");
InstallAttributeBuilder<TextureUnitBuilder> textureUnitBuilder("texture-unit");
// Shader key, used both for shaders with relative and absolute names
typedef pair<string, Shader::Type> ShaderKey;
inline ShaderKey makeShaderKey(SGPropertyNode_ptr& ptr, Shader::Type shaderType)
{
return ShaderKey(ptr->getStringValue(), shaderType);
}
struct ProgramKey
{
typedef pair<string, int> AttribKey;
osgDB::FilePathList paths;
vector<ShaderKey> shaders;
vector<AttribKey> attributes;
struct EqualTo
{
bool operator()(const ProgramKey& lhs, const ProgramKey& rhs) const
{
return (lhs.paths.size() == rhs.paths.size()
&& equal(lhs.paths.begin(), lhs.paths.end(),
rhs.paths.begin())
&& lhs.shaders.size() == rhs.shaders.size()
&& equal (lhs.shaders.begin(), lhs.shaders.end(),
rhs.shaders.begin())
&& lhs.attributes.size() == rhs.attributes.size()
&& equal(lhs.attributes.begin(), lhs.attributes.end(),
rhs.attributes.begin()));
}
};
};
size_t hash_value(const ProgramKey& key)
{
size_t seed = 0;
boost::hash_range(seed, key.paths.begin(), key.paths.end());
boost::hash_range(seed, key.shaders.begin(), key.shaders.end());
boost::hash_range(seed, key.attributes.begin(), key.attributes.end());
return seed;
}
// XXX Should these be protected by a mutex? Probably
typedef tr1::unordered_map<ProgramKey, ref_ptr<Program>,
boost::hash<ProgramKey>, ProgramKey::EqualTo>
ProgramMap;
ProgramMap programMap;
ProgramMap resolvedProgramMap; // map with resolved shader file names
typedef tr1::unordered_map<ShaderKey, ref_ptr<Shader>, boost::hash<ShaderKey> >
ShaderMap;
ShaderMap shaderMap;
void reload_shaders()
{
for(ShaderMap::iterator sitr = shaderMap.begin(); sitr != shaderMap.end(); ++sitr)
{
Shader *shader = sitr->second.get();
string fileName = SGModelLib::findDataFile(sitr->first.first);
if (!fileName.empty()) {
shader->loadShaderSourceFromFile(fileName);
}
}
}
struct ShaderProgramBuilder : PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options);
};
EffectNameValue<GLint> geometryInputTypeInit[] =
{
{"points", GL_POINTS},
{"lines", GL_LINES},
{"lines-adjacency", GL_LINES_ADJACENCY_EXT},
{"triangles", GL_TRIANGLES},
{"triangles-adjacency", GL_TRIANGLES_ADJACENCY_EXT},
};
EffectPropertyMap<GLint>
geometryInputType(geometryInputTypeInit);
EffectNameValue<GLint> geometryOutputTypeInit[] =
{
{"points", GL_POINTS},
{"line-strip", GL_LINE_STRIP},
{"triangle-strip", GL_TRIANGLE_STRIP}
};
EffectPropertyMap<GLint>
geometryOutputType(geometryOutputTypeInit);
void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
const SGPropertyNode* prop,
const SGReaderWriterOptions*
options)
{
using namespace boost;
if (!isAttributeActive(effect, prop))
return;
PropertyList pVertShaders = prop->getChildren("vertex-shader");
PropertyList pGeomShaders = prop->getChildren("geometry-shader");
PropertyList pFragShaders = prop->getChildren("fragment-shader");
PropertyList pAttributes = prop->getChildren("attribute");
ProgramKey prgKey;
std::back_insert_iterator<vector<ShaderKey> > inserter(prgKey.shaders);
transform(pVertShaders.begin(), pVertShaders.end(), inserter,
boost::bind(makeShaderKey, _1, Shader::VERTEX));
transform(pGeomShaders.begin(), pGeomShaders.end(), inserter,
boost::bind(makeShaderKey, _1, Shader::GEOMETRY));
transform(pFragShaders.begin(), pFragShaders.end(), inserter,
boost::bind(makeShaderKey, _1, Shader::FRAGMENT));
for (PropertyList::iterator itr = pAttributes.begin(),
e = pAttributes.end();
itr != e;
++itr) {
const SGPropertyNode* pName = getEffectPropertyChild(effect, *itr,
"name");
const SGPropertyNode* pIndex = getEffectPropertyChild(effect, *itr,
"index");
if (!pName || ! pIndex)
throw BuilderException("malformed attribute property");
prgKey.attributes
.push_back(ProgramKey::AttribKey(pName->getStringValue(),
pIndex->getValue<int>()));
}
if (options)
prgKey.paths = options->getDatabasePathList();
Program* program = 0;
ProgramMap::iterator pitr = programMap.find(prgKey);
if (pitr != programMap.end()) {
program = pitr->second.get();
pass->setAttributeAndModes(program);
return;
}
// The program wasn't in the map using the load path passed in with
// the options, but it might have already been loaded using a
// different load path i.e., its shaders were found in the fg data
// directory. So, resolve the shaders' file names and look in the
// resolvedProgramMap for a program using those shaders.
ProgramKey resolvedKey;
resolvedKey.attributes = prgKey.attributes;
BOOST_FOREACH(const ShaderKey& shaderKey, prgKey.shaders)
{
const string& shaderName = shaderKey.first;
Shader::Type stype = shaderKey.second;
string fileName = SGModelLib::findDataFile(shaderName, options);
if (fileName.empty())
throw BuilderException(string("couldn't find shader ") +
shaderName);
resolvedKey.shaders.push_back(ShaderKey(fileName, stype));
}
ProgramMap::iterator resitr = resolvedProgramMap.find(resolvedKey);
if (resitr != resolvedProgramMap.end()) {
program = resitr->second.get();
programMap.insert(ProgramMap::value_type(prgKey, program));
pass->setAttributeAndModes(program);
return;
}
program = new Program;
BOOST_FOREACH(const ShaderKey& skey, resolvedKey.shaders)
{
const string& fileName = skey.first;
Shader::Type stype = skey.second;
ShaderMap::iterator sitr = shaderMap.find(skey);
if (sitr != shaderMap.end()) {
program->addShader(sitr->second.get());
} else {
ref_ptr<Shader> shader = new Shader(stype);
if (shader->loadShaderSourceFromFile(fileName)) {
program->addShader(shader.get());
shaderMap.insert(ShaderMap::value_type(skey, shader));
}
}
}
BOOST_FOREACH(const ProgramKey::AttribKey& key, prgKey.attributes) {
program->addBindAttribLocation(key.first, key.second);
}
const SGPropertyNode* pGeometryVerticesOut
= getEffectPropertyChild(effect, prop, "geometry-vertices-out");
if (pGeometryVerticesOut)
program->setParameter(GL_GEOMETRY_VERTICES_OUT_EXT,
pGeometryVerticesOut->getIntValue());
const SGPropertyNode* pGeometryInputType
= getEffectPropertyChild(effect, prop, "geometry-input-type");
if (pGeometryInputType) {
GLint type;
findAttr(geometryInputType, pGeometryInputType->getStringValue(), type);
program->setParameter(GL_GEOMETRY_INPUT_TYPE_EXT, type);
}
const SGPropertyNode* pGeometryOutputType
= getEffectPropertyChild(effect, prop, "geometry-output-type");
if (pGeometryOutputType) {
GLint type;
findAttr(geometryOutputType, pGeometryOutputType->getStringValue(),
type);
program->setParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT, type);
}
programMap.insert(ProgramMap::value_type(prgKey, program));
resolvedProgramMap.insert(ProgramMap::value_type(resolvedKey, program));
pass->setAttributeAndModes(program);
}
InstallAttributeBuilder<ShaderProgramBuilder> installShaderProgram("program");
EffectNameValue<Uniform::Type> uniformTypesInit[] =
{
{"bool", Uniform::BOOL},
{"int", Uniform::INT},
{"float", Uniform::FLOAT},
{"float-vec3", Uniform::FLOAT_VEC3},
{"float-vec4", Uniform::FLOAT_VEC4},
{"sampler-1d", Uniform::SAMPLER_1D},
{"sampler-1d-shadow", Uniform::SAMPLER_1D_SHADOW},
{"sampler-2d", Uniform::SAMPLER_2D},
{"sampler-2d-shadow", Uniform::SAMPLER_2D_SHADOW},
{"sampler-3d", Uniform::SAMPLER_3D},
{"sampler-cube", Uniform::SAMPLER_CUBE}
};
EffectPropertyMap<Uniform::Type> uniformTypes(uniformTypesInit);
// Optimization hack for common uniforms.
// XXX protect these with a mutex?
ref_ptr<Uniform> texture0;
ref_ptr<Uniform> colorMode[3];
struct UniformBuilder :public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
if (!texture0.valid()) {
texture0 = new Uniform(Uniform::SAMPLER_2D, "texture");
texture0->set(0);
texture0->setDataVariance(Object::STATIC);
for (int i = 0; i < 3; ++i) {
colorMode[i] = new Uniform(Uniform::INT, "colorMode");
colorMode[i]->set(i);
colorMode[i]->setDataVariance(Object::STATIC);
}
}
if (!isAttributeActive(effect, prop))
return;
const SGPropertyNode* nameProp = prop->getChild("name");
const SGPropertyNode* typeProp = prop->getChild("type");
const SGPropertyNode* valProp = prop->getChild("value");
string name;
Uniform::Type uniformType = Uniform::FLOAT;
if (nameProp) {
name = nameProp->getStringValue();
} else {
SG_LOG(SG_INPUT, SG_ALERT, "No name for uniform property ");
return;
}
if (!valProp) {
SG_LOG(SG_INPUT, SG_ALERT, "No value for uniform property "
<< name);
return;
}
if (!typeProp) {
props::Type propType = valProp->getType();
switch (propType) {
case props::BOOL:
uniformType = Uniform::BOOL;
break;
case props::INT:
uniformType = Uniform::INT;
break;
case props::FLOAT:
case props::DOUBLE:
break; // default float type;
case props::VEC3D:
uniformType = Uniform::FLOAT_VEC3;
break;
case props::VEC4D:
uniformType = Uniform::FLOAT_VEC4;
break;
default:
SG_LOG(SG_INPUT, SG_ALERT, "Can't deduce type of uniform "
<< name);
return;
}
} else {
findAttr(uniformTypes, typeProp, uniformType);
}
ref_ptr<Uniform> uniform = new Uniform;
uniform->setName(name);
uniform->setType(uniformType);
switch (uniformType) {
case Uniform::FLOAT:
initFromParameters(effect, valProp, uniform.get(),
static_cast<bool (Uniform::*)(float)>(&Uniform::set),
options);
break;
case Uniform::FLOAT_VEC3:
initFromParameters(effect, valProp, uniform.get(),
static_cast<bool (Uniform::*)(const Vec3&)>(&Uniform::set),
vec3Names, options);
break;
case Uniform::FLOAT_VEC4:
initFromParameters(effect, valProp, uniform.get(),
static_cast<bool (Uniform::*)(const Vec4&)>(&Uniform::set),
vec4Names, options);
break;
case Uniform::INT:
case Uniform::SAMPLER_1D:
case Uniform::SAMPLER_2D:
case Uniform::SAMPLER_3D:
case Uniform::SAMPLER_1D_SHADOW:
case Uniform::SAMPLER_2D_SHADOW:
case Uniform::SAMPLER_CUBE:
initFromParameters(effect, valProp, uniform.get(),
static_cast<bool (Uniform::*)(int)>(&Uniform::set),
options);
break;
default: // avoid compiler warning
break;
}
// optimize common uniforms
if (uniformType == Uniform::SAMPLER_2D || uniformType == Uniform::INT)
{
int val;
uniform->get(val);
if (uniformType == Uniform::SAMPLER_2D && val == 0
&& name == "texture") {
uniform = texture0;
} else if (uniformType == Uniform::INT && val >= 0 && val < 3
&& name == "colorMode") {
uniform = colorMode[val];
}
}
pass->addUniform(uniform.get());
}
};
InstallAttributeBuilder<UniformBuilder> installUniform("uniform");
// Not sure what to do with "name". At one point I wanted to use it to
// order the passes, but I do support render bin and stuff too...
struct NameBuilder : public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
// name can't use <use>
string name = prop->getStringValue();
if (!name.empty())
pass->setName(name);
}
};
InstallAttributeBuilder<NameBuilder> installName("name");
EffectNameValue<PolygonMode::Mode> polygonModeModesInit[] =
{
{"fill", PolygonMode::FILL},
{"line", PolygonMode::LINE},
{"point", PolygonMode::POINT}
};
EffectPropertyMap<PolygonMode::Mode> polygonModeModes(polygonModeModesInit);
struct PolygonModeBuilder : public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
if (!isAttributeActive(effect, prop))
return;
const SGPropertyNode* frontProp
= getEffectPropertyChild(effect, prop, "front");
const SGPropertyNode* backProp
= getEffectPropertyChild(effect, prop, "back");
ref_ptr<PolygonMode> pmode = new PolygonMode;
PolygonMode::Mode frontMode = PolygonMode::FILL;
PolygonMode::Mode backMode = PolygonMode::FILL;
if (frontProp) {
findAttr(polygonModeModes, frontProp, frontMode);
pmode->setMode(PolygonMode::FRONT, frontMode);
}
if (backProp) {
findAttr(polygonModeModes, backProp, backMode);
pmode->setMode(PolygonMode::BACK, backMode);
}
pass->setAttribute(pmode.get());
}
};
InstallAttributeBuilder<PolygonModeBuilder> installPolygonMode("polygon-mode");
struct PolygonOffsetBuilder : public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
if (!isAttributeActive(effect, prop))
return;
const SGPropertyNode* factor
= getEffectPropertyChild(effect, prop, "factor");
const SGPropertyNode* units
= getEffectPropertyChild(effect, prop, "units");
ref_ptr<PolygonOffset> polyoffset = new PolygonOffset;
polyoffset->setFactor(factor->getFloatValue());
polyoffset->setUnits(units->getFloatValue());
SG_LOG(SG_INPUT, SG_BULK,
"Set PolygonOffset to " << polyoffset->getFactor() << polyoffset->getUnits() );
pass->setAttributeAndModes(polyoffset.get(),
StateAttribute::OVERRIDE|StateAttribute::ON);
}
};
InstallAttributeBuilder<PolygonOffsetBuilder> installPolygonOffset("polygon-offset");
struct VertexProgramTwoSideBuilder : public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
if (!realProp)
return;
pass->setMode(GL_VERTEX_PROGRAM_TWO_SIDE,
(realProp->getValue<bool>()
? StateAttribute::ON : StateAttribute::OFF));
}
};
InstallAttributeBuilder<VertexProgramTwoSideBuilder>
installTwoSide("vertex-program-two-side");
struct VertexProgramPointSizeBuilder : public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
if (!realProp)
return;
pass->setMode(GL_VERTEX_PROGRAM_POINT_SIZE,
(realProp->getValue<bool>()
? StateAttribute::ON : StateAttribute::OFF));
}
};
InstallAttributeBuilder<VertexProgramPointSizeBuilder>
installPointSize("vertex-program-point-size");
EffectNameValue<Depth::Function> depthFunctionInit[] =
{
{"never", Depth::NEVER},
{"less", Depth::LESS},
{"equal", Depth::EQUAL},
{"lequal", Depth::LEQUAL},
{"greater", Depth::GREATER},
{"notequal", Depth::NOTEQUAL},
{"gequal", Depth::GEQUAL},
{"always", Depth::ALWAYS}
};
EffectPropertyMap<Depth::Function> depthFunction(depthFunctionInit);
struct DepthBuilder : public PassAttributeBuilder
{
void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
if (!isAttributeActive(effect, prop))
return;
ref_ptr<Depth> depth = new Depth;
const SGPropertyNode* pfunc
= getEffectPropertyChild(effect, prop, "function");
if (pfunc) {
Depth::Function func = Depth::LESS;
findAttr(depthFunction, pfunc, func);
depth->setFunction(func);
}
const SGPropertyNode* pnear
= getEffectPropertyChild(effect, prop, "near");
if (pnear)
depth->setZNear(pnear->getValue<double>());
const SGPropertyNode* pfar
= getEffectPropertyChild(effect, prop, "far");
if (pfar)
depth->setZFar(pfar->getValue<double>());
const SGPropertyNode* pmask
= getEffectPropertyChild(effect, prop, "write-mask");
if (pmask)
depth->setWriteMask(pmask->getValue<bool>());
pass->setAttribute(depth.get());
}
};
InstallAttributeBuilder<DepthBuilder> installDepth("depth");
void buildTechnique(Effect* effect, const SGPropertyNode* prop,
const SGReaderWriterOptions* options)
{
Technique* tniq = new Technique;
effect->techniques.push_back(tniq);
const SGPropertyNode* predProp = prop->getChild("predicate");
if (!predProp) {
tniq->setAlwaysValid(true);
} else {
try {
TechniquePredParser parser;
parser.setTechnique(tniq);
expression::BindingLayout& layout = parser.getBindingLayout();
/*int contextLoc = */layout.addBinding("__contextId", expression::INT);
SGExpressionb* validExp
= dynamic_cast<SGExpressionb*>(parser.read(predProp
->getChild(0)));
if (validExp)
tniq->setValidExpression(validExp, layout);
else
throw expression::ParseError("technique predicate is not a boolean expression");
}
catch (expression::ParseError& except)
{
SG_LOG(SG_INPUT, SG_ALERT,
"parsing technique predicate " << except.getMessage());
tniq->setAlwaysValid(false);
}
}
PropertyList passProps = prop->getChildren("pass");
for (PropertyList::iterator itr = passProps.begin(), e = passProps.end();
itr != e;
++itr) {
buildPass(effect, tniq, itr->ptr(), options);
}
}
// Specifically for .ac files...
bool makeParametersFromStateSet(SGPropertyNode* effectRoot, const StateSet* ss)
{
SGPropertyNode* paramRoot = makeChild(effectRoot, "parameters");
SGPropertyNode* matNode = paramRoot->getChild("material", 0, true);
Vec4f ambVal, difVal, specVal, emisVal;
float shininess = 0.0f;
const Material* mat = getStateAttribute<Material>(ss);
if (mat) {
ambVal = mat->getAmbient(Material::FRONT_AND_BACK);
difVal = mat->getDiffuse(Material::FRONT_AND_BACK);
specVal = mat->getSpecular(Material::FRONT_AND_BACK);
emisVal = mat->getEmission(Material::FRONT_AND_BACK);
shininess = mat->getShininess(Material::FRONT_AND_BACK);
makeChild(matNode, "active")->setValue(true);
makeChild(matNode, "ambient")->setValue(toVec4d(toSG(ambVal)));
makeChild(matNode, "diffuse")->setValue(toVec4d(toSG(difVal)));
makeChild(matNode, "specular")->setValue(toVec4d(toSG(specVal)));
makeChild(matNode, "emissive")->setValue(toVec4d(toSG(emisVal)));
makeChild(matNode, "shininess")->setValue(shininess);
matNode->getChild("color-mode", 0, true)->setStringValue("diffuse");
} else {
makeChild(matNode, "active")->setValue(false);
}
const ShadeModel* sm = getStateAttribute<ShadeModel>(ss);
string shadeModelString("smooth");
if (sm) {
ShadeModel::Mode smMode = sm->getMode();
if (smMode == ShadeModel::FLAT)
shadeModelString = "flat";
}
makeChild(paramRoot, "shade-model")->setStringValue(shadeModelString);
string cullFaceString("off");
const CullFace* cullFace = getStateAttribute<CullFace>(ss);
if (cullFace) {
switch (cullFace->getMode()) {
case CullFace::FRONT:
cullFaceString = "front";
break;
case CullFace::BACK:
cullFaceString = "back";
break;
case CullFace::FRONT_AND_BACK:
cullFaceString = "front-back";
break;
default:
break;
}
}
makeChild(paramRoot, "cull-face")->setStringValue(cullFaceString);
// Macintosh ATI workaround
bool vertexTwoSide = cullFaceString == "off";
makeChild(paramRoot, "vertex-program-two-side")->setValue(vertexTwoSide);
const BlendFunc* blendFunc = getStateAttribute<BlendFunc>(ss);
SGPropertyNode* blendNode = makeChild(paramRoot, "blend");
if (blendFunc) {
string sourceMode = findName(blendFuncModes, blendFunc->getSource());
string destMode = findName(blendFuncModes, blendFunc->getDestination());
makeChild(blendNode, "active")->setValue(true);
makeChild(blendNode, "source")->setStringValue(sourceMode);
makeChild(blendNode, "destination")->setStringValue(destMode);
makeChild(blendNode, "mode")->setValue(true);
} else {
makeChild(blendNode, "active")->setValue(false);
}
string renderingHint = findName(renderingHints, ss->getRenderingHint());
makeChild(paramRoot, "rendering-hint")->setStringValue(renderingHint);
makeTextureParameters(paramRoot, ss);
return true;
}
// Walk the techniques property tree, building techniques and
// passes.
bool Effect::realizeTechniques(const SGReaderWriterOptions* options)
{
if (_isRealized)
return true;
PropertyList tniqList = root->getChildren("technique");
for (PropertyList::iterator itr = tniqList.begin(), e = tniqList.end();
itr != e;
++itr)
buildTechnique(this, *itr, options);
_isRealized = true;
return true;
}
void Effect::InitializeCallback::doUpdate(osg::Node* node, osg::NodeVisitor* nv)
{
EffectGeode* eg = dynamic_cast<EffectGeode*>(node);
if (!eg)
return;
Effect* effect = eg->getEffect();
if (!effect)
return;
SGPropertyNode* root = getPropertyRoot();
for (vector<SGSharedPtr<Updater> >::iterator itr = effect->_extraData.begin(),
end = effect->_extraData.end();
itr != end;
++itr) {
InitializeWhenAdded* adder
= dynamic_cast<InitializeWhenAdded*>(itr->ptr());
if (adder)
adder->initOnAdd(effect, root);
}
}
bool Effect::Key::EqualTo::operator()(const Effect::Key& lhs,
const Effect::Key& rhs) const
{
if (lhs.paths.size() != rhs.paths.size()
|| !equal(lhs.paths.begin(), lhs.paths.end(), rhs.paths.begin()))
return false;
if (lhs.unmerged.valid() && rhs.unmerged.valid())
return props::Compare()(lhs.unmerged, rhs.unmerged);
else
return lhs.unmerged == rhs.unmerged;
}
size_t hash_value(const Effect::Key& key)
{
size_t seed = 0;
if (key.unmerged.valid())
boost::hash_combine(seed, *key.unmerged);
boost::hash_range(seed, key.paths.begin(), key.paths.end());
return seed;
}
bool Effect_writeLocalData(const Object& obj, osgDB::Output& fw)
{
const Effect& effect = static_cast<const Effect&>(obj);
fw.indent() << "techniques " << effect.techniques.size() << "\n";
BOOST_FOREACH(const ref_ptr<Technique>& technique, effect.techniques) {
fw.writeObject(*technique);
}
return true;
}
namespace
{
osgDB::RegisterDotOsgWrapperProxy effectProxy
(
new Effect,
"simgear::Effect",
"Object simgear::Effect",
0,
&Effect_writeLocalData
);
}
// Property expressions for technique predicates
template<typename T>
class PropertyExpression : public SGExpression<T>
{
public:
PropertyExpression(SGPropertyNode* pnode) : _pnode(pnode) {}
void eval(T& value, const expression::Binding*) const
{
value = _pnode->getValue<T>();
}
protected:
SGPropertyNode_ptr _pnode;
};
class EffectPropertyListener : public SGPropertyChangeListener
{
public:
EffectPropertyListener(Technique* tniq) : _tniq(tniq) {}
void valueChanged(SGPropertyNode* node)
{
_tniq->refreshValidity();
}
protected:
osg::ref_ptr<Technique> _tniq;
};
template<typename T>
Expression* propertyExpressionParser(const SGPropertyNode* exp,
expression::Parser* parser)
{
SGPropertyNode_ptr pnode = getPropertyRoot()->getNode(exp->getStringValue(),
true);
PropertyExpression<T>* pexp = new PropertyExpression<T>(pnode);
TechniquePredParser* predParser
= dynamic_cast<TechniquePredParser*>(parser);
if (predParser)
pnode->addChangeListener(new EffectPropertyListener(predParser
->getTechnique()));
return pexp;
}
expression::ExpParserRegistrar propertyRegistrar("property",
propertyExpressionParser<bool>);
expression::ExpParserRegistrar propvalueRegistrar("float-property",
propertyExpressionParser<float>);
}