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.
1409 lines
51 KiB
C++
1409 lines
51 KiB
C++
// Copyright (C) 2008 - 2010 Tim Moore timoore33@gmail.com
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#ifdef HAVE_CONFIG_H
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# include <simgear_config.h>
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#endif
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#include "Effect.hxx"
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#include "EffectBuilder.hxx"
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#include "EffectGeode.hxx"
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#include "Technique.hxx"
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#include "Pass.hxx"
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#include "TextureBuilder.hxx"
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#include <algorithm>
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#include <functional>
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#include <iterator>
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#include <map>
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#include <utility>
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#include <boost/tr1/unordered_map.hpp>
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#include <boost/bind.hpp>
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#include <boost/foreach.hpp>
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#include <boost/functional/hash.hpp>
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#include <boost/tuple/tuple.hpp>
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#include <boost/tuple/tuple_comparison.hpp>
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#include <osg/AlphaFunc>
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#include <osg/BlendFunc>
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#include <osg/CullFace>
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#include <osg/Depth>
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#include <osg/Drawable>
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#include <osg/Material>
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#include <osg/Math>
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#include <osg/PolygonMode>
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#include <osg/PolygonOffset>
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#include <osg/Program>
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#include <osg/Referenced>
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#include <osg/RenderInfo>
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#include <osg/ShadeModel>
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#include <osg/StateSet>
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#include <osg/Stencil>
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#include <osg/TexEnv>
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#include <osg/Texture1D>
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#include <osg/Texture2D>
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#include <osg/Texture3D>
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#include <osg/TextureRectangle>
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#include <osg/Uniform>
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#include <osg/Vec4d>
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#include <osgUtil/CullVisitor>
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#include <osgDB/FileUtils>
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#include <osgDB/Input>
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#include <osgDB/ParameterOutput>
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#include <osgDB/ReadFile>
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#include <osgDB/Registry>
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#include <simgear/scene/util/SGReaderWriterOptions.hxx>
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#include <simgear/scene/tgdb/userdata.hxx>
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#include <simgear/scene/util/OsgMath.hxx>
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#include <simgear/scene/util/SGSceneFeatures.hxx>
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#include <simgear/scene/util/StateAttributeFactory.hxx>
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#include <simgear/structure/OSGUtils.hxx>
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#include <simgear/structure/SGExpression.hxx>
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namespace simgear
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{
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using namespace std;
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using namespace osg;
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using namespace osgUtil;
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using namespace effect;
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Effect::Effect()
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: _cache(0), _isRealized(false)
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{
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}
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Effect::Effect(const Effect& rhs, const CopyOp& copyop)
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: osg::Object(rhs,copyop), root(rhs.root), parametersProp(rhs.parametersProp), _cache(0),
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_isRealized(rhs._isRealized)
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{
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typedef vector<ref_ptr<Technique> > TechniqueList;
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for (TechniqueList::const_iterator itr = rhs.techniques.begin(),
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end = rhs.techniques.end();
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itr != end;
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++itr)
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techniques.push_back(static_cast<Technique*>(copyop(itr->get())));
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generator = rhs.generator;
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}
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// Assume that the last technique is always valid.
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StateSet* Effect::getDefaultStateSet()
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{
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Technique* tniq = techniques.back().get();
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if (!tniq)
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return 0;
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Pass* pass = tniq->passes.front().get();
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return pass;
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}
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int Effect::getGenerator(Effect::Generator what) const
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{
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std::map<Generator,int>::const_iterator it = generator.find(what);
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if(it == generator.end()) return -1;
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else return it->second;
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}
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// There should always be a valid technique in an effect.
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Technique* Effect::chooseTechnique(RenderInfo* info)
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{
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BOOST_FOREACH(ref_ptr<Technique>& technique, techniques)
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{
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if (technique->valid(info) == Technique::VALID)
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return technique.get();
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}
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return 0;
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}
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void Effect::resizeGLObjectBuffers(unsigned int maxSize)
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{
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BOOST_FOREACH(const ref_ptr<Technique>& technique, techniques)
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{
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technique->resizeGLObjectBuffers(maxSize);
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}
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}
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void Effect::releaseGLObjects(osg::State* state) const
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{
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BOOST_FOREACH(const ref_ptr<Technique>& technique, techniques)
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{
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technique->releaseGLObjects(state);
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}
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}
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Effect::~Effect()
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{
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delete _cache;
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}
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void buildPass(Effect* effect, Technique* tniq, const SGPropertyNode* prop,
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const SGReaderWriterOptions* options)
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{
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Pass* pass = new Pass;
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tniq->passes.push_back(pass);
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for (int i = 0; i < prop->nChildren(); ++i) {
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const SGPropertyNode* attrProp = prop->getChild(i);
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PassAttributeBuilder* builder
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= PassAttributeBuilder::find(attrProp->getNameString());
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if (builder)
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builder->buildAttribute(effect, pass, attrProp, options);
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else
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SG_LOG(SG_INPUT, SG_ALERT,
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"skipping unknown pass attribute " << attrProp->getName());
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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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if (prop->getType() == props::VEC4D) {
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return osg::Vec4f(toOsg(prop->getValue<SGVec4d>()));
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} else if (prop->getType() == props::VEC3D) {
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return osg::Vec4f(toOsg(prop->getValue<SGVec3d>()), 1.0f);
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} else {
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SG_LOG(SG_INPUT, SG_ALERT,
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"invalid color property " << prop->getName() << " "
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<< prop->getStringValue());
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return osg::Vec4f(0.0f, 0.0f, 0.0f, 1.0f);
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}
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} else {
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osg::Vec4f result;
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static const char* colors[] = {"r", "g", "b"};
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for (int i = 0; i < 3; ++i) {
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const SGPropertyNode* componentProp = prop->getChild(colors[i]);
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result[i] = componentProp ? componentProp->getValue<float>() : 0.0f;
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}
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const SGPropertyNode* alphaProp = prop->getChild("a");
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result[3] = alphaProp ? alphaProp->getValue<float>() : 1.0f;
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return result;
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}
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}
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struct LightingBuilder : public PassAttributeBuilder
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{
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void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
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const SGReaderWriterOptions* options);
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};
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void LightingBuilder::buildAttribute(Effect* effect, Pass* pass,
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const SGPropertyNode* prop,
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const SGReaderWriterOptions* options)
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{
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const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
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if (!realProp)
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return;
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pass->setMode(GL_LIGHTING, (realProp->getValue<bool>() ? StateAttribute::ON
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: StateAttribute::OFF));
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}
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InstallAttributeBuilder<LightingBuilder> installLighting("lighting");
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struct ShadeModelBuilder : public PassAttributeBuilder
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{
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void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
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const SGReaderWriterOptions* options)
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{
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const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
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if (!realProp)
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return;
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StateAttributeFactory *attrFact = StateAttributeFactory::instance();
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string propVal = realProp->getStringValue();
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if (propVal == "flat")
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pass->setAttribute(attrFact->getFlatShadeModel());
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else if (propVal == "smooth")
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pass->setAttribute(attrFact->getSmoothShadeModel());
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else
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SG_LOG(SG_INPUT, SG_ALERT,
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"invalid shade model property " << propVal);
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}
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};
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InstallAttributeBuilder<ShadeModelBuilder> installShadeModel("shade-model");
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struct CullFaceBuilder : PassAttributeBuilder
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{
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void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
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const SGReaderWriterOptions* options)
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{
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const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
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if (!realProp) {
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pass->setMode(GL_CULL_FACE, StateAttribute::OFF);
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return;
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}
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StateAttributeFactory *attrFact = StateAttributeFactory::instance();
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string propVal = realProp->getStringValue();
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if (propVal == "front")
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pass->setAttributeAndModes(attrFact->getCullFaceFront());
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else if (propVal == "back")
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pass->setAttributeAndModes(attrFact->getCullFaceBack());
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else if (propVal == "front-back")
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pass->setAttributeAndModes(new CullFace(CullFace::FRONT_AND_BACK));
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else if (propVal == "off")
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pass->setMode(GL_CULL_FACE, StateAttribute::OFF);
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else
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SG_LOG(SG_INPUT, SG_ALERT,
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"invalid cull face property " << propVal);
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}
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};
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InstallAttributeBuilder<CullFaceBuilder> installCullFace("cull-face");
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struct ColorMaskBuilder : PassAttributeBuilder
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{
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void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
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const SGReaderWriterOptions* options)
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{
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const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
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if (!realProp)
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return;
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ColorMask *mask = new ColorMask;
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Vec4 m = getColor(realProp);
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mask->setMask(m.r() > 0.0, m.g() > 0.0, m.b() > 0.0, m.a() > 0.0);
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pass->setAttributeAndModes(mask);
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}
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};
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InstallAttributeBuilder<ColorMaskBuilder> installColorMask("color-mask");
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EffectNameValue<StateSet::RenderingHint> renderingHintInit[] =
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{
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{ "default", StateSet::DEFAULT_BIN },
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{ "opaque", StateSet::OPAQUE_BIN },
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{ "transparent", StateSet::TRANSPARENT_BIN }
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};
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EffectPropertyMap<StateSet::RenderingHint> renderingHints(renderingHintInit);
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struct HintBuilder : public PassAttributeBuilder
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{
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void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
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const SGReaderWriterOptions* options)
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{
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const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
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if (!realProp)
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return;
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StateSet::RenderingHint renderingHint = StateSet::DEFAULT_BIN;
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findAttr(renderingHints, realProp, renderingHint);
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pass->setRenderingHint(renderingHint);
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}
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};
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InstallAttributeBuilder<HintBuilder> installHint("rendering-hint");
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struct RenderBinBuilder : public PassAttributeBuilder
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{
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void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
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const SGReaderWriterOptions* options)
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{
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if (!isAttributeActive(effect, prop))
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return;
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const SGPropertyNode* binProp = prop->getChild("bin-number");
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binProp = getEffectPropertyNode(effect, binProp);
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const SGPropertyNode* nameProp = prop->getChild("bin-name");
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nameProp = getEffectPropertyNode(effect, nameProp);
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if (binProp && nameProp) {
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pass->setRenderBinDetails(binProp->getIntValue(),
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nameProp->getStringValue());
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} else {
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if (!binProp)
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SG_LOG(SG_INPUT, SG_ALERT,
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"No render bin number specified in render bin section");
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if (!nameProp)
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SG_LOG(SG_INPUT, SG_ALERT,
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"No render bin name specified in render bin section");
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}
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}
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};
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InstallAttributeBuilder<RenderBinBuilder> installRenderBin("render-bin");
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struct MaterialBuilder : public PassAttributeBuilder
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{
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void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
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const SGReaderWriterOptions* options);
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};
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EffectNameValue<Material::ColorMode> colorModeInit[] =
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{
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{ "ambient", Material::AMBIENT },
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{ "ambient-and-diffuse", Material::AMBIENT_AND_DIFFUSE },
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{ "diffuse", Material::DIFFUSE },
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{ "emissive", Material::EMISSION },
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{ "specular", Material::SPECULAR },
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{ "off", Material::OFF }
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};
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EffectPropertyMap<Material::ColorMode> colorModes(colorModeInit);
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void MaterialBuilder::buildAttribute(Effect* effect, Pass* pass,
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const SGPropertyNode* prop,
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const SGReaderWriterOptions* options)
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{
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if (!isAttributeActive(effect, prop))
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return;
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Material* mat = new Material;
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const SGPropertyNode* color = 0;
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if ((color = getEffectPropertyChild(effect, prop, "ambient")))
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mat->setAmbient(Material::FRONT_AND_BACK, getColor(color));
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if ((color = getEffectPropertyChild(effect, prop, "ambient-front")))
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mat->setAmbient(Material::FRONT, getColor(color));
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if ((color = getEffectPropertyChild(effect, prop, "ambient-back")))
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mat->setAmbient(Material::BACK, getColor(color));
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if ((color = getEffectPropertyChild(effect, prop, "diffuse")))
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mat->setDiffuse(Material::FRONT_AND_BACK, getColor(color));
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if ((color = getEffectPropertyChild(effect, prop, "diffuse-front")))
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mat->setDiffuse(Material::FRONT, getColor(color));
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if ((color = getEffectPropertyChild(effect, prop, "diffuse-back")))
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mat->setDiffuse(Material::BACK, getColor(color));
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if ((color = getEffectPropertyChild(effect, prop, "specular")))
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mat->setSpecular(Material::FRONT_AND_BACK, getColor(color));
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if ((color = getEffectPropertyChild(effect, prop, "specular-front")))
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mat->setSpecular(Material::FRONT, getColor(color));
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if ((color = getEffectPropertyChild(effect, prop, "specular-back")))
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mat->setSpecular(Material::BACK, getColor(color));
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if ((color = getEffectPropertyChild(effect, prop, "emissive")))
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mat->setEmission(Material::FRONT_AND_BACK, getColor(color));
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if ((color = getEffectPropertyChild(effect, prop, "emissive-front")))
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mat->setEmission(Material::FRONT, getColor(color));
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if ((color = getEffectPropertyChild(effect, prop, "emissive-back")))
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mat->setEmission(Material::BACK, getColor(color));
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const SGPropertyNode* shininess = 0;
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mat->setShininess(Material::FRONT_AND_BACK, 0.0f);
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if ((shininess = getEffectPropertyChild(effect, prop, "shininess")))
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mat->setShininess(Material::FRONT_AND_BACK, shininess->getFloatValue());
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if ((shininess = getEffectPropertyChild(effect, prop, "shininess-front")))
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mat->setShininess(Material::FRONT, shininess->getFloatValue());
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if ((shininess = getEffectPropertyChild(effect, prop, "shininess-back")))
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mat->setShininess(Material::BACK, shininess->getFloatValue());
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Material::ColorMode colorMode = Material::OFF;
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findAttr(colorModes, getEffectPropertyChild(effect, prop, "color-mode"),
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colorMode);
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mat->setColorMode(colorMode);
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pass->setAttribute(mat);
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}
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InstallAttributeBuilder<MaterialBuilder> installMaterial("material");
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EffectNameValue<BlendFunc::BlendFuncMode> blendFuncModesInit[] =
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{
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{"dst-alpha", BlendFunc::DST_ALPHA},
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{"dst-color", BlendFunc::DST_COLOR},
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{"one", BlendFunc::ONE},
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{"one-minus-dst-alpha", BlendFunc::ONE_MINUS_DST_ALPHA},
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{"one-minus-dst-color", BlendFunc::ONE_MINUS_DST_COLOR},
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{"one-minus-src-alpha", BlendFunc::ONE_MINUS_SRC_ALPHA},
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{"one-minus-src-color", BlendFunc::ONE_MINUS_SRC_COLOR},
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{"src-alpha", BlendFunc::SRC_ALPHA},
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{"src-alpha-saturate", BlendFunc::SRC_ALPHA_SATURATE},
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{"src-color", BlendFunc::SRC_COLOR},
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{"constant-color", BlendFunc::CONSTANT_COLOR},
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{"one-minus-constant-color", BlendFunc::ONE_MINUS_CONSTANT_COLOR},
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{"constant-alpha", BlendFunc::CONSTANT_ALPHA},
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{"one-minus-constant-alpha", BlendFunc::ONE_MINUS_CONSTANT_ALPHA},
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{"zero", BlendFunc::ZERO}
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};
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EffectPropertyMap<BlendFunc::BlendFuncMode> blendFuncModes(blendFuncModesInit);
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struct BlendBuilder : public PassAttributeBuilder
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{
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void buildAttribute(Effect* effect, Pass* pass, const SGPropertyNode* prop,
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const SGReaderWriterOptions* options)
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{
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if (!isAttributeActive(effect, prop))
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return;
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// XXX Compatibility with early <blend> syntax; should go away
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// before a release
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const SGPropertyNode* realProp = getEffectPropertyNode(effect, prop);
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if (!realProp)
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return;
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if (realProp->nChildren() == 0) {
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pass->setMode(GL_BLEND, (realProp->getBoolValue()
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? StateAttribute::ON
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: StateAttribute::OFF));
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return;
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}
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const SGPropertyNode* pmode = getEffectPropertyChild(effect, prop,
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"mode");
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// XXX When dynamic parameters are supported, this code should
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// create the blend function even if the mode is off.
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if (pmode && !pmode->getValue<bool>()) {
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pass->setMode(GL_BLEND, StateAttribute::OFF);
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return;
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}
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const SGPropertyNode* psource
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= getEffectPropertyChild(effect, prop, "source");
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const SGPropertyNode* pdestination
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= getEffectPropertyChild(effect, prop, "destination");
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const SGPropertyNode* psourceRGB
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= getEffectPropertyChild(effect, prop, "source-rgb");
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const SGPropertyNode* psourceAlpha
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= getEffectPropertyChild(effect, prop, "source-alpha");
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const SGPropertyNode* pdestRGB
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= getEffectPropertyChild(effect, prop, "destination-rgb");
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const SGPropertyNode* pdestAlpha
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= getEffectPropertyChild(effect, prop, "destination-alpha");
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BlendFunc::BlendFuncMode sourceMode = BlendFunc::ONE;
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BlendFunc::BlendFuncMode destMode = BlendFunc::ZERO;
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if (psource)
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findAttr(blendFuncModes, psource, sourceMode);
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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>);
|
|
|
|
}
|