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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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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
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* OpenSceneGraph Public License for more details.
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*/
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//osgFX - Copyright (C) 2003 Marco Jez
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2005-04-29 14:32:13 +08:00
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#ifndef OSGFX__effect
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#define OSGFX__effect
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#include <osgFX/Export>
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#include <osgFX/Technique>
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#include <osg/buffered_value>
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#include <osg/ref_ptr>
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#include <osg/Node>
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#include <osg/Group>
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#include <osg/Geode>
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#include <osg/OccluderNode>
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#include <vector>
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/**
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An helper macro that defines the methods like effectName() and effectDescription()
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making them return the strings passed as parameters, after the usual library name
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and class name.
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*/
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#define META_Effect(library, classname, effectname, effectdescription, effectauthor) \
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META_Node(library, classname) \
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virtual const char *effectName() const { return effectname; } \
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virtual const char *effectDescription() const { return effectdescription; } \
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virtual const char *effectAuthor() const { return effectauthor; }
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namespace osgFX
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{
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/**
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The base class for special effects. An effect is basically a collection of
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state attributes and an interface for configuring them in a predefined
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fashion. The Effect class does more however, as it handles multipass
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rendering transparently and it allows more than one "technique" to be
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defined. Each technique tries to implement the effect in a different way,
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often using different OpenGL extensions. The active technique can be
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selected either manually, with selectTechnique(), or automatically, in which
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case the first technique that is supported by all active rendering contexts
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is chosen.
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If you are an Effect user, then simply use it as a node group. Create an
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instance of your desired effect, add it to your scene graph and call its
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addChild() method to add a child node as you would do with a Group.
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If you are an Effect developer, you will have to implement the method
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define_techniques() to define the different techniques that can be used
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for obtaining the desired effect. In define_techniques() you will usually
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create one or more instances of custom classes derived from Technique and
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you will add them to the effect with addTechnique(). The order is important:
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techniques added first will have higher priority and will be used first as
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soon as all rendering contexts support it.
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*/
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class OSGFX_EXPORT Effect: public osg::Group {
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public:
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Effect();
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Effect(const Effect& copy, const osg::CopyOp& copyop = osg::CopyOp::SHALLOW_COPY);
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virtual inline bool isSameKindAs(const osg::Object* obj) const { return dynamic_cast<const Effect*>(obj) != NULL; }
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virtual inline const char* libraryName() const { return "osgFX"; }
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virtual inline const char* className() const { return "Effect"; }
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/** get the name of this Effect */
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virtual const char *effectName() const = 0;
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/** get a brief description of this Effect*/
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virtual const char *effectDescription() const = 0;
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/** get the effect author's name */
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virtual const char *effectAuthor() const = 0;
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/** get whether the effect is enabled or not */
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inline bool getEnabled() const;
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/** set whether the effect is enabled or not */
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inline void setEnabled(bool v);
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/**
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optional: set effect parameters to produce a visually significant
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result to be used in demo applications like osgfxbrowser. Default
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is to do nothing.
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*/
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inline virtual void setUpDemo() {}
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/** get the number of techniques defined for this Effect */
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inline int getNumTechniques() const;
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/** get the i-th Technique */
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inline Technique* getTechnique(int i);
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/** get the i-th const Technique */
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inline const Technique* getTechnique(int i) const;
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/** get the index of the currently selected Technique */
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inline int getSelectedTechnique() const;
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enum TechniqueSelection {
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AUTO_DETECT = -1
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};
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/** select a technique or enable automatic detection */
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inline void selectTechnique(int i = AUTO_DETECT);
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/** custom traversal */
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virtual void traverse(osg::NodeVisitor& nv);
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/** default traversal */
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inline void inherited_traverse(osg::NodeVisitor& nv);
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protected:
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virtual ~Effect();
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Effect &operator=(const Effect &) { return *this; }
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/** force rebuilding of techniques on next traversal */
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inline void dirtyTechniques();
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/** add a technique to the Effect */
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inline void addTechnique(Technique* tech);
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/**
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abstract method to be implemented in derived classes; its purpose
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if to create the techniques that can be used for obtaining the
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desired effect. You will usually call addTechnique() inside
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this method.
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*/
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virtual bool define_techniques() = 0;
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private:
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friend class Validator;
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bool _enabled;
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typedef std::vector<osg::ref_ptr<Technique> > Technique_list;
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Technique_list _techs;
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mutable osg::buffered_value<int> _sel_tech;
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// use int instead of bool to avoid errors
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mutable osg::buffered_value<int> _tech_selected;
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int _global_sel_tech;
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bool _techs_defined;
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osg::ref_ptr<osg::Geode> _dummy_for_validation;
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void build_dummy_node();
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};
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// INLINE METHODS
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inline bool Effect::getEnabled() const
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{
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return _enabled;
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}
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inline void Effect::setEnabled(bool v)
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{
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_enabled = v;
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}
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inline int Effect::getNumTechniques() const
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{
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return static_cast<int>(_techs.size());
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}
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inline Technique* Effect::getTechnique(int i)
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{
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return _techs[i].get();
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}
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inline const Technique* Effect::getTechnique(int i) const
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{
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return _techs[i].get();
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}
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inline int Effect::getSelectedTechnique() const
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{
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return _global_sel_tech;
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}
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inline void Effect::selectTechnique(int i)
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{
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_global_sel_tech = i;
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}
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inline void Effect::addTechnique(Technique* tech)
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{
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_techs.push_back(tech);
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}
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inline void Effect::dirtyTechniques()
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{
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_techs_defined = false;
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}
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inline void Effect::inherited_traverse(osg::NodeVisitor& nv)
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{
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typedef osg::Group inherited;
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inherited::traverse(nv);
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}
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}
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#endif
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