Added support for Effect schemes
Effect schemes are a way of rendering an object in different ways depending on the Compositor pipeline. A new <scheme> tag in the Compositor pipeline definition allows the user to choose which Effect scheme is going to be used for that pass. Every Effect will then be rendered using the technique that has a matching scheme name. If no valid technique is found, it won't be rendered. Since it would be a pain to define a valid technique for every scheme and for every Effect, the file '$FG_ROOT/Effects/schemes.xml' is introduced: <scheme> <name>test</name> <fallback>Effects/test</fallback> </scheme> If an Effect doesn't have a valid technique for the 'test' scheme, the 'Effects/test.eff' Effect will be merged with it. This process is done at initialization when techniques are being realized.
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@ -77,6 +77,7 @@
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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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#include <simgear/props/props_io.hxx>
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#include <simgear/props/vectorPropTemplates.hxx>
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#include <simgear/threads/SGThread.hxx>
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#include <simgear/threads/SGGuard.hxx>
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@ -245,11 +246,12 @@ int Effect::getGenerator(Effect::Generator what) const
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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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Technique* Effect::chooseTechnique(RenderInfo* info, const std::string &scheme)
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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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if (technique->valid(info) == Technique::VALID &&
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technique->getScheme() == scheme)
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return technique.get();
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}
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return 0;
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@ -1308,6 +1310,7 @@ void buildTechnique(Effect* effect, const SGPropertyNode* prop,
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{
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Technique* tniq = new Technique;
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effect->techniques.push_back(tniq);
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tniq->setScheme(prop->getStringValue("scheme"));
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const SGPropertyNode* predProp = prop->getChild("predicate");
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if (!predProp) {
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tniq->setAlwaysValid(true);
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@ -1411,12 +1414,60 @@ bool makeParametersFromStateSet(SGPropertyNode* effectRoot, const StateSet* ss)
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return true;
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}
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SGPropertyNode_ptr schemeList;
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void mergeSchemesFallbacks(Effect *effect, const SGReaderWriterOptions *options)
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{
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if (!schemeList) {
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schemeList = new SGPropertyNode;
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const string schemes_file("Effects/schemes.xml");
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string absFileName
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= SGModelLib::findDataFile(schemes_file, options);
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if (absFileName.empty()) {
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SG_LOG(SG_INPUT, SG_ALERT, "Could not find '" << schemes_file << "'");
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return;
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}
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try {
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readProperties(absFileName, schemeList, 0, true);
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} catch (sg_io_exception& e) {
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SG_LOG(SG_INPUT, SG_ALERT, "Error reading '" << schemes_file <<
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"': " << e.getFormattedMessage());
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return;
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}
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}
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PropertyList p_schemes = schemeList->getChildren("scheme");
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for (const auto &p_scheme : p_schemes) {
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string scheme_name = p_scheme->getStringValue("name");
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string fallback_name = p_scheme->getStringValue("fallback");
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if (scheme_name.empty() || fallback_name.empty())
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continue;
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vector<SGPropertyNode_ptr> techniques = effect->root->getChildren("technique");
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auto it = std::find_if(techniques.begin(), techniques.end(),
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[&scheme_name](const SGPropertyNode_ptr &tniq) {
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return tniq->getStringValue("scheme") == scheme_name;
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});
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// Only merge the fallback effect if we haven't found a technique
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// implementing the scheme
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if (it == techniques.end()) {
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ref_ptr<Effect> fallback = makeEffect(fallback_name, false, options);
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if (fallback) {
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SGPropertyNode *new_root = new SGPropertyNode;
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mergePropertyTrees(new_root, effect->root, fallback->root);
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effect->root = new_root;
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effect->parametersProp = effect->root->getChild("parameters");
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}
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}
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}
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}
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// Walk the techniques property tree, building techniques and
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// passes.
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static SGMutex realizeTechniques_lock;
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bool Effect::realizeTechniques(const SGReaderWriterOptions* options)
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{
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SGGuard<SGMutex> g(realizeTechniques_lock);
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mergeSchemesFallbacks(this, options);
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if (_isRealized)
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return true;
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@ -92,7 +92,7 @@ public:
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SGPropertyNode_ptr root;
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// Pointer to the parameters node, if it exists
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SGPropertyNode_ptr parametersProp;
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Technique* chooseTechnique(osg::RenderInfo* renderInfo);
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Technique* chooseTechnique(osg::RenderInfo* renderInfo, const std::string &scheme);
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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virtual void releaseGLObjects(osg::State* state = 0) const;
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/**
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@ -34,9 +34,9 @@ namespace simgear
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using osgUtil::CullVisitor;
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EffectCullVisitor::EffectCullVisitor(bool collectLights, Effect *effectOverride) :
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EffectCullVisitor::EffectCullVisitor(bool collectLights, const std::string &effScheme) :
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_collectLights(collectLights),
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_effectOverride(effectOverride)
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_effScheme(effScheme)
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{
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}
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@ -62,18 +62,12 @@ void EffectCullVisitor::apply(osg::Geode& node)
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if (_collectLights && ( eg->getNodeMask() & MODELLIGHT_BIT ) ) {
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_lightList.push_back( eg );
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}
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Effect *effect;
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if (_effectOverride) {
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effect = _effectOverride;
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} else {
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effect = eg->getEffect();
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if (!effect) {
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CullVisitor::apply(node);
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return;
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}
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}
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Effect* effect = eg->getEffect();
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Technique* technique = 0;
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if (!(technique = effect->chooseTechnique(&getRenderInfo()))) {
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if (!effect) {
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CullVisitor::apply(node);
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return;
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} else if (!(technique = effect->chooseTechnique(&getRenderInfo(), _effScheme))) {
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return;
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}
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// push the node's state.
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@ -34,7 +34,7 @@ class EffectGeode;
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class EffectCullVisitor : public osgUtil::CullVisitor
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{
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public:
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EffectCullVisitor(bool collectLights = false, Effect *effectOverride = 0);
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EffectCullVisitor(bool collectLights = false, const std::string &effScheme = "");
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EffectCullVisitor(const EffectCullVisitor&);
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virtual osgUtil::CullVisitor* clone() const;
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using osgUtil::CullVisitor::apply;
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@ -49,7 +49,7 @@ private:
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std::map<std::string,osg::ref_ptr<osg::Texture2D> > _bufferList;
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std::vector<osg::ref_ptr<EffectGeode> > _lightList;
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bool _collectLights;
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osg::ref_ptr<Effect> _effectOverride;
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std::string _effScheme;
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};
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}
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#endif
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@ -98,6 +98,8 @@ public:
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void setGLExtensionsPred(float glVersion,
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const std::vector<std::string>& extensions);
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void refreshValidity();
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const std::string &getScheme() const { return _scheme; }
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void setScheme(const std::string &scheme) { _scheme = scheme; }
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protected:
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// Validity of technique in a graphics context.
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struct ContextInfo : public osg::Referenced
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@ -117,6 +119,7 @@ protected:
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osg::ref_ptr<osg::StateSet> _shadowingStateSet;
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SGSharedPtr<SGExpressionb> _validExpression;
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int _contextIdLocation;
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std::string _scheme;
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};
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class TechniquePredParser : public expression::ExpressionParser
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@ -274,7 +274,7 @@ Compositor::addPass(Pass *pass)
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identifier = sceneView->getCullVisitor()->getIdentifier();
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sceneView->setCullVisitor(
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new EffectCullVisitor(false, pass->effect_override));
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new EffectCullVisitor(false, pass->effect_scheme));
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sceneView->getCullVisitor()->setIdentifier(identifier.get());
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identifier = sceneView->getCullVisitorLeft()->getIdentifier();
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@ -67,10 +67,7 @@ PassBuilder::build(Compositor *compositor, const SGPropertyNode *root,
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<< " has no name. It won't be addressable by name!");
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}
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pass->type = root->getStringValue("type");
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std::string eff_override_file = root->getStringValue("effect-override");
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if (!eff_override_file.empty())
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pass->effect_override = makeEffect(eff_override_file, true, options);
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pass->effect_scheme = root->getStringValue("effect-scheme");
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osg::Camera *camera = new Camera;
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pass->camera = camera;
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@ -57,9 +57,8 @@ struct Pass : public osg::Referenced {
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int render_order;
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std::string name;
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std::string type;
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std::string effect_scheme;
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osg::ref_ptr<osg::Camera> camera;
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/** If null, there is no effect override for this pass. */
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osg::ref_ptr<Effect> effect_override;
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bool useMastersSceneData;
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osg::Node::NodeMask cull_mask;
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/** Whether the cull mask is ANDed with the view master camera cull mask. */
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