first stab at UniformFactory
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@ -87,6 +87,85 @@ using namespace osgUtil;
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using namespace effect;
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class UniformFactoryImpl {
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public:
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ref_ptr<Uniform> getUniform( Effect * effect,
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const string & name,
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Uniform::Type uniformType,
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SGConstPropertyNode_ptr valProp,
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const SGReaderWriterOptions* options );
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private:
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// Default names for vector property components
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static const char* vec3Names[];
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static const char* vec4Names[];
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std::map<std::string,ref_ptr<Uniform> > uniformCache;
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};
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const char* UniformFactoryImpl::vec3Names[] = {"x", "y", "z"};
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const char* UniformFactoryImpl::vec4Names[] = {"x", "y", "z", "w"};
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ref_ptr<Uniform> UniformFactoryImpl::getUniform( Effect * effect,
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const string & name,
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Uniform::Type uniformType,
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SGConstPropertyNode_ptr valProp,
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const SGReaderWriterOptions* options )
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{
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ref_ptr<Uniform> uniform = uniformCache[name];
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if( !uniform.valid() ) {
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SG_LOG(SG_ALL,SG_ALERT,"new uniform '" << name << "'");
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uniformCache[name] = uniform = new Uniform;
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} else {
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SG_LOG(SG_ALL,SG_ALERT,"reusing uniform '" << name << "'");
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return uniform;
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}
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uniform->setName(name);
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uniform->setType(uniformType);
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switch (uniformType) {
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case Uniform::BOOL:
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initFromParameters(effect, valProp, uniform.get(),
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static_cast<bool (Uniform::*)(bool)>(&Uniform::set),
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options);
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break;
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case Uniform::FLOAT:
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initFromParameters(effect, valProp, uniform.get(),
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static_cast<bool (Uniform::*)(float)>(&Uniform::set),
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options);
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break;
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case Uniform::FLOAT_VEC3:
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initFromParameters(effect, valProp, uniform.get(),
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static_cast<bool (Uniform::*)(const Vec3&)>(&Uniform::set),
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vec3Names, options);
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break;
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case Uniform::FLOAT_VEC4:
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initFromParameters(effect, valProp, uniform.get(),
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static_cast<bool (Uniform::*)(const Vec4&)>(&Uniform::set),
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vec4Names, options);
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break;
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case Uniform::INT:
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case Uniform::SAMPLER_1D:
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case Uniform::SAMPLER_2D:
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case Uniform::SAMPLER_3D:
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case Uniform::SAMPLER_1D_SHADOW:
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case Uniform::SAMPLER_2D_SHADOW:
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case Uniform::SAMPLER_CUBE:
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initFromParameters(effect, valProp, uniform.get(),
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static_cast<bool (Uniform::*)(int)>(&Uniform::set),
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options);
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break;
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default: // avoid compiler warning
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break;
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}
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return uniform;
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}
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typedef Singleton<UniformFactoryImpl> UniformFactory;
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Effect::Effect()
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: _cache(0), _isRealized(false)
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{
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@ -173,10 +252,6 @@ void buildPass(Effect* effect, Technique* tniq, const SGPropertyNode* prop,
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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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@ -898,10 +973,10 @@ struct UniformBuilder :public PassAttributeBuilder
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}
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if (!isAttributeActive(effect, prop))
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return;
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const SGPropertyNode* nameProp = prop->getChild("name");
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const SGPropertyNode* typeProp = prop->getChild("type");
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const SGPropertyNode* positionedProp = prop->getChild("positioned");
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const SGPropertyNode* valProp = prop->getChild("value");
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SGConstPropertyNode_ptr nameProp = prop->getChild("name");
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SGConstPropertyNode_ptr typeProp = prop->getChild("type");
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SGConstPropertyNode_ptr positionedProp = prop->getChild("positioned");
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SGConstPropertyNode_ptr valProp = prop->getChild("value");
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string name;
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Uniform::Type uniformType = Uniform::FLOAT;
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if (nameProp) {
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@ -941,44 +1016,9 @@ struct UniformBuilder :public PassAttributeBuilder
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} else {
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findAttr(uniformTypes, typeProp, uniformType);
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}
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ref_ptr<Uniform> uniform = new Uniform;
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uniform->setName(name);
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uniform->setType(uniformType);
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switch (uniformType) {
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case Uniform::BOOL:
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initFromParameters(effect, valProp, uniform.get(),
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static_cast<bool (Uniform::*)(bool)>(&Uniform::set),
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options);
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break;
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case Uniform::FLOAT:
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initFromParameters(effect, valProp, uniform.get(),
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static_cast<bool (Uniform::*)(float)>(&Uniform::set),
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options);
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break;
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case Uniform::FLOAT_VEC3:
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initFromParameters(effect, valProp, uniform.get(),
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static_cast<bool (Uniform::*)(const Vec3&)>(&Uniform::set),
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vec3Names, options);
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break;
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case Uniform::FLOAT_VEC4:
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initFromParameters(effect, valProp, uniform.get(),
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static_cast<bool (Uniform::*)(const Vec4&)>(&Uniform::set),
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vec4Names, options);
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break;
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case Uniform::INT:
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case Uniform::SAMPLER_1D:
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case Uniform::SAMPLER_2D:
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case Uniform::SAMPLER_3D:
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case Uniform::SAMPLER_1D_SHADOW:
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case Uniform::SAMPLER_2D_SHADOW:
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case Uniform::SAMPLER_CUBE:
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initFromParameters(effect, valProp, uniform.get(),
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static_cast<bool (Uniform::*)(int)>(&Uniform::set),
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options);
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break;
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default: // avoid compiler warning
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break;
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}
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ref_ptr<Uniform> uniform = UniformFactory::instance()->
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getUniform( effect, name, uniformType, valProp, options );
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// optimize common uniforms
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if (uniformType == Uniform::SAMPLER_2D || uniformType == Uniform::INT)
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{
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@ -516,6 +516,7 @@ public:
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}
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void initOnAddImpl(Effect* effect, SGPropertyNode* propRoot)
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{
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SG_LOG(SG_ALL,SG_ALERT,"Adding change listener to " << *_propName );
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SGPropertyNode* listenProp = makeNode(propRoot, *_propName);
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delete _propName;
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_propName = 0;
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