Geometry shader support

This commit is contained in:
fredb 2010-03-29 06:01:05 +00:00 committed by Tim Moore
parent 3d91a11b95
commit bff1584012

View File

@ -732,6 +732,28 @@ struct ShaderProgramBuilder : PassAttributeBuilder
const SGReaderWriterXMLOptions* 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 SGReaderWriterXMLOptions*
@ -741,6 +763,7 @@ void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
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;
@ -750,6 +773,12 @@ void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
++itr)
prgKey.shaders.push_back(ShaderKey((*itr)->getStringValue(),
Shader::VERTEX));
for (PropertyList::iterator itr = pGeomShaders.begin(),
e = pGeomShaders.end();
itr != e;
++itr)
prgKey.shaders.push_back(ShaderKey((*itr)->getStringValue(),
Shader::GEOMETRY));
for (PropertyList::iterator itr = pFragShaders.begin(),
e = pFragShaders.end();
itr != e;
@ -781,7 +810,7 @@ void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
// Add vertex shaders, then fragment shaders
PropertyList& pvec = pVertShaders;
Shader::Type stype = Shader::VERTEX;
for (int i = 0; i < 2; ++i) {
for (int i = 0; i < 3; ++i) {
for (PropertyList::iterator nameItr = pvec.begin(), e = pvec.end();
nameItr != e;
++nameItr) {
@ -802,13 +831,35 @@ void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
}
}
}
pvec = pFragShaders;
stype = Shader::FRAGMENT;
if (i == 0) {
pvec = pGeomShaders;
stype = Shader::GEOMETRY;
} else {
pvec = pFragShaders;
stype = Shader::FRAGMENT;
}
}
BOOST_FOREACH(const ProgramKey::AttribKey& key, prgKey.attributes) {
program->addBindAttribLocation(key.first, key.second);
}
programMap.insert(ProgramMap::value_type(prgKey, program));
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));
}
pass->setAttributeAndModes(program);
}