Fix ShaderVisitor to deal with the fact RigGeometry no longer derives from Geometry

pull/286/head
scrawl 7 years ago
parent 4c5992a0d5
commit f1ebb129c1

@ -248,6 +248,9 @@ namespace Shader
void ShaderVisitor::createProgram(const ShaderRequirements &reqs)
{
if (!reqs.mShaderRequired && !mForceShaders)
return;
osg::Node& node = *reqs.mNode;
osg::StateSet* writableStateSet = NULL;
if (mAllowedToModifyStateSets)
@ -305,6 +308,36 @@ namespace Shader
}
}
bool ShaderVisitor::adjustGeometry(osg::Geometry& sourceGeometry, const ShaderRequirements& reqs)
{
bool useShader = reqs.mShaderRequired || mForceShaders;
bool generateTangents = reqs.mTexStageRequiringTangents != -1;
bool changed = false;
if (mAllowedToModifyStateSets && (useShader || generateTangents))
{
// make sure that all UV sets are there
for (std::map<int, std::string>::const_iterator it = reqs.mTextures.begin(); it != reqs.mTextures.end(); ++it)
{
if (sourceGeometry.getTexCoordArray(it->first) == NULL)
{
sourceGeometry.setTexCoordArray(it->first, sourceGeometry.getTexCoordArray(0));
changed = true;
}
}
if (generateTangents)
{
osg::ref_ptr<osgUtil::TangentSpaceGenerator> generator (new osgUtil::TangentSpaceGenerator);
generator->generate(&sourceGeometry, reqs.mTexStageRequiringTangents);
sourceGeometry.setTexCoordArray(7, generator->getTangentArray(), osg::Array::BIND_PER_VERTEX);
changed = true;
}
}
return changed;
}
void ShaderVisitor::apply(osg::Geometry& geometry)
{
bool needPop = (geometry.getStateSet() != NULL);
@ -318,43 +351,9 @@ namespace Shader
{
const ShaderRequirements& reqs = mRequirements.back();
bool useShader = reqs.mShaderRequired || mForceShaders;
bool generateTangents = reqs.mTexStageRequiringTangents != -1;
if (mAllowedToModifyStateSets && (useShader || generateTangents))
{
osg::ref_ptr<osg::Geometry> sourceGeometry = &geometry;
SceneUtil::RigGeometry* rig = dynamic_cast<SceneUtil::RigGeometry*>(&geometry);
if (rig)
sourceGeometry = rig->getSourceGeometry();
bool requiresSetGeometry = false;
adjustGeometry(geometry, reqs);
// make sure that all UV sets are there
for (std::map<int, std::string>::const_iterator it = reqs.mTextures.begin(); it != reqs.mTextures.end(); ++it)
{
if (sourceGeometry->getTexCoordArray(it->first) == NULL)
{
sourceGeometry->setTexCoordArray(it->first, sourceGeometry->getTexCoordArray(0));
requiresSetGeometry = true;
}
}
if (generateTangents)
{
osg::ref_ptr<osgUtil::TangentSpaceGenerator> generator (new osgUtil::TangentSpaceGenerator);
generator->generate(sourceGeometry, reqs.mTexStageRequiringTangents);
sourceGeometry->setTexCoordArray(7, generator->getTangentArray(), osg::Array::BIND_PER_VERTEX);
requiresSetGeometry = true;
}
if (rig && requiresSetGeometry)
rig->setSourceGeometry(sourceGeometry);
}
if (useShader)
createProgram(reqs);
createProgram(reqs);
}
if (needPop)
@ -375,8 +374,14 @@ namespace Shader
if (!mRequirements.empty())
{
const ShaderRequirements& reqs = mRequirements.back();
if (reqs.mShaderRequired || mForceShaders)
createProgram(reqs);
createProgram(reqs);
if (SceneUtil::RigGeometry* rig = dynamic_cast<SceneUtil::RigGeometry*>(&drawable))
{
osg::ref_ptr<osg::Geometry> sourceGeometry = rig->getSourceGeometry();
if (sourceGeometry && adjustGeometry(*sourceGeometry, reqs))
rig->setSourceGeometry(sourceGeometry);
}
}
if (needPop)

@ -99,6 +99,7 @@ namespace Shader
std::string mDefaultFsTemplate;
void createProgram(const ShaderRequirements& reqs);
bool adjustGeometry(osg::Geometry& sourceGeometry, const ShaderRequirements& reqs);
};
}

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