# include "shadervisitor.hpp"
# include <osg/AlphaFunc>
# include <osg/Geometry>
# include <osg/Material>
# include <osg/Multisample>
# include <osg/Texture>
# include <osgUtil/TangentSpaceGenerator>
# include <components/debug/debuglog.hpp>
# include <components/misc/stringops.hpp>
# include <components/resource/imagemanager.hpp>
# include <components/vfs/manager.hpp>
# include <components/sceneutil/riggeometry.hpp>
# include <components/sceneutil/morphgeometry.hpp>
# include "removedalphafunc.hpp"
# include "shadermanager.hpp"
namespace Shader
{
ShaderVisitor : : ShaderRequirements : : ShaderRequirements ( )
: mShaderRequired ( false )
, mColorMode ( 0 )
, mMaterialOverridden ( false )
, mAlphaTestOverridden ( false )
, mAlphaBlendOverridden ( false )
, mAlphaFunc ( GL_ALWAYS )
, mAlphaRef ( 1.0 )
, mAlphaBlend ( false )
, mNormalHeight ( false )
, mTexStageRequiringTangents ( - 1 )
, mNode ( nullptr )
{
}
ShaderVisitor : : ShaderRequirements : : ~ ShaderRequirements ( )
{
}
ShaderVisitor : : ShaderVisitor ( ShaderManager & shaderManager , Resource : : ImageManager & imageManager , const std : : string & defaultVsTemplate , const std : : string & defaultFsTemplate )
: osg : : NodeVisitor ( TRAVERSE_ALL_CHILDREN )
, mForceShaders ( false )
, mAllowedToModifyStateSets ( true )
, mAutoUseNormalMaps ( false )
, mAutoUseSpecularMaps ( false )
, mApplyLightingToEnvMaps ( false )
, mTranslucentFramebuffer ( false )
, mShaderManager ( shaderManager )
, mImageManager ( imageManager )
, mDefaultVsTemplate ( defaultVsTemplate )
, mDefaultFsTemplate ( defaultFsTemplate )
{
mRequirements . emplace_back ( ) ;
}
void ShaderVisitor : : setForceShaders ( bool force )
{
mForceShaders = force ;
}
void ShaderVisitor : : apply ( osg : : Node & node )
{
if ( node . getStateSet ( ) )
{
pushRequirements ( node ) ;
applyStateSet ( node . getStateSet ( ) , node ) ;
traverse ( node ) ;
popRequirements ( ) ;
}
else
traverse ( node ) ;
}
osg : : StateSet * getWritableStateSet ( osg : : Node & node )
{
if ( ! node . getStateSet ( ) )
return node . getOrCreateStateSet ( ) ;
osg : : ref_ptr < osg : : StateSet > newStateSet = new osg : : StateSet ( * node . getStateSet ( ) , osg : : CopyOp : : SHALLOW_COPY ) ;
node . setStateSet ( newStateSet ) ;
return newStateSet . get ( ) ;
}
osg : : UserDataContainer * getWritableUserDataContainer ( osg : : Object & object )
{
if ( ! object . getUserDataContainer ( ) )
return object . getOrCreateUserDataContainer ( ) ;
osg : : ref_ptr < osg : : UserDataContainer > newUserData = static_cast < osg : : UserDataContainer * > ( object . getUserDataContainer ( ) - > clone ( osg : : CopyOp : : SHALLOW_COPY ) ) ;
object . setUserDataContainer ( newUserData ) ;
return newUserData . get ( ) ;
}
osg : : StateSet * getRemovedState ( osg : : StateSet & stateSet )
{
if ( ! stateSet . getUserDataContainer ( ) )
return nullptr ;
return static_cast < osg : : StateSet * > ( stateSet . getUserDataContainer ( ) - > getUserObject ( " removedState " ) ) ;
}
void updateRemovedState ( osg : : UserDataContainer & userData , osg : : StateSet * stateSet )
{
unsigned int index = userData . getUserObjectIndex ( " removedState " ) ;
if ( index < userData . getNumUserObjects ( ) )
userData . setUserObject ( index , stateSet ) ;
else
userData . addUserObject ( stateSet ) ;
stateSet - > setName ( " removedState " ) ;
}
const char * defaultTextures [ ] = { " diffuseMap " , " normalMap " , " emissiveMap " , " darkMap " , " detailMap " , " envMap " , " specularMap " , " decalMap " , " bumpMap " } ;
bool isTextureNameRecognized ( const std : : string & name )
{
for ( unsigned int i = 0 ; i < sizeof ( defaultTextures ) / sizeof ( defaultTextures [ 0 ] ) ; + + i )
if ( name = = defaultTextures [ i ] )
return true ;
return false ;
}
void ShaderVisitor : : applyStateSet ( osg : : ref_ptr < osg : : StateSet > stateset , osg : : Node & node )
{
osg : : StateSet * writableStateSet = nullptr ;
if ( mAllowedToModifyStateSets )
writableStateSet = node . getStateSet ( ) ;
const osg : : StateSet : : TextureAttributeList & texAttributes = stateset - > getTextureAttributeList ( ) ;
if ( ! texAttributes . empty ( ) )
{
const osg : : Texture * diffuseMap = nullptr ;
const osg : : Texture * normalMap = nullptr ;
const osg : : Texture * specularMap = nullptr ;
const osg : : Texture * bumpMap = nullptr ;
for ( unsigned int unit = 0 ; unit < texAttributes . size ( ) ; + + unit )
{
const osg : : StateAttribute * attr = stateset - > getTextureAttribute ( unit , osg : : StateAttribute : : TEXTURE ) ;
if ( attr )
{
const osg : : Texture * texture = attr - > asTexture ( ) ;
if ( texture )
{
std : : string texName = texture - > getName ( ) ;
if ( ( texName . empty ( ) | | ! isTextureNameRecognized ( texName ) ) & & unit = = 0 )
texName = " diffuseMap " ;
if ( texName = = " normalHeightMap " )
{
mRequirements . back ( ) . mNormalHeight = true ;
texName = " normalMap " ;
}
if ( ! texName . empty ( ) )
{
mRequirements . back ( ) . mTextures [ unit ] = texName ;
if ( texName = = " normalMap " )
{
mRequirements . back ( ) . mTexStageRequiringTangents = unit ;
mRequirements . back ( ) . mShaderRequired = true ;
if ( ! writableStateSet )
writableStateSet = getWritableStateSet ( node ) ;
// normal maps are by default off since the FFP can't render them, now that we'll use shaders switch to On
writableStateSet - > setTextureMode ( unit , GL_TEXTURE_2D , osg : : StateAttribute : : ON ) ;
normalMap = texture ;
}
else if ( texName = = " diffuseMap " )
diffuseMap = texture ;
else if ( texName = = " specularMap " )
specularMap = texture ;
else if ( texName = = " bumpMap " )
{
bumpMap = texture ;
mRequirements . back ( ) . mShaderRequired = true ;
if ( ! writableStateSet )
writableStateSet = getWritableStateSet ( node ) ;
// Bump maps are off by default as well
writableStateSet - > setTextureMode ( unit , GL_TEXTURE_2D , osg : : StateAttribute : : ON ) ;
}
else if ( texName = = " envMap " & & mApplyLightingToEnvMaps )
{
mRequirements . back ( ) . mShaderRequired = true ;
}
}
else if ( ! mTranslucentFramebuffer )
Log ( Debug : : Error ) < < " ShaderVisitor encountered unknown texture " < < texture ;
}
}
}
if ( mAutoUseNormalMaps & & diffuseMap ! = nullptr & & normalMap = = nullptr & & diffuseMap - > getImage ( 0 ) )
{
std : : string normalMapFileName = diffuseMap - > getImage ( 0 ) - > getFileName ( ) ;
osg : : ref_ptr < osg : : Image > image ;
bool normalHeight = false ;
std : : string normalHeightMap = normalMapFileName ;
Misc : : StringUtils : : replaceLast ( normalHeightMap , " . " , mNormalHeightMapPattern + " . " ) ;
if ( mImageManager . getVFS ( ) - > exists ( normalHeightMap ) )
{
image = mImageManager . getImage ( normalHeightMap ) ;
normalHeight = true ;
}
else
{
Misc : : StringUtils : : replaceLast ( normalMapFileName , " . " , mNormalMapPattern + " . " ) ;
if ( mImageManager . getVFS ( ) - > exists ( normalMapFileName ) )
{
image = mImageManager . getImage ( normalMapFileName ) ;
}
}
// Avoid using the auto-detected normal map if it's already being used as a bump map.
// It's probably not an actual normal map.
bool hasNamesakeBumpMap = image & & bumpMap & & bumpMap - > getImage ( 0 ) & & image - > getFileName ( ) = = bumpMap - > getImage ( 0 ) - > getFileName ( ) ;
if ( ! hasNamesakeBumpMap & & image )
{
osg : : ref_ptr < osg : : Texture2D > normalMapTex ( new osg : : Texture2D ( image ) ) ;
normalMapTex - > setTextureSize ( image - > s ( ) , image - > t ( ) ) ;
normalMapTex - > setWrap ( osg : : Texture : : WRAP_S , diffuseMap - > getWrap ( osg : : Texture : : WRAP_S ) ) ;
normalMapTex - > setWrap ( osg : : Texture : : WRAP_T , diffuseMap - > getWrap ( osg : : Texture : : WRAP_T ) ) ;
normalMapTex - > setFilter ( osg : : Texture : : MIN_FILTER , diffuseMap - > getFilter ( osg : : Texture : : MIN_FILTER ) ) ;
normalMapTex - > setFilter ( osg : : Texture : : MAG_FILTER , diffuseMap - > getFilter ( osg : : Texture : : MAG_FILTER ) ) ;
normalMapTex - > setMaxAnisotropy ( diffuseMap - > getMaxAnisotropy ( ) ) ;
normalMapTex - > setName ( " normalMap " ) ;
int unit = texAttributes . size ( ) ;
if ( ! writableStateSet )
writableStateSet = getWritableStateSet ( node ) ;
writableStateSet - > setTextureAttributeAndModes ( unit , normalMapTex , osg : : StateAttribute : : ON ) ;
mRequirements . back ( ) . mTextures [ unit ] = " normalMap " ;
mRequirements . back ( ) . mTexStageRequiringTangents = unit ;
mRequirements . back ( ) . mShaderRequired = true ;
mRequirements . back ( ) . mNormalHeight = normalHeight ;
}
}
if ( mAutoUseSpecularMaps & & diffuseMap ! = nullptr & & specularMap = = nullptr & & diffuseMap - > getImage ( 0 ) )
{
std : : string specularMapFileName = diffuseMap - > getImage ( 0 ) - > getFileName ( ) ;
Misc : : StringUtils : : replaceLast ( specularMapFileName , " . " , mSpecularMapPattern + " . " ) ;
if ( mImageManager . getVFS ( ) - > exists ( specularMapFileName ) )
{
osg : : ref_ptr < osg : : Image > image ( mImageManager . getImage ( specularMapFileName ) ) ;
osg : : ref_ptr < osg : : Texture2D > specularMapTex ( new osg : : Texture2D ( image ) ) ;
specularMapTex - > setTextureSize ( image - > s ( ) , image - > t ( ) ) ;
specularMapTex - > setWrap ( osg : : Texture : : WRAP_S , diffuseMap - > getWrap ( osg : : Texture : : WRAP_S ) ) ;
specularMapTex - > setWrap ( osg : : Texture : : WRAP_T , diffuseMap - > getWrap ( osg : : Texture : : WRAP_T ) ) ;
specularMapTex - > setFilter ( osg : : Texture : : MIN_FILTER , diffuseMap - > getFilter ( osg : : Texture : : MIN_FILTER ) ) ;
specularMapTex - > setFilter ( osg : : Texture : : MAG_FILTER , diffuseMap - > getFilter ( osg : : Texture : : MAG_FILTER ) ) ;
specularMapTex - > setMaxAnisotropy ( diffuseMap - > getMaxAnisotropy ( ) ) ;
specularMapTex - > setName ( " specularMap " ) ;
int unit = texAttributes . size ( ) ;
if ( ! writableStateSet )
writableStateSet = getWritableStateSet ( node ) ;
writableStateSet - > setTextureAttributeAndModes ( unit , specularMapTex , osg : : StateAttribute : : ON ) ;
mRequirements . back ( ) . mTextures [ unit ] = " specularMap " ;
mRequirements . back ( ) . mShaderRequired = true ;
}
}
if ( diffuseMap )
{
if ( ! writableStateSet )
writableStateSet = getWritableStateSet ( node ) ;
// We probably shouldn't construct a new version of this each time as Uniforms use pointer comparison for early-out.
// Also it should probably belong to the shader manager or be applied by the shadows bin
writableStateSet - > addUniform ( new osg : : Uniform ( " useDiffuseMapForShadowAlpha " , true ) ) ;
}
}
const osg : : StateSet : : AttributeList & attributes = stateset - > getAttributeList ( ) ;
osg : : StateSet : : AttributeList removedAttributes ;
osg : : ref_ptr < osg : : StateSet > removedState ;
if ( removedState = getRemovedState ( * stateset ) )
removedAttributes = removedState - > getAttributeList ( ) ;
for ( const auto & attributeMap : { attributes , removedAttributes } )
{
for ( osg : : StateSet : : AttributeList : : const_iterator it = attributeMap . begin ( ) ; it ! = attributeMap . end ( ) ; + + it )
{
if ( it - > first . first = = osg : : StateAttribute : : MATERIAL )
{
// This should probably be moved out of ShaderRequirements and be applied directly now it's a uniform instead of a define
if ( ! mRequirements . back ( ) . mMaterialOverridden | | it - > second . second & osg : : StateAttribute : : PROTECTED )
{
if ( it - > second . second & osg : : StateAttribute : : OVERRIDE )
mRequirements . back ( ) . mMaterialOverridden = true ;
const osg : : Material * mat = static_cast < const osg : : Material * > ( it - > second . first . get ( ) ) ;
if ( ! writableStateSet )
writableStateSet = getWritableStateSet ( node ) ;
int colorMode ;
switch ( mat - > getColorMode ( ) )
{
case osg : : Material : : OFF :
colorMode = 0 ;
break ;
case osg : : Material : : EMISSION :
colorMode = 1 ;
break ;
default :
case osg : : Material : : AMBIENT_AND_DIFFUSE :
colorMode = 2 ;
break ;
case osg : : Material : : AMBIENT :
colorMode = 3 ;
break ;
case osg : : Material : : DIFFUSE :
colorMode = 4 ;
break ;
case osg : : Material : : SPECULAR :
colorMode = 5 ;
break ;
}
mRequirements . back ( ) . mColorMode = colorMode ;
}
}
else if ( it - > first . first = = osg : : StateAttribute : : ALPHAFUNC )
{
if ( ! mRequirements . back ( ) . mAlphaTestOverridden | | it - > second . second & osg : : StateAttribute : : PROTECTED )
{
if ( it - > second . second & osg : : StateAttribute : : OVERRIDE )
mRequirements . back ( ) . mAlphaTestOverridden = true ;
const osg : : AlphaFunc * alpha = static_cast < const osg : : AlphaFunc * > ( it - > second . first . get ( ) ) ;
mRequirements . back ( ) . mAlphaFunc = alpha - > getFunction ( ) ;
mRequirements . back ( ) . mAlphaRef = alpha - > getReferenceValue ( ) ;
}
}
}
}
unsigned int alphaBlend = stateset - > getMode ( GL_BLEND ) ;
if ( alphaBlend ! = osg : : StateAttribute : : INHERIT & & ( ! mRequirements . back ( ) . mAlphaBlendOverridden | | alphaBlend & osg : : StateAttribute : : PROTECTED ) )
{
if ( alphaBlend & osg : : StateAttribute : : OVERRIDE )
mRequirements . back ( ) . mAlphaBlendOverridden = true ;
mRequirements . back ( ) . mAlphaBlend = alphaBlend & osg : : StateAttribute : : ON ;
}
}
void ShaderVisitor : : pushRequirements ( osg : : Node & node )
{
mRequirements . push_back ( mRequirements . back ( ) ) ;
mRequirements . back ( ) . mNode = & node ;
}
void ShaderVisitor : : popRequirements ( )
{
mRequirements . pop_back ( ) ;
}
void ShaderVisitor : : createProgram ( const ShaderRequirements & reqs )
{
if ( ! reqs . mShaderRequired & & ! mForceShaders )
{
ensureFFP ( * reqs . mNode ) ;
return ;
}
osg : : Node & node = * reqs . mNode ;
osg : : StateSet * writableStateSet = nullptr ;
if ( mAllowedToModifyStateSets )
writableStateSet = node . getOrCreateStateSet ( ) ;
else
writableStateSet = getWritableStateSet ( node ) ;
ShaderManager : : DefineMap defineMap ;
for ( unsigned int i = 0 ; i < sizeof ( defaultTextures ) / sizeof ( defaultTextures [ 0 ] ) ; + + i )
{
defineMap [ defaultTextures [ i ] ] = " 0 " ;
defineMap [ std : : string ( defaultTextures [ i ] ) + std : : string ( " UV " ) ] = " 0 " ;
}
for ( std : : map < int , std : : string > : : const_iterator texIt = reqs . mTextures . begin ( ) ; texIt ! = reqs . mTextures . end ( ) ; + + texIt )
{
defineMap [ texIt - > second ] = " 1 " ;
defineMap [ texIt - > second + std : : string ( " UV " ) ] = std : : to_string ( texIt - > first ) ;
}
defineMap [ " parallax " ] = reqs . mNormalHeight ? " 1 " : " 0 " ;
writableStateSet - > addUniform ( new osg : : Uniform ( " colorMode " , reqs . mColorMode ) ) ;
defineMap [ " alphaFunc " ] = std : : to_string ( reqs . mAlphaFunc ) ;
// back up removed state in case recreateShaders gets rid of the shader later
osg : : ref_ptr < osg : : StateSet > removedState ;
if ( ( removedState = getRemovedState ( * writableStateSet ) ) & & ! mAllowedToModifyStateSets )
removedState = new osg : : StateSet ( * removedState , osg : : CopyOp : : SHALLOW_COPY ) ;
if ( ! removedState )
removedState = new osg : : StateSet ( ) ;
defineMap [ " alphaToCoverage " ] = " 0 " ;
if ( reqs . mAlphaFunc ! = osg : : AlphaFunc : : ALWAYS )
{
writableStateSet - > addUniform ( new osg : : Uniform ( " alphaRef " , reqs . mAlphaRef ) ) ;
const auto * alphaFunc = writableStateSet - > getAttributePair ( osg : : StateAttribute : : ALPHAFUNC ) ;
if ( alphaFunc )
removedState - > setAttribute ( alphaFunc - > first , alphaFunc - > second ) ;
// This prevents redundant glAlphaFunc calls while letting the shadows bin still see the test
writableStateSet - > setAttribute ( RemovedAlphaFunc : : getInstance ( reqs . mAlphaFunc ) , osg : : StateAttribute : : ON | osg : : StateAttribute : : OVERRIDE ) ;
// Blending won't work with A2C as we use the alpha channel for coverage. gl_SampleCoverage from ARB_sample_shading would save the day, but requires GLSL 130
if ( mConvertAlphaTestToAlphaToCoverage & & ! reqs . mAlphaBlend )
{
writableStateSet - > setMode ( GL_SAMPLE_ALPHA_TO_COVERAGE_ARB , osg : : StateAttribute : : ON ) ;
defineMap [ " alphaToCoverage " ] = " 1 " ;
}
}
if ( writableStateSet - > getMode ( GL_ALPHA_TEST ) ! = osg : : StateAttribute : : INHERIT )
removedState - > setMode ( GL_ALPHA_TEST , writableStateSet - > getMode ( GL_ALPHA_TEST ) ) ;
// This disables the deprecated fixed-function alpha test
writableStateSet - > setMode ( GL_ALPHA_TEST , osg : : StateAttribute : : OFF | osg : : StateAttribute : : PROTECTED ) ;
if ( ! removedState - > getModeList ( ) . empty ( ) | | ! removedState - > getAttributeList ( ) . empty ( ) )
{
// user data is normally shallow copied so shared with the original stateset
osg : : ref_ptr < osg : : UserDataContainer > writableUserData ;
if ( mAllowedToModifyStateSets )
writableUserData = writableStateSet - > getOrCreateUserDataContainer ( ) ;
else
writableUserData = getWritableUserDataContainer ( * writableStateSet ) ;
updateRemovedState ( * writableUserData , removedState ) ;
}
defineMap [ " translucentFramebuffer " ] = mTranslucentFramebuffer ? " 1 " : " 0 " ;
osg : : ref_ptr < osg : : Shader > vertexShader ( mShaderManager . getShader ( mDefaultVsTemplate , defineMap , osg : : Shader : : VERTEX ) ) ;
osg : : ref_ptr < osg : : Shader > fragmentShader ( mShaderManager . getShader ( mDefaultFsTemplate , defineMap , osg : : Shader : : FRAGMENT ) ) ;
if ( vertexShader & & fragmentShader )
{
writableStateSet - > setAttributeAndModes ( mShaderManager . getProgram ( vertexShader , fragmentShader ) , osg : : StateAttribute : : ON ) ;
for ( std : : map < int , std : : string > : : const_iterator texIt = reqs . mTextures . begin ( ) ; texIt ! = reqs . mTextures . end ( ) ; + + texIt )
{
writableStateSet - > addUniform ( new osg : : Uniform ( texIt - > second . c_str ( ) , texIt - > first ) , osg : : StateAttribute : : ON ) ;
}
}
}
void ShaderVisitor : : ensureFFP ( osg : : Node & node )
{
if ( ! node . getStateSet ( ) | | ! node . getStateSet ( ) - > getAttribute ( osg : : StateAttribute : : PROGRAM ) )
return ;
osg : : StateSet * writableStateSet = nullptr ;
if ( mAllowedToModifyStateSets )
writableStateSet = node . getStateSet ( ) ;
else
writableStateSet = getWritableStateSet ( node ) ;
writableStateSet - > removeAttribute ( osg : : StateAttribute : : PROGRAM ) ;
osg : : ref_ptr < osg : : StateSet > removedState ;
if ( removedState = getRemovedState ( * writableStateSet ) )
{
// user data is normally shallow copied so shared with the original stateset
osg : : ref_ptr < osg : : UserDataContainer > writableUserData ;
if ( mAllowedToModifyStateSets )
writableUserData = writableStateSet - > getUserDataContainer ( ) ;
else
writableUserData = getWritableUserDataContainer ( * writableStateSet ) ;
unsigned int index = writableUserData - > getUserObjectIndex ( " removedState " ) ;
writableUserData - > removeUserObject ( index ) ;
for ( const auto & [ mode , value ] : removedState - > getModeList ( ) )
writableStateSet - > setMode ( mode , value ) ;
for ( const auto & attribute : removedState - > getAttributeList ( ) )
writableStateSet - > setAttribute ( attribute . second . first , attribute . second . second ) ;
}
}
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 ) = = nullptr )
{
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 ( ) ! = nullptr ) ;
if ( geometry . getStateSet ( ) ) // TODO: check if stateset affects shader permutation before pushing it
{
pushRequirements ( geometry ) ;
applyStateSet ( geometry . getStateSet ( ) , geometry ) ;
}
if ( ! mRequirements . empty ( ) )
{
const ShaderRequirements & reqs = mRequirements . back ( ) ;
adjustGeometry ( geometry , reqs ) ;
createProgram ( reqs ) ;
}
else
ensureFFP ( geometry ) ;
if ( needPop )
popRequirements ( ) ;
}
void ShaderVisitor : : apply ( osg : : Drawable & drawable )
{
// non-Geometry drawable (e.g. particle system)
bool needPop = ( drawable . getStateSet ( ) ! = nullptr ) ;
if ( drawable . getStateSet ( ) )
{
pushRequirements ( drawable ) ;
applyStateSet ( drawable . getStateSet ( ) , drawable ) ;
}
if ( ! mRequirements . empty ( ) )
{
const ShaderRequirements & reqs = mRequirements . back ( ) ;
createProgram ( reqs ) ;
if ( auto rig = dynamic_cast < SceneUtil : : RigGeometry * > ( & drawable ) )
{
osg : : ref_ptr < osg : : Geometry > sourceGeometry = rig - > getSourceGeometry ( ) ;
if ( sourceGeometry & & adjustGeometry ( * sourceGeometry , reqs ) )
rig - > setSourceGeometry ( sourceGeometry ) ;
}
else if ( auto morph = dynamic_cast < SceneUtil : : MorphGeometry * > ( & drawable ) )
{
osg : : ref_ptr < osg : : Geometry > sourceGeometry = morph - > getSourceGeometry ( ) ;
if ( sourceGeometry & & adjustGeometry ( * sourceGeometry , reqs ) )
morph - > setSourceGeometry ( sourceGeometry ) ;
}
}
else
ensureFFP ( drawable ) ;
if ( needPop )
popRequirements ( ) ;
}
void ShaderVisitor : : setAllowedToModifyStateSets ( bool allowed )
{
mAllowedToModifyStateSets = allowed ;
}
void ShaderVisitor : : setAutoUseNormalMaps ( bool use )
{
mAutoUseNormalMaps = use ;
}
void ShaderVisitor : : setNormalMapPattern ( const std : : string & pattern )
{
mNormalMapPattern = pattern ;
}
void ShaderVisitor : : setNormalHeightMapPattern ( const std : : string & pattern )
{
mNormalHeightMapPattern = pattern ;
}
void ShaderVisitor : : setAutoUseSpecularMaps ( bool use )
{
mAutoUseSpecularMaps = use ;
}
void ShaderVisitor : : setSpecularMapPattern ( const std : : string & pattern )
{
mSpecularMapPattern = pattern ;
}
void ShaderVisitor : : setApplyLightingToEnvMaps ( bool apply )
{
mApplyLightingToEnvMaps = apply ;
}
void ShaderVisitor : : setConvertAlphaTestToAlphaToCoverage ( bool convert )
{
mConvertAlphaTestToAlphaToCoverage = convert ;
}
void ShaderVisitor : : setTranslucentFramebuffer ( bool translucent )
{
mTranslucentFramebuffer = translucent ;
}
}