1 #include <msp/datafile/collection.h>
2 #include <msp/strings/format.h>
5 #include "renderpass.h"
7 #include "programdata.h"
10 #include "texture2d.h"
11 #include "texturing.h"
18 RenderPass::RenderPass():
26 RenderPass::RenderPass(const RenderPass &other):
29 uniform_slots(other.uniform_slots),
30 material(other.material),
31 material_slot(other.material_slot),
32 texturing(other.texturing ? new Texturing(*other.texturing) : 0),
33 tex_names(other.tex_names),
34 back_faces(other.back_faces)
37 RenderPass &RenderPass::operator=(const RenderPass &other)
39 shprog = other.shprog;
40 shdata = other.shdata;
41 uniform_slots = other.uniform_slots;
42 material = other.material;
43 material_slot = other.material_slot;
44 texturing = other.texturing ? new Texturing(*other.texturing) : 0;
45 tex_names = other.tex_names;
46 back_faces = other.back_faces;
50 RenderPass::~RenderPass()
55 void RenderPass::finalize_material()
57 ensure_private_shader_data();
60 texturing = new Texturing;
61 material->attach_textures_to(*texturing, *shdata);
64 void RenderPass::ensure_private_shader_data()
67 throw invalid_operation("RenderPass::ensure_private_shader_data");
70 shdata = new ProgramData(shprog);
71 else if(shdata.refcount() > 1)
72 shdata = new ProgramData(*shdata);
75 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
78 shdata = (data ? new ProgramData(*data) : 0);
81 const string &RenderPass::get_slotted_uniform_name(const string &slot) const
83 map<string, string>::const_iterator i = uniform_slots.find(slot);
84 if(i==uniform_slots.end())
92 void RenderPass::set_material(const Material *mat)
99 void RenderPass::set_texture(unsigned index, const Texture *tex)
102 texturing = new Texturing;
104 texturing->attach(index, *tex);
107 int RenderPass::get_texture_index(const string &n) const
109 map<string, unsigned>::const_iterator i = tex_names.find(n);
110 if(i==tex_names.end())
115 void RenderPass::apply(Renderer &renderer) const
117 renderer.set_texturing(texturing);
118 renderer.set_material(material.get());
119 renderer.set_shader_program(shprog, shdata.get());
120 renderer.set_reverse_winding(back_faces);
124 RenderPass::Loader::Loader(RenderPass &p):
125 DataFile::CollectionObjectLoader<RenderPass>(p, 0)
130 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
131 DataFile::CollectionObjectLoader<RenderPass>(p, &c)
136 void RenderPass::Loader::init()
138 add("shader", &RenderPass::shprog);
139 add("material", &Loader::material_inline);
140 add("material", &Loader::material);
141 add("material_slot", &RenderPass::material_slot);
142 add("back_faces",&RenderPass::back_faces);
143 add("texunit", &Loader::texunit);
144 add("texunit", &Loader::texunit_auto);
145 add("texunit", &Loader::texunit_named);
146 add("uniforms", &Loader::uniforms);
147 add("uniform_slot", &Loader::uniform_slot);
150 void RenderPass::Loader::material_inline()
152 Material::GenericLoader ldr(coll);
154 obj.material = ldr.get_material();
155 obj.finalize_material();
158 void RenderPass::Loader::material(const string &name)
160 obj.material = &get_collection().get<Material>(name);
162 obj.finalize_material();
165 void RenderPass::Loader::texunit(unsigned i)
168 obj.texturing = new Texturing;
169 TextureLoader ldr(*obj.texturing, i, coll);
173 void RenderPass::Loader::texunit_auto(const string &n)
176 obj.texturing = new Texturing;
177 int i = obj.texturing->find_free_unit(n);
179 throw runtime_error("no free texunit");
183 void RenderPass::Loader::texunit_named(unsigned i, const string &n)
186 obj.tex_names[n] = i;
187 obj.ensure_private_shader_data();
188 obj.shdata->uniform(n, static_cast<int>(i));
191 void RenderPass::Loader::uniforms()
193 obj.ensure_private_shader_data();
194 load_sub(*obj.shdata);
197 void RenderPass::Loader::uniform_slot(const string &name)
199 uniform_slot2(name, name);
202 void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
204 obj.uniform_slots[slot] = name;
208 RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
209 DataFile::CollectionObjectLoader<Texturing>(t, c),
212 add("texture", &TextureLoader::texture);
213 add("texture2d", &TextureLoader::texture2d);
216 void RenderPass::TextureLoader::finish()
220 obj.attach(index, *tex);
225 void RenderPass::TextureLoader::texture(const string &name)
227 tex = &get_collection().get<Texture>(name);
231 void RenderPass::TextureLoader::texture2d()
235 load_sub(static_cast<Texture2D &>(*tex), get_collection());
237 load_sub(static_cast<Texture2D &>(*tex));