1 #include <msp/core/algorithm.h>
2 #include <msp/datafile/collection.h>
3 #include <msp/strings/format.h>
5 #include "rendermethod.h"
7 #include "programdata.h"
10 #include "texture2d.h"
17 void RenderMethod::set_material_textures()
22 const Tag *material_texture_tags = material->get_texture_tags();
23 for(const Tag *tag=material_texture_tags; tag->id; ++tag)
24 set_texture(*tag, material->get_texture(*tag), material->get_sampler(*tag));
27 void RenderMethod::maybe_create_material_shader()
29 if(!material || (shprog && !shprog_from_material))
32 map<string, int> extra_spec;
34 extra_spec["use_shadow_map"] = true;
35 if(image_based_lighting)
36 extra_spec["use_image_based_lighting"] = true;
38 extra_spec["use_instancing"] = true;
40 shprog = material->create_compatible_shader(extra_spec);
44 RefPtr<ProgramData> old_shdata = shdata;
45 shdata = new ProgramData(shprog);
46 shdata->copy_uniforms(*old_shdata);
49 shprog_from_material = true;
52 void RenderMethod::set_shader_program(const Program *prog, const ProgramData *data)
55 shprog_from_material = false;
58 shdata = new ProgramData;
59 shdata->copy_uniforms(*data);
63 maybe_create_material_shader();
66 Tag RenderMethod::get_slotted_uniform_tag(Tag slot) const
68 auto i = uniform_slots.find(slot);
69 if(i==uniform_slots.end())
74 void RenderMethod::set_material(const Material *mat)
77 maybe_create_material_shader();
78 set_material_textures();
81 void RenderMethod::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
83 auto i = find_member(textures, tag, &TextureSlot::tag);
86 textures.emplace_back(tag);
94 Tag RenderMethod::get_texture_tag(const string &slot) const
96 auto i = find_member(textures, slot, &TextureSlot::slot_name);
97 return (i!=textures.end() ? i->tag : Tag());
100 void RenderMethod::set_face_cull(CullMode fc)
105 void RenderMethod::set_blend(const Blend &b)
110 void RenderMethod::set_receive_shadows(bool rs)
112 receive_shadows = rs;
113 maybe_create_material_shader();
116 void RenderMethod::set_image_based_lighting(bool ibl)
118 image_based_lighting = ibl;
119 maybe_create_material_shader();
122 void RenderMethod::apply(Renderer &renderer) const
124 for(const TextureSlot &t: textures)
125 renderer.set_texture(t.tag, t.texture, t.sampler);
126 renderer.set_shader_program(shprog, shdata.get());
128 renderer.add_shader_data(material->get_shader_data());
129 renderer.set_face_cull(face_cull);
130 renderer.set_blend(&blend);
133 void RenderMethod::set_debug_name(const string &name)
136 if(shdata.refcount()==1)
137 shdata->set_debug_name(name+" [UBO]");
144 DataFile::Loader::ActionMap RenderMethod::Loader::shared_actions;
146 RenderMethod::Loader::Loader(RenderMethod &p, Collection &c):
147 DataFile::CollectionObjectLoader<RenderMethod>(p, &c)
149 set_actions(shared_actions);
152 void RenderMethod::Loader::init_actions()
154 add("blend", &Loader::blend);
155 add("blend", &Loader::blend_factors);
156 add("face_cull", &RenderMethod::face_cull);
157 add("shader", &Loader::shader);
158 add("image_based_lighting", &RenderMethod::image_based_lighting);
159 add("instancing", &RenderMethod::instancing);
160 add("material", &Loader::material_inline);
161 add("material", &Loader::material);
162 add("material_slot", &RenderMethod::material_slot);
163 add("receive_shadows", &RenderMethod::receive_shadows);
164 add("texture", &Loader::texture);
165 add("uniforms", &Loader::uniforms);
166 add("uniform_slot", &Loader::uniform_slot);
167 add("uniform_slot", &Loader::uniform_slot2);
170 void RenderMethod::Loader::set_inline_base_name(const string &n)
172 inline_base_name = n;
175 void RenderMethod::Loader::finish()
178 obj.maybe_create_material_shader();
181 void RenderMethod::Loader::blend()
186 void RenderMethod::Loader::blend_factors(BlendFactor src, BlendFactor dest)
188 obj.blend = Blend(src, dest);
191 void RenderMethod::Loader::material_inline()
193 Material::GenericLoader ldr(get_collection());
195 obj.material = ldr.store_object(get_collection(), inline_base_name+".mat");
196 obj.set_material_textures();
199 void RenderMethod::Loader::material(const string &name)
201 obj.material = &get_collection().get<Material>(name);
202 obj.set_material_textures();
205 void RenderMethod::Loader::shader(const string &n)
207 obj.shprog = &get_collection().get<Program>(n);
208 obj.shprog_from_material = false;
211 RefPtr<ProgramData> old_shdata = obj.shdata;
212 obj.shdata = new ProgramData(obj.shprog);
213 obj.shdata->copy_uniforms(*old_shdata);
217 void RenderMethod::Loader::texture(const string &n)
219 auto i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
220 if(i==obj.textures.end())
222 obj.textures.emplace_back(n);
223 i = obj.textures.end()-1;
225 TextureSlot::Loader ldr(*i, n, coll);
229 void RenderMethod::Loader::uniforms()
231 if(!obj.shprog || obj.shprog_from_material)
232 throw runtime_error("Shader is required for uniforms");
234 obj.shdata = new ProgramData(obj.shprog);
235 else if(obj.shdata.refcount()>1)
237 RefPtr<ProgramData> old_shdata = obj.shdata;
238 obj.shdata = new ProgramData;
239 obj.shdata->copy_uniforms(*old_shdata);
241 load_sub(*obj.shdata);
244 void RenderMethod::Loader::uniform_slot(const string &name)
246 uniform_slot2(name, name);
249 void RenderMethod::Loader::uniform_slot2(const string &name, const string &slot)
251 obj.uniform_slots[slot] = name;
255 RenderMethod::TextureSlot::Loader::Loader(TextureSlot &ts, const string &an, Collection *c):
256 CollectionObjectLoader<TextureSlot>(ts, c),
259 add("sampler", &TextureSlot::sampler);
260 add("slot", &Loader::slot_auto);
261 add("slot", &TextureSlot::slot_name);
262 add("texture", &TextureSlot::texture);
265 void RenderMethod::TextureSlot::Loader::slot_auto()
267 obj.slot_name = auto_slot_name;