1 #include <msp/core/algorithm.h>
2 #include <msp/datafile/collection.h>
3 #include <msp/io/print.h>
4 #include <msp/strings/format.h>
6 #include "renderpass.h"
8 #include "programdata.h"
11 #include "texture2d.h"
18 RenderPass::RenderPass():
20 shprog_from_material(false),
24 receive_shadows(false),
25 image_based_lighting(false)
28 void RenderPass::set_material_textures()
30 const Tag *material_texture_tags = material->get_texture_tags();
31 for(const Tag *tag=material_texture_tags; tag->id; ++tag)
32 set_texture(*tag, material->get_texture(*tag), material->get_sampler(*tag));
35 void RenderPass::maybe_create_material_shader()
37 if(shprog && !shprog_from_material)
40 map<string, int> extra_spec;
42 extra_spec["use_shadow_map"] = true;
43 if(image_based_lighting)
44 extra_spec["use_image_based_lighting"] = true;
46 shprog = material->create_compatible_shader(extra_spec);
49 shdata = new ProgramData(*shdata, shprog);
51 shprog_from_material = true;
54 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
57 shprog_from_material = false;
58 shdata = (data ? new ProgramData(*data) : 0);
61 Tag RenderPass::get_slotted_uniform_tag(Tag slot) const
63 auto i = uniform_slots.find(slot);
64 if(i==uniform_slots.end())
69 void RenderPass::set_material(const Material *mat)
72 maybe_create_material_shader();
73 set_material_textures();
76 void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
78 auto i = find_member(textures, tag, &TextureSlot::tag);
81 textures.push_back(TextureSlot(tag));
89 Tag RenderPass::get_texture_tag(const string &slot) const
91 auto i = find_member(textures, slot, &TextureSlot::slot_name);
92 return (i!=textures.end() ? i->tag : Tag());
95 void RenderPass::set_face_cull(CullMode fc)
100 void RenderPass::set_receive_shadows(bool rs)
102 receive_shadows = rs;
105 void RenderPass::apply(Renderer &renderer) const
107 for(const TextureSlot &t: textures)
108 renderer.set_texture(t.tag, t.texture, t.sampler);
109 renderer.set_shader_program(shprog, shdata.get());
111 renderer.add_shader_data(material->get_shader_data());
112 renderer.set_face_cull(face_cull);
115 void RenderPass::set_debug_name(const string &name)
118 if(shdata.refcount()==1)
119 shdata->set_debug_name(name+" [UBO]");
126 DataFile::Loader::ActionMap RenderPass::Loader::shared_actions;
128 RenderPass::Loader::Loader(RenderPass &p):
129 DataFile::CollectionObjectLoader<RenderPass>(p, 0)
131 set_actions(shared_actions);
134 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
135 DataFile::CollectionObjectLoader<RenderPass>(p, &c)
137 set_actions(shared_actions);
140 void RenderPass::Loader::init_actions()
142 add("face_cull", &RenderPass::face_cull);
143 add("shader", &Loader::shader);
144 add("image_based_lighting", &RenderPass::image_based_lighting);
145 add("material", &Loader::material_inline);
146 add("material", &Loader::material);
147 add("material_slot", &RenderPass::material_slot);
148 add("receive_shadows", &RenderPass::receive_shadows);
149 add("texture", &Loader::texture);
150 add("uniforms", &Loader::uniforms);
151 add("uniform_slot", &Loader::uniform_slot);
152 add("uniform_slot", &Loader::uniform_slot2);
155 void RenderPass::Loader::set_inline_base_name(const string &n)
157 inline_base_name = n;
160 void RenderPass::Loader::finish()
163 obj.maybe_create_material_shader();
166 // Temporary compatibility feature
167 string RenderPass::Loader::get_shader_name(const string &n)
169 if(n.size()>=5 && !n.compare(n.size()-5, 5, ".glsl"))
171 IO::print(IO::cerr, "Warning: Loading module '%s' as shader is deprecated\n", n);
177 void RenderPass::Loader::material_inline()
179 Material::GenericLoader ldr(coll);
181 RefPtr<Material> mat = ldr.get_material();
182 get_collection().add(inline_base_name+".mat", mat.get());
183 obj.material = mat.release();
184 obj.set_material_textures();
187 void RenderPass::Loader::material(const string &name)
189 obj.material = &get_collection().get<Material>(name);
190 obj.set_material_textures();
193 void RenderPass::Loader::shader(const string &n)
195 obj.shprog = &get_collection().get<Program>(get_shader_name(n));
196 obj.shprog_from_material = false;
198 obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
201 void RenderPass::Loader::texture(const string &n)
203 auto i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
204 if(i==obj.textures.end())
206 obj.textures.push_back(TextureSlot(n));
207 i = obj.textures.end()-1;
209 TextureSlot::Loader ldr(*i, n, coll);
213 void RenderPass::Loader::uniforms()
215 if(!obj.shprog || obj.shprog_from_material)
216 throw runtime_error("Shader is required for uniforms");
218 obj.shdata = new ProgramData(obj.shprog);
219 else if(obj.shdata.refcount()>1)
220 obj.shdata = new ProgramData(*obj.shdata);
221 load_sub(*obj.shdata);
224 void RenderPass::Loader::uniform_slot(const string &name)
226 uniform_slot2(name, name);
229 void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
231 obj.uniform_slots[slot] = name;
235 RenderPass::TextureSlot::Loader::Loader(TextureSlot &ts, const string &an, Collection *c):
236 CollectionObjectLoader<TextureSlot>(ts, c),
239 add("sampler", &TextureSlot::sampler);
240 add("slot", &Loader::slot_auto);
241 add("slot", &TextureSlot::slot_name);
242 add("texture", &TextureSlot::texture);
245 void RenderPass::TextureSlot::Loader::slot_auto()
247 obj.slot_name = auto_slot_name;