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"
19 RenderPass::RenderPass():
21 shprog_from_material(false),
25 receive_shadows(false),
26 image_based_lighting(false)
29 void RenderPass::set_material_textures()
31 const Tag *material_texture_tags = material->get_texture_tags();
32 for(const Tag *tag=material_texture_tags; tag->id; ++tag)
33 set_texture(*tag, material->get_texture(*tag), material->get_sampler(*tag));
36 void RenderPass::maybe_create_material_shader()
38 if(shprog && !shprog_from_material)
41 map<string, int> extra_spec;
43 extra_spec["use_shadow_map"] = true;
44 if(image_based_lighting)
45 extra_spec["use_image_based_lighting"] = true;
47 shprog = material->create_compatible_shader(extra_spec);
50 shdata = new ProgramData(*shdata, shprog);
52 shprog_from_material = true;
55 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
58 shprog_from_material = false;
59 shdata = (data ? new ProgramData(*data) : 0);
62 Tag RenderPass::get_slotted_uniform_tag(Tag slot) const
64 auto i = uniform_slots.find(slot);
65 if(i==uniform_slots.end())
70 void RenderPass::set_material(const Material *mat)
73 maybe_create_material_shader();
74 set_material_textures();
77 void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
79 auto i = find_member(textures, tag, &TextureSlot::tag);
82 textures.push_back(TextureSlot(tag));
90 Tag RenderPass::get_texture_tag(const string &slot) const
92 auto i = find_member(textures, slot, &TextureSlot::slot_name);
93 return (i!=textures.end() ? i->tag : Tag());
96 void RenderPass::set_face_cull(CullMode fc)
101 void RenderPass::set_receive_shadows(bool rs)
103 receive_shadows = rs;
106 void RenderPass::apply(Renderer &renderer) const
108 for(const TextureSlot &t: textures)
109 renderer.set_texture(t.tag, t.texture, t.sampler);
110 renderer.set_shader_program(shprog, shdata.get());
112 renderer.add_shader_data(material->get_shader_data());
113 renderer.set_face_cull(face_cull);
116 void RenderPass::set_debug_name(const string &name)
119 if(shdata.refcount()==1)
120 shdata->set_debug_name(name+" [UBO]");
127 DataFile::Loader::ActionMap RenderPass::Loader::shared_actions;
129 RenderPass::Loader::Loader(RenderPass &p):
130 DataFile::CollectionObjectLoader<RenderPass>(p, 0)
132 set_actions(shared_actions);
135 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
136 DataFile::CollectionObjectLoader<RenderPass>(p, &c)
138 set_actions(shared_actions);
141 void RenderPass::Loader::init_actions()
143 add("face_cull", &RenderPass::face_cull);
144 add("shader", &Loader::shader);
145 add("image_based_lighting", &RenderPass::image_based_lighting);
146 add("material", &Loader::material_inline);
147 add("material", &Loader::material);
148 add("material_slot", &RenderPass::material_slot);
149 add("receive_shadows", &RenderPass::receive_shadows);
150 add("texture", &Loader::texture);
151 add("uniforms", &Loader::uniforms);
152 add("uniform_slot", &Loader::uniform_slot);
153 add("uniform_slot", &Loader::uniform_slot2);
156 void RenderPass::Loader::set_inline_base_name(const string &n)
158 inline_base_name = n;
161 void RenderPass::Loader::finish()
164 obj.maybe_create_material_shader();
167 // Temporary compatibility feature
168 string RenderPass::Loader::get_shader_name(const string &n)
170 if(n.size()>=5 && !n.compare(n.size()-5, 5, ".glsl"))
172 IO::print(IO::cerr, "Warning: Loading module '%s' as shader is deprecated\n", n);
178 void RenderPass::Loader::material_inline()
180 Material::GenericLoader ldr(coll);
182 RefPtr<Material> mat = ldr.get_material();
183 get_collection().add(inline_base_name+".mat", mat.get());
184 obj.material = mat.release();
185 obj.set_material_textures();
188 void RenderPass::Loader::material(const string &name)
190 obj.material = &get_collection().get<Material>(name);
191 obj.set_material_textures();
194 void RenderPass::Loader::shader(const string &n)
196 obj.shprog = &get_collection().get<Program>(get_shader_name(n));
197 obj.shprog_from_material = false;
199 obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
202 void RenderPass::Loader::texture(const string &n)
204 auto i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
205 if(i==obj.textures.end())
207 obj.textures.push_back(TextureSlot(n));
208 i = obj.textures.end()-1;
210 TextureSlot::Loader ldr(*i, n, coll);
214 void RenderPass::Loader::uniforms()
216 if(!obj.shprog || obj.shprog_from_material)
217 throw runtime_error("Shader is required for uniforms");
219 obj.shdata = new ProgramData(obj.shprog);
220 else if(obj.shdata.refcount()>1)
221 obj.shdata = new ProgramData(*obj.shdata);
222 load_sub(*obj.shdata);
225 void RenderPass::Loader::uniform_slot(const string &name)
227 uniform_slot2(name, name);
230 void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
232 obj.uniform_slots[slot] = name;
236 RenderPass::TextureSlot::Loader::Loader(TextureSlot &ts, const string &an, Collection *c):
237 CollectionObjectLoader<TextureSlot>(ts, c),
240 add("sampler", &TextureSlot::sampler);
241 add("slot", &Loader::slot_auto);
242 add("slot", &TextureSlot::slot_name);
243 add("texture", &TextureSlot::texture);
246 void RenderPass::TextureSlot::Loader::slot_auto()
248 obj.slot_name = auto_slot_name;