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):
28 shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
29 material(other.material),
30 texturing(other.texturing ? new Texturing(*other.texturing) : 0),
31 tex_names(other.tex_names),
32 back_faces(other.back_faces)
35 RenderPass &RenderPass::operator=(const RenderPass &other)
37 shprog = other.shprog;
38 shdata = other.shdata ? new ProgramData(*other.shdata) : 0;
39 material = other.material;
40 texturing = other.texturing ? new Texturing(*other.texturing) : 0;
41 tex_names = other.tex_names;
42 back_faces = other.back_faces;
46 RenderPass::~RenderPass()
52 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
56 shdata = new ProgramData(*data);
59 void RenderPass::set_material(const Material *mat)
65 void RenderPass::set_texture(unsigned index, const Texture *tex)
68 texturing = new Texturing;
70 texturing->attach(index, *tex);
73 int RenderPass::get_texture_index(const string &n) const
75 map<string, unsigned>::const_iterator i = tex_names.find(n);
76 if(i==tex_names.end())
81 void RenderPass::apply(Renderer &renderer) const
83 renderer.set_texturing(texturing);
84 renderer.set_material(material.get());
85 renderer.set_shader_program(shprog, shdata);
86 renderer.set_reverse_winding(back_faces);
90 RenderPass::Loader::Loader(RenderPass &p):
91 DataFile::CollectionObjectLoader<RenderPass>(p, 0)
96 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
97 DataFile::CollectionObjectLoader<RenderPass>(p, &c)
102 void RenderPass::Loader::init()
104 add("shader", &RenderPass::shprog);
105 add("material", &Loader::material_inline);
106 add("material", &Loader::material);
107 add("back_faces",&RenderPass::back_faces);
108 add("texunit", &Loader::texunit);
109 add("texunit", &Loader::texunit_named);
110 add("uniforms", &Loader::uniforms);
113 void RenderPass::Loader::material_inline()
115 RefPtr<Material> mat = new Material;
117 load_sub(*mat, get_collection());
123 void RenderPass::Loader::material(const string &name)
125 obj.material = &get_collection().get<Material>(name);
129 void RenderPass::Loader::texunit(unsigned i)
132 obj.texturing = new Texturing;
133 TextureLoader ldr(*obj.texturing, i, coll);
137 void RenderPass::Loader::texunit_named(unsigned i, const string &n)
140 obj.tex_names[n] = i;
143 void RenderPass::Loader::uniforms()
146 throw invalid_operation("RenderPass::Loader::uniforms");
147 RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
149 obj.shdata = shd.release();
153 RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
154 DataFile::CollectionObjectLoader<Texturing>(t, c),
157 add("texture", &TextureLoader::texture);
158 add("texture2d", &TextureLoader::texture2d);
161 void RenderPass::TextureLoader::finish()
165 obj.attach(index, *tex);
170 void RenderPass::TextureLoader::texture(const string &name)
172 tex = &get_collection().get<Texture>(name);
176 void RenderPass::TextureLoader::texture2d()
180 load_sub(static_cast<Texture2D &>(*tex), get_collection());
182 load_sub(static_cast<Texture2D &>(*tex));