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()
51 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
58 void RenderPass::set_material(const Material *mat)
64 void RenderPass::set_texture(unsigned index, const Texture *tex)
67 texturing = new Texturing;
69 texturing->attach(index, *tex);
72 int RenderPass::get_texture_index(const string &n) const
74 map<string, unsigned>::const_iterator i = tex_names.find(n);
75 if(i==tex_names.end())
80 void RenderPass::apply(Renderer &renderer) const
82 renderer.set_texturing(texturing);
83 renderer.set_material(material.get());
84 renderer.set_shader_program(shprog, shdata.get());
85 renderer.set_reverse_winding(back_faces);
89 RenderPass::Loader::Loader(RenderPass &p):
90 DataFile::CollectionObjectLoader<RenderPass>(p, 0)
95 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
96 DataFile::CollectionObjectLoader<RenderPass>(p, &c)
101 void RenderPass::Loader::init()
103 add("shader", &RenderPass::shprog);
104 add("material", &Loader::material_inline);
105 add("material", &Loader::material);
106 add("back_faces",&RenderPass::back_faces);
107 add("texunit", &Loader::texunit);
108 add("texunit", &Loader::texunit_named);
109 add("uniforms", &Loader::uniforms);
112 void RenderPass::Loader::material_inline()
114 RefPtr<Material> mat = new Material;
116 load_sub(*mat, get_collection());
122 void RenderPass::Loader::material(const string &name)
124 obj.material = &get_collection().get<Material>(name);
128 void RenderPass::Loader::texunit(unsigned i)
131 obj.texturing = new Texturing;
132 TextureLoader ldr(*obj.texturing, i, coll);
136 void RenderPass::Loader::texunit_named(unsigned i, const string &n)
139 obj.tex_names[n] = i;
142 void RenderPass::Loader::uniforms()
145 throw invalid_operation("RenderPass::Loader::uniforms");
146 RefPtr<ProgramData> shd = new ProgramData;
152 RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
153 DataFile::CollectionObjectLoader<Texturing>(t, c),
156 add("texture", &TextureLoader::texture);
157 add("texture2d", &TextureLoader::texture2d);
160 void RenderPass::TextureLoader::finish()
164 obj.attach(index, *tex);
169 void RenderPass::TextureLoader::texture(const string &name)
171 tex = &get_collection().get<Texture>(name);
175 void RenderPass::TextureLoader::texture2d()
179 load_sub(static_cast<Texture2D &>(*tex), get_collection());
181 load_sub(static_cast<Texture2D &>(*tex));