1 #include <msp/datafile/collection.h>
2 #include <msp/strings/format.h>
5 #include "renderpass.h"
7 #include "programdata.h"
11 #include "texture2d.h"
12 #include "texturing.h"
19 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)
34 RenderPass::~RenderPass()
39 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
46 void RenderPass::set_material(const Material *mat)
52 void RenderPass::set_texture(unsigned index, const Texture *tex)
55 texturing = new Texturing;
57 texturing->attach(index, *tex);
60 int RenderPass::get_texture_index(const string &n) const
62 map<string, unsigned>::const_iterator i = tex_names.find(n);
63 if(i==tex_names.end())
68 void RenderPass::apply(Renderer &renderer) const
70 renderer.set_texturing(texturing);
71 renderer.set_material(material.get());
72 renderer.set_shader_program(shprog, shdata.get());
76 RenderPass::Loader::Loader(RenderPass &p):
77 DataFile::CollectionObjectLoader<RenderPass>(p, 0)
82 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
83 DataFile::CollectionObjectLoader<RenderPass>(p, &c)
88 void RenderPass::Loader::init()
90 add("shader", &RenderPass::shprog);
91 add("material", &Loader::material_inline);
92 add("material", &Loader::material);
93 add("texunit", &Loader::texunit);
94 add("texunit", &Loader::texunit_named);
95 add("uniforms", &Loader::uniforms);
98 void RenderPass::Loader::material_inline()
100 RefPtr<Material> mat = new Material;
105 void RenderPass::Loader::material(const string &name)
107 obj.material = &get_collection().get<Material>(name);
111 void RenderPass::Loader::texunit(unsigned i)
114 obj.texturing = new Texturing;
115 TextureLoader ldr(*obj.texturing, i, coll);
119 void RenderPass::Loader::texunit_named(unsigned i, const string &n)
122 obj.tex_names[n] = i;
125 void RenderPass::Loader::uniforms()
128 throw invalid_operation("RenderPass::Loader::uniforms");
129 RefPtr<ProgramData> shd = new ProgramData;
135 RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
136 DataFile::CollectionObjectLoader<Texturing>(t, c),
139 add("texture", &TextureLoader::texture);
140 add("texture2d", &TextureLoader::texture2d);
143 void RenderPass::TextureLoader::finish()
148 obj.attach(index, *tex, *env);
150 obj.attach(index, *tex);
156 void RenderPass::TextureLoader::texenv()
158 throw runtime_error("TexEnvs can't be loaded yet");
163 void RenderPass::TextureLoader::texture(const string &name)
165 tex = &get_collection().get<Texture>(name);
169 void RenderPass::TextureLoader::texture2d()
172 load_sub(static_cast<Texture2D &>(*tex));