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):
29 uniform_slots(other.uniform_slots),
30 material(other.material),
31 texturing(other.texturing ? new Texturing(*other.texturing) : 0),
32 tex_names(other.tex_names),
33 back_faces(other.back_faces)
36 RenderPass &RenderPass::operator=(const RenderPass &other)
38 shprog = other.shprog;
39 shdata = other.shdata;
40 uniform_slots = other.uniform_slots;
41 material = other.material;
42 texturing = other.texturing ? new Texturing(*other.texturing) : 0;
43 tex_names = other.tex_names;
44 back_faces = other.back_faces;
48 RenderPass::~RenderPass()
53 void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
56 shdata = new ProgramData(*data);
59 const string &RenderPass::get_slotted_uniform_name(const string &slot) const
61 map<string, string>::const_iterator i = uniform_slots.find(slot);
62 if(i==uniform_slots.end())
70 void RenderPass::set_material(const Material *mat)
76 void RenderPass::set_texture(unsigned index, const Texture *tex)
79 texturing = new Texturing;
81 texturing->attach(index, *tex);
84 int RenderPass::get_texture_index(const string &n) const
86 map<string, unsigned>::const_iterator i = tex_names.find(n);
87 if(i==tex_names.end())
92 void RenderPass::apply(Renderer &renderer) const
94 renderer.set_texturing(texturing);
95 renderer.set_material(material.get());
96 renderer.set_shader_program(shprog, shdata.get());
97 renderer.set_reverse_winding(back_faces);
101 RenderPass::Loader::Loader(RenderPass &p):
102 DataFile::CollectionObjectLoader<RenderPass>(p, 0)
107 RenderPass::Loader::Loader(RenderPass &p, Collection &c):
108 DataFile::CollectionObjectLoader<RenderPass>(p, &c)
113 void RenderPass::Loader::init()
115 add("shader", &RenderPass::shprog);
116 add("material", &Loader::material_inline);
117 add("material", &Loader::material);
118 add("material_slot", &RenderPass::material_slot);
119 add("back_faces",&RenderPass::back_faces);
120 add("texunit", &Loader::texunit);
121 add("texunit", &Loader::texunit_named);
122 add("uniforms", &Loader::uniforms);
123 add("uniform_slot", &Loader::uniform_slot);
126 void RenderPass::Loader::material_inline()
128 RefPtr<Material> mat = new Material;
130 load_sub(*mat, get_collection());
136 void RenderPass::Loader::material(const string &name)
138 obj.material = &get_collection().get<Material>(name);
142 void RenderPass::Loader::texunit(unsigned i)
145 obj.texturing = new Texturing;
146 TextureLoader ldr(*obj.texturing, i, coll);
150 void RenderPass::Loader::texunit_named(unsigned i, const string &n)
153 obj.tex_names[n] = i;
156 void RenderPass::Loader::uniforms()
159 throw invalid_operation("RenderPass::Loader::uniforms");
160 RefPtr<ProgramData> shd = new ProgramData(obj.shprog);
162 obj.shdata = shd.release();
165 void RenderPass::Loader::uniform_slot(const string &name)
167 uniform_slot2(name, name);
170 void RenderPass::Loader::uniform_slot2(const string &name, const string &slot)
172 obj.uniform_slots[slot] = name;
176 RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
177 DataFile::CollectionObjectLoader<Texturing>(t, c),
180 add("texture", &TextureLoader::texture);
181 add("texture2d", &TextureLoader::texture2d);
184 void RenderPass::TextureLoader::finish()
188 obj.attach(index, *tex);
193 void RenderPass::TextureLoader::texture(const string &name)
195 tex = &get_collection().get<Texture>(name);
199 void RenderPass::TextureLoader::texture2d()
203 load_sub(static_cast<Texture2D &>(*tex), get_collection());
205 load_sub(static_cast<Texture2D &>(*tex));