#include "renderer.h"
#include "texture.h"
#include "texture2d.h"
-#include "uniform.h"
using namespace std;
shprog_from_material(false),
shdata(0),
material(0),
- back_faces(false),
+ face_cull(CULL_BACK),
receive_shadows(false),
image_based_lighting(false)
{ }
{
const Tag *material_texture_tags = material->get_texture_tags();
for(const Tag *tag=material_texture_tags; tag->id; ++tag)
- set_texture(*tag, material->get_texture(*tag), material->get_sampler());
+ set_texture(*tag, material->get_texture(*tag), material->get_sampler(*tag));
}
void RenderPass::maybe_create_material_shader()
Tag RenderPass::get_slotted_uniform_tag(Tag slot) const
{
- map<Tag, Tag>::const_iterator i = uniform_slots.find(slot);
+ auto i = uniform_slots.find(slot);
if(i==uniform_slots.end())
return Tag();
return i->second;
void RenderPass::set_texture(Tag tag, const Texture *tex, const Sampler *samp)
{
- vector<TextureSlot>::iterator i = find_member(textures, tag, &TextureSlot::tag);
+ auto i = find_member(textures, tag, &TextureSlot::tag);
if(i==textures.end())
{
textures.push_back(TextureSlot(tag));
Tag RenderPass::get_texture_tag(const string &slot) const
{
- vector<TextureSlot>::const_iterator i = find_member(textures, slot, &TextureSlot::slot_name);
+ auto i = find_member(textures, slot, &TextureSlot::slot_name);
return (i!=textures.end() ? i->tag : Tag());
}
-void RenderPass::set_texture(unsigned index, const Texture *tex, const Sampler *samp)
+void RenderPass::set_face_cull(CullMode fc)
{
- if(!shprog)
- throw invalid_operation("RenderPass::set_texture");
-
- const vector<Program::UniformInfo> &uniforms = shprog->get_uniforms();
- for(vector<Program::UniformInfo>::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
- if(is_image(i->type) && i->binding==static_cast<int>(index))
- return set_texture(i->tag, tex, samp);
-
- if(shdata)
- {
- const vector<Tag> &tags = shdata->get_uniform_tags();
- for(vector<Tag>::const_iterator i=tags.begin(); i!=tags.end(); ++i)
- {
- vector<Program::UniformInfo>::const_iterator j = find_member(uniforms, *i, &Program::UniformInfo::tag);
- if(j==uniforms.end() || !is_image(j->type))
- continue;
- if(const Uniform1i *uni1i = dynamic_cast<const Uniform1i *>(shdata->find_uniform(*i)))
- if(uni1i->get()==static_cast<int>(index))
- return set_texture(*i, tex, samp);
- }
- }
-}
-
-int RenderPass::get_texture_index(const string &n) const
-{
- vector<TextureSlot>::const_iterator i = find_member(textures, n, &TextureSlot::slot_name);
- return (shprog && i!=textures.end() ? shprog->get_uniform_binding(i->tag) : -1);
-}
-
-void RenderPass::set_back_faces(bool bf)
-{
- back_faces = bf;
+ face_cull = fc;
}
void RenderPass::set_receive_shadows(bool rs)
void RenderPass::apply(Renderer &renderer) const
{
- for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
- renderer.set_texture(i->tag, i->texture, i->sampler);
+ for(const TextureSlot &t: textures)
+ renderer.set_texture(t.tag, t.texture, t.sampler);
renderer.set_shader_program(shprog, shdata.get());
if(material)
renderer.add_shader_data(material->get_shader_data());
- renderer.set_reverse_winding(back_faces);
+ renderer.set_face_cull(face_cull);
}
void RenderPass::set_debug_name(const string &name)
void RenderPass::Loader::init_actions()
{
+ add("face_cull", &RenderPass::face_cull);
add("shader", &Loader::shader);
add("image_based_lighting", &RenderPass::image_based_lighting);
add("material", &Loader::material_inline);
add("material", &Loader::material);
add("material_slot", &RenderPass::material_slot);
- add("back_faces",&RenderPass::back_faces);
add("receive_shadows", &RenderPass::receive_shadows);
add("texture", &Loader::texture);
add("uniforms", &Loader::uniforms);
add("uniform_slot", &Loader::uniform_slot);
add("uniform_slot", &Loader::uniform_slot2);
-
- // Deprecated
- add("texunit", &Loader::texunit);
- add("texunit", &Loader::texture);
- add("texunit", &Loader::texunit_named);
}
void RenderPass::Loader::set_inline_base_name(const string &n)
void RenderPass::Loader::texture(const string &n)
{
- vector<TextureSlot>::iterator i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
+ auto i = find_member(obj.textures, Tag(n), &TextureSlot::tag);
if(i==obj.textures.end())
{
obj.textures.push_back(TextureSlot(n));
load_sub_with(ldr);
}
-void RenderPass::Loader::texunit(unsigned)
-{
- IO::print(IO::cerr, "Warning: specifying textures by unit number is deprecated and may not produce expected results");
- string name;
- if(obj.shprog)
- {
- const vector<Program::UniformInfo> &uniforms = obj.shprog->get_uniforms();
- for(vector<Program::UniformInfo>::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
- if(is_image(i->type) && i->binding>=0)
- {
- if(!name.empty())
- {
- name.clear();
- break;
- }
- name = i->name;
- }
- }
-
- if(name.empty())
- throw runtime_error("Could not determine name for texture");
-
- texture(name);
-}
-
-void RenderPass::Loader::texunit_named(unsigned, const string &n)
-{
- texture(n);
-}
-
void RenderPass::Loader::uniforms()
{
if(!obj.shprog || obj.shprog_from_material)