#include "renderer.h"
#include "texture.h"
#include "texture2d.h"
-#include "texturing.h"
#include "uniform.h"
using namespace std;
shprog_from_material(false),
shdata(0),
material(0),
- back_faces(false),
- receive_shadows(false)
+ face_cull(CULL_BACK),
+ receive_shadows(false),
+ image_based_lighting(false)
{ }
void RenderPass::set_material_textures()
{
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(DataFile::Collection *coll)
+void RenderPass::maybe_create_material_shader()
{
if(shprog && !shprog_from_material)
return;
map<string, int> extra_spec;
if(receive_shadows)
extra_spec["use_shadow_map"] = true;
+ if(image_based_lighting)
+ extra_spec["use_image_based_lighting"] = true;
- if(coll)
- {
- shprog = material->create_compatible_shader(*coll, extra_spec);
- shprog.keep();
- }
- else
- throw invalid_operation("RenderPass::maybe_create_material_shader");
+ shprog = material->create_compatible_shader(extra_spec);
if(shdata)
- shdata = new ProgramData(*shdata, shprog.get());
+ shdata = new ProgramData(*shdata, shprog);
shprog_from_material = true;
}
void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
{
shprog = prog;
- shprog.keep();
shprog_from_material = false;
shdata = (data ? new ProgramData(*data) : 0);
}
return i->second;
}
-void RenderPass::set_material(const Material *mat, DataFile::Collection *coll)
+void RenderPass::set_material(const Material *mat)
{
material = mat;
- material.keep();
- maybe_create_material_shader(coll);
+ maybe_create_material_shader();
set_material_textures();
}
return (shprog && i!=textures.end() ? shprog->get_uniform_binding(i->tag) : -1);
}
-void RenderPass::set_back_faces(bool bf)
+void RenderPass::set_face_cull(CullMode fc)
{
- back_faces = bf;
+ face_cull = fc;
}
void RenderPass::set_receive_shadows(bool rs)
{
for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
renderer.set_texture(i->tag, i->texture, i->sampler);
- renderer.set_material(material.get());
- renderer.set_shader_program(shprog.get(), shdata.get());
- renderer.set_reverse_winding(back_faces);
+ renderer.set_shader_program(shprog, shdata.get());
+ if(material)
+ renderer.add_shader_data(material->get_shader_data());
+ renderer.set_face_cull(face_cull);
+}
+
+void RenderPass::set_debug_name(const string &name)
+{
+#ifdef DEBUG
+ if(shdata.refcount()==1)
+ shdata->set_debug_name(name+" [UBO]");
+#else
+ (void)name;
+#endif
}
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("texunit", &Loader::texunit_named);
}
+void RenderPass::Loader::set_inline_base_name(const string &n)
+{
+ inline_base_name = n;
+}
+
void RenderPass::Loader::finish()
{
if(obj.material)
- obj.maybe_create_material_shader(coll);
+ obj.maybe_create_material_shader();
}
// Temporary compatibility feature
{
Material::GenericLoader ldr(coll);
load_sub_with(ldr);
- obj.material = ldr.get_material();
+ RefPtr<Material> mat = ldr.get_material();
+ get_collection().add(inline_base_name+".mat", mat.get());
+ obj.material = mat.release();
obj.set_material_textures();
}
void RenderPass::Loader::material(const string &name)
{
obj.material = &get_collection().get<Material>(name);
- obj.material.keep();
obj.set_material_textures();
}
void RenderPass::Loader::shader(const string &n)
{
obj.shprog = &get_collection().get<Program>(get_shader_name(n));
- obj.shprog.keep();
obj.shprog_from_material = false;
if(obj.shdata)
- obj.shdata = new ProgramData(*obj.shdata, obj.shprog.get());
+ obj.shdata = new ProgramData(*obj.shdata, obj.shprog);
}
void RenderPass::Loader::texture(const string &n)
if(!obj.shprog || obj.shprog_from_material)
throw runtime_error("Shader is required for uniforms");
if(!obj.shdata)
- obj.shdata = new ProgramData(obj.shprog.get());
+ obj.shdata = new ProgramData(obj.shprog);
else if(obj.shdata.refcount()>1)
obj.shdata = new ProgramData(*obj.shdata);
load_sub(*obj.shdata);