-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include <msp/core/refptr.h>
#include <msp/datafile/collection.h>
-#include <msp/strings/formatter.h>
+#include <msp/strings/format.h>
+#include "error.h"
#include "material.h"
#include "renderpass.h"
#include "program.h"
#include "programdata.h"
-#include "texenv.h"
+#include "renderer.h"
#include "texture.h"
#include "texture2d.h"
#include "texturing.h"
shprog(0),
shdata(0),
material(0),
- texturing(0)
+ texturing(0),
+ back_faces(false)
{ }
RenderPass::RenderPass(const RenderPass &other):
- Bindable<RenderPass>(other),
shprog(other.shprog),
shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
material(other.material),
- texturing(other.texturing ? new Texturing(*other.texturing) : 0)
+ texturing(other.texturing ? new Texturing(*other.texturing) : 0),
+ tex_names(other.tex_names),
+ back_faces(other.back_faces)
{ }
RenderPass::~RenderPass()
{
- delete shdata;
delete texturing;
}
+void RenderPass::set_shader_program(const Program *prog, const ProgramData *data)
+{
+ shprog = prog;
+ shdata = data;
+ shdata.keep();
+}
+
void RenderPass::set_material(const Material *mat)
{
material = mat;
texturing->attach(index, *tex);
}
-void RenderPass::bind() const
+int RenderPass::get_texture_index(const string &n) const
{
- const RenderPass *old = current();
- if(!set_current(this))
- return;
-
- if(shprog)
- {
- shprog->bind();
- shdata->apply();
- }
- else if(old && old->shprog)
- Program::unbind();
-
- if(material)
- material->bind();
- else if(old && old->material)
- Material::unbind();
-
- if(texturing)
- texturing->bind();
- else if(old && old->texturing)
- Texturing::unbind();
+ map<string, unsigned>::const_iterator i = tex_names.find(n);
+ if(i==tex_names.end())
+ return -1;
+ return i->second;
}
-void RenderPass::unbind()
+void RenderPass::apply(Renderer &renderer) const
{
- const RenderPass *old = current();
- if(!set_current(0))
- return;
-
- if(old->shprog)
- Program::unbind();
-
- if(old->material)
- Material::unbind();
-
- if(old->texturing)
- Texturing::unbind();
+ renderer.set_texturing(texturing);
+ renderer.set_material(material.get());
+ renderer.set_shader_program(shprog, shdata.get());
+ renderer.set_reverse_winding(back_faces);
}
void RenderPass::Loader::init()
{
- allow_pointer_reload = false;
-
add("shader", &RenderPass::shprog);
- add("material", static_cast<void (Loader::*)()>(&Loader::material));
- add("material", static_cast<void (Loader::*)(const string &)>(&Loader::material));
+ add("material", &Loader::material_inline);
+ add("material", &Loader::material);
+ add("back_faces",&RenderPass::back_faces);
add("texunit", &Loader::texunit);
+ add("texunit", &Loader::texunit_named);
add("uniforms", &Loader::uniforms);
}
-void RenderPass::Loader::finish()
-{
- // XXX Make shdata optional
- if(obj.shprog && !obj.shdata)
- obj.shdata = new ProgramData;
-}
-
-void RenderPass::Loader::material()
+void RenderPass::Loader::material_inline()
{
RefPtr<Material> mat = new Material;
- load_sub(*mat);
+ if(coll)
+ load_sub(*mat, get_collection());
+ else
+ load_sub(*mat);
obj.material = mat;
}
void RenderPass::Loader::material(const string &name)
{
- obj.material = get_collection().get<Material>(name);
+ obj.material = &get_collection().get<Material>(name);
obj.material.keep();
}
load_sub_with(ldr);
}
+void RenderPass::Loader::texunit_named(unsigned i, const string &n)
+{
+ texunit(i);
+ obj.tex_names[n] = i;
+}
+
void RenderPass::Loader::uniforms()
{
if(!obj.shprog)
- throw InvalidState("Can't load uniforms without a shader program");
- if(!obj.shdata)
- obj.shdata = new ProgramData;
- load_sub(*obj.shdata, *obj.shprog);
+ throw invalid_operation("RenderPass::Loader::uniforms");
+ RefPtr<ProgramData> shd = new ProgramData;
+ load_sub(*shd);
+ obj.shdata = shd;
}
{
if(tex)
{
- if(env)
- obj.attach(index, *tex, *env);
- else
- obj.attach(index, *tex);
+ obj.attach(index, *tex);
tex.release();
- env.release();
}
}
-void RenderPass::TextureLoader::texenv()
-{
- throw Exception("TexEnvs can't be loaded yet");
- /*env = new TexEnv;
- load_sub(*env);*/
-}
-
void RenderPass::TextureLoader::texture(const string &name)
{
- tex = get_collection().get<Texture>(name);
+ tex = &get_collection().get<Texture>(name);
tex.keep();
}
void RenderPass::TextureLoader::texture2d()
{
tex = new Texture2D;
- load_sub(static_cast<Texture2D &>(*tex));
+ if(coll)
+ load_sub(static_cast<Texture2D &>(*tex), get_collection());
+ else
+ load_sub(static_cast<Texture2D &>(*tex));
}
} // namespace GL