-/* $Id$
-
-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 "renderer.h"
#include "texture.h"
#include "texture2d.h"
+#include "texturing.h"
using namespace std;
RenderPass::RenderPass():
shprog(0),
shdata(0),
- material(0)
+ material(0),
+ texturing(0),
+ back_faces(false)
{ }
RenderPass::RenderPass(const RenderPass &other):
shprog(other.shprog),
shdata(other.shdata ? new ProgramData(*other.shdata) : 0),
material(other.material),
- textures(other.textures)
+ 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;
+ material.keep();
}
void RenderPass::set_texture(unsigned index, const Texture *tex)
{
- for(vector<TextureSlot>::iterator i=textures.begin(); i!=textures.end(); ++i)
- if(i->index==index)
- {
- i->texture = tex;
- i->texture.keep();
- return;
- }
+ if(!texturing)
+ texturing = new Texturing;
- throw KeyError("No texture slot for that unit", lexical_cast(index));
+ 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)
- GL::Program::unbind();
-
- if(material)
- material->bind();
- else if(old && old->material)
- GL::Material::unbind();
-
- unsigned used_tex_units = 0;
- for(vector<TextureSlot>::const_iterator i=textures.begin(); i!=textures.end(); ++i)
- {
- i->texture->bind_to(i->index);
- used_tex_units |= 1<<i->index;
- }
- if(old)
- {
- for(vector<TextureSlot>::const_iterator i=old->textures.begin(); i!=old->textures.end(); ++i)
- if(!used_tex_units&(1<<i->index))
- Texture::unbind_from(i->index);
- }
+ 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)
- GL::Program::unbind();
-
- if(old->material)
- GL::Material::unbind();
-
- for(unsigned i=old->textures.size(); i--; )
- GL::Texture::unbind_from(i);
+ renderer.set_texturing(texturing);
+ renderer.set_material(material.get());
+ renderer.set_shader_program(shprog, shdata.get());
+ renderer.set_reverse_winding(back_faces);
}
-RenderPass::TextureSlot::TextureSlot(unsigned i):
- index(i),
- texture(0)
-{ }
-
-
RenderPass::Loader::Loader(RenderPass &p):
DataFile::CollectionObjectLoader<RenderPass>(p, 0)
{
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();
}
void RenderPass::Loader::texunit(unsigned i)
{
- TextureSlot slot(i);
- load_sub(slot);
- obj.textures.push_back(slot);
+ if(!obj.texturing)
+ obj.texturing = new Texturing;
+ TextureLoader ldr(*obj.texturing, i, coll);
+ load_sub_with(ldr);
}
-void RenderPass::Loader::uniforms()
+void RenderPass::Loader::texunit_named(unsigned i, const string &n)
{
- 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);
+ texunit(i);
+ obj.tex_names[n] = i;
}
-
-RenderPass::TextureSlot::Loader::Loader(TextureSlot &s):
- DataFile::CollectionObjectLoader<TextureSlot>(s, 0)
+void RenderPass::Loader::uniforms()
{
- init();
+ if(!obj.shprog)
+ throw invalid_operation("RenderPass::Loader::uniforms");
+ RefPtr<ProgramData> shd = new ProgramData;
+ load_sub(*shd);
+ obj.shdata = shd;
}
-RenderPass::TextureSlot::Loader::Loader(TextureSlot &s, Collection &c):
- DataFile::CollectionObjectLoader<TextureSlot>(s, &c)
+
+RenderPass::TextureLoader::TextureLoader(Texturing &t, unsigned i, Collection *c):
+ DataFile::CollectionObjectLoader<Texturing>(t, c),
+ index(i)
{
- init();
+ add("texture", &TextureLoader::texture);
+ add("texture2d", &TextureLoader::texture2d);
}
-void RenderPass::TextureSlot::Loader::init()
+void RenderPass::TextureLoader::finish()
{
- add("texture", &Loader::texture);
- add("texture2d", &Loader::texture2d);
+ if(tex)
+ {
+ obj.attach(index, *tex);
+ tex.release();
+ }
}
-void RenderPass::TextureSlot::Loader::texture(const string &name)
+void RenderPass::TextureLoader::texture(const string &name)
{
- obj.texture = get_collection().get<Texture>(name);
- obj.texture.keep();
+ tex = &get_collection().get<Texture>(name);
+ tex.keep();
}
-void RenderPass::TextureSlot::Loader::texture2d()
+void RenderPass::TextureLoader::texture2d()
{
- RefPtr<Texture2D> tex = new Texture2D;
- load_sub(*tex);
- obj.texture = tex;
+ tex = new Texture2D;
+ if(coll)
+ load_sub(static_cast<Texture2D &>(*tex), get_collection());
+ else
+ load_sub(static_cast<Texture2D &>(*tex));
}
} // namespace GL